The filing reads, “According to the present embodiment, realized is the electronic content processing system that reliably restricts the use of electronic content dealt in the second-hand markets. As a result, the dealing of electronic content in the second-hand markets is suppressed, which in turn supports the redistribution of part of proceeds from sales of the electronic content to the developers.”
Of course, such a system uses an online-only connection, according to the filing.
“As a technique to suppress the second-hand sales and purchase, a user may be first required to send a password or the like to a remote authentication server from a reproduction device (game player) via the Internet and the reproduction of content may be permitted only for the device that has succeeded in authentication.”
“However, where the reproduction device is not connected to the Internet, use of the content cannot be controlled. Also, where the connection to the Internet is an absolute requirement, user’s convenience may be significantly reduced. Besides, users may communicate to share the password between them and therefore the second-hand sales and purchase cannot be eliminated reliably.”
Back in May 2012, Sony America CEO Jack Tretton stated that he was opposed to such measures, calling it “anti-consumer”. He might have known something was up when he added that Sony Japan felt differently.
This is not the first time Sony explored tech to combat used game sales and rentals. Back in 2006, a furor arose from Sony patenting tech to bind games to single PlayStation 3’s. The tech was never implemented.