How Digital Media Purchases and Downloads Work
A 1990 patent describing the basic process of paying for digital audio or video content over a phone line and downloading it to a personal device.
Patent Number
US 5191573
Status
Expired
Filing Date
September 18, 1990
Grant Date
March 2, 1993
Expiration
September 18, 2010
Claims
8
Assignee
Individual
Inventors
Arthur R. Hair
Citations
260 forward · 5 backward
What it covers
The patent outlines a workflow for buying and receiving digital files remotely. First, a user transfers money to a content provider via a telecommunications line, such as by providing a credit card number over a phone call. Once payment is confirmed, the system establishes a connection between the provider's storage and the user's receiver. The content is then transmitted electronically and saved directly into the user's local memory.
What it doesn't cover
- —Does not cover peer-to-peer file sharing where no money is transferred between parties.
- —Does not cover streaming media where the signal is not stored in the second memory.
- —Does not cover physical media distribution like mailing a CD or DVD.
- —Does not cover automated subscription services that lack a specific per-transaction payment step.
The clever bit
It treats the entire internet-based commerce loop—payment, connection, transmission, and storage—as a single, integrated telecommunications method.
Why it matters
This patent is a foundational look at the architecture of digital commerce. It predates the modern internet-based storefronts like iTunes or Netflix, framing the concept of buying intangible digital goods as a remote telecommunications transaction.
Real-world examples
- 1.Purchasing a song on iTunes
- 2.Downloading a movie from a digital storefront
- 3.Buying a digital audiobook
- 4.On-demand digital content delivery
Generated by PatentBrief · Not legal advice · patentbrief.org
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