Gindil said:
I would like proof that piracy has caused the gaming industry money. I've been studying "copyright infringement" for a long time and I can't tell how piracy affects the industry. Hell, the Government Accountability Office did a report on piracy and yet they can't tell all of the benefits. But they have found that there were some benefits that were positive such as sampling a product (in this case looking at a private vs Blizzard server) or deciding if a game is worth a longer investment. Contrary to popular belief, not everyone can pay $30 bucks a month for entertainment.
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I think you need to go back and study or study more thoroughly. Especially if it is somehow related to your career/job.
First off, you say (paraphrased) "government did a study and still can't tell the 'POSITIVE' benefits from piracy", followed by 'there are some benefits like 'trial period', conversion'.
At the beginning of your post though, you say you can't see how 'piracy affects the industry'.
This is a nice blatant contradiction of logic and that isn't even getting into the 'negative' part of piracy.
While the exact dollar amount, etc. is nebulous it is an incredible leap to say that Piracy does not cost the industry at *all*.
Ignoring all the real-life data that we have, etc. for a moment, consider this logic.
1. Let's assume that Pirates DO NOT cause a loss of business, etc. For this to be true, pirates must fall into one of the following categories.
1a. The pirate would have *NEVER* ever bought the game. So no loss of business.
1b. The pirate plays the game as a pirated 'trial' and then buys the game when they like it to support the company. No loss of business since they do buy it.
The above 2 is the main points for pirates not 'costing money' per se, there might be other c,d,e where it also doesn't cause loss of business. Regardless, if the pirate is someone who *would* have bought the game but didn't because "oh hey look, easy to pirate", then that is loss of business.
Unless you can *PROVE* to me that everyone who ever pirated a game falls into the 1a or 1b category (or 1c if it exists), then piracy causes loss of business.
Real-world data/statistics show the 'conversion' rate for demos, etc. and in the case of piracy conversions, it is probably a very small percent as well. So while the exact amount is nebulous, to claim no loss of sale or affect from piracy at all is silly.
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Contrary to popular belief, people are not entitled to entertainment. It is not a need, it is not a 'right'. It is a privilege.
If you want to put this into 'perspective' taking a date to see a movie is approximately 20 bucks for the two tickets (coupons, student, buy concession stand, etc. can vary) for 2 hours-ish of movie entertainment (plus whatever you get out of time with your date). I don't play WoW but i hear it is 15 dollars a month ish and you get far more 'potential entertainment' beyond 2 hours for roughly the same amount of money.
If you can't afford WoW monthly fee and feel entitled to entertainment, then you probably also can't afford to go the movies once a month either and, if entitled to entertainment, will just pirate movies too.
C