- a developer and he wrote a cross-platform networking library for MMORPG;
- or maybe he's a graphic artist and he designed, modeled, textured and rigged a game character;
- or maybe he's a musician and he composed a theme and recorded it as MP3.
Now let's say he released his work under some free licence, which basically allow people to use his work free of charge in their projects, provided that they are ad-free and are not distributed via a smartphone market like App Store, Google Play or Windows Marketplace; instead he just wants to be acknowledged in the credits or in the about box of the application.
He also plans to provide a commercial licence, including some form of support, for people intending to sell their products via one of the aforementioned stores; in this case John wants to charge them, in some way.
Question 1) How can John check if his stuff is being used by people who didn't buy a commercial license?
It's probably impossible to detect all unauthorized usages, but maybe it is possible to design a system that automatically crawls the stores and performs some sort of analysis on the top-selling games.
Question 2) Are there systems like this in operation today?
Question 3) Do they take the form of a single web-crawler/analyzer?
Question 4) Or do they require the embedding of user/application specific information into the licensed content, possibly using a cryptographic authentication scheme?
Question 5) Should the content be delivered to the client in encrypted form?
Question 6) Are watermarking techniques useful for detecting unauthorized use of image and audio content in games?
Question 7) Is it reasonable to embed in a library an authentication routine that requires an Internet connection to John's servers? (I think it's not)
After you suspect that someone stole your content, I guess the next step is calling a lawyer, and if you are really sure, suing the offending developer/publisher.
Thank you for your help.
Have a nice day.
Dario