How to Buy and Download Digital Music or Movies Over a Phone Line
This 1993 patent describes a system for a customer to pay for and download digital audio or video files from a remote server to their own storage device using a phone line.
Original patent title: “Method for transmitting a desired digital video or audio signal”
What this patent covers
The actual claim
This patent describes a method for a customer, referred to as the "second party," to obtain a digital audio or video file from a seller, the "first party." First, the customer electronically transfers money to the seller using a telecommunications line, such as by providing a credit card number over the phone, as described in claims 3 and 6. Next, the seller's digital storage (first memory) connects electronically with the customer's digital storage (second memory) via a telecommunications line. Then, the desired digital audio or video signal is transmitted from the seller's memory to the customer's memory, where it is stored, as detailed in claims 1 and 4. For example, a person could call a service, pay with a credit card, and then have a specific song downloaded directly to their home computer's hard drive.
What this patent does NOT cover
The boundaries
- Does not cover streaming content that is played without being permanently stored on the customer's device.
- Does not cover the physical delivery of media, such as mailing a CD or DVD.
- Does not cover the distribution of free content where no electronic money transfer occurs.
- Does not cover non-digital signals or data that are not specifically audio or video.
- Does not cover in-person cash payments or other non-electronic money transfer methods.
- Does not cover content transfers that do not use a telecommunications line, such as direct physical connection or local network transfers.
These exclusions are unique to PatentBrief — derived from the actual claim language, not patent-office boilerplate.
What made this novel
The novelty was combining electronic payment with the electronic transmission and permanent storage of specific digital media (audio or video) over a telecommunications line, effectively creating a digital 'store' and 'delivery' system before the internet made such services commonplace.
Schematic visualization of the patent's claim structure. Hand-drawn diagrams in progress for each landmark patent.
Where you've seen this
Real-world examples
iTunes Store for music and movies
Amazon Prime Video for digital purchases and downloads
Google Play Movies & TV for purchased content
Xbox Games Store for digital game downloads
Why it matters
The bigger picture
This patent outlines a foundational concept for digital content distribution, predating the widespread commercial internet. It describes the core steps of paying for and receiving digital media electronically, which became the basis for services like iTunes and other digital storefronts. It envisioned a future where media could be purchased and delivered directly to a user's device without physical copies.
Filed
September 18, 1990
Granted
March 2, 1993
Claim 1 — Plain English
What this patent covers
This patent describes a method for a customer, referred to as the "second party," to obtain a digital audio or video file from a seller, the "first party." First, the customer electronically transfers money to the seller using a telecommunications line, such as by providing a credit card number over the phone, as described in claims 3 and 6. Next, the seller's digital storage (first memory) connects electronically with the customer's digital storage (second memory) via a telecommunications line. Then, the desired digital audio or video signal is transmitted from the seller's memory to the customer's memory, where it is stored, as detailed in claims 1 and 4. For example, a person could call a service, pay with a credit card, and then have a specific song downloaded directly to their home computer's hard drive.
The clever bit
The novelty was combining electronic payment with the electronic transmission and permanent storage of specific digital media (audio or video) over a telecommunications line, effectively creating a digital 'store' and 'delivery' system before the internet made such services commonplace.
What it does not cover
- Does not cover streaming content that is played without being permanently stored on the customer's device.
- Does not cover the physical delivery of media, such as mailing a CD or DVD.
- Does not cover the distribution of free content where no electronic money transfer occurs.
- Does not cover non-digital signals or data that are not specifically audio or video.
- Does not cover in-person cash payments or other non-electronic money transfer methods.
- Does not cover content transfers that do not use a telecommunications line, such as direct physical connection or local network transfers.
Patent Journey
From filing to expiry
Patent Filed
1990
Patent Granted
1993 · 2yr after filing
Highly Cited
260 patents cite this
Patent Expired
2010
PatentBrief Score
Impact Score
Moderate
Citation count
40/40
Highly cited
Claim breadth
5/20
Moderate scope
Recency
0/20
Older than 20 years
Assignee scale
0/20
Independent or smaller assignee
PatentBrief Impact Score — based on citation count, claim breadth, recency, and assignee scale. Not a legal assessment.
The original legal language
Original claims
8 claims as filed with the patent office.
Citations
Patent lineage
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