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Estimating Game Piracy More Accurately

An anonymous reader tips a post up at the Wolfire blog that attempts to pin down a reasonable figure for the amount of sales a game company loses due to piracy. We've commonly heard claims of piracy rates as high as 80-90%, but that clearly doesn't translate directly into lost sales. The article explains a better metric: going on a per-pirate basis rather than a per-download basis. Quoting: "iPhone game developers have also found that around 80% of their users are running pirated copies of their game (using jailbroken phones). This immediately struck me as odd — I suspected that most iPhone users had never even heard of 'jailbreaking.' I did a bit more research and found that my intuition was correct — only 5% of iPhones in the US are jailbroken. World-wide, the jailbreak statistics are highest in poor countries — but, unsurprisingly, iPhones are also much less common there. The highest estimate I've seen is that 10% of worldwide iPhones are jailbroken. Given that there are so few jailbroken phones, how can we explain that 80% of game copies are pirated? The answer is simple — the average pirate downloads a lot more games than the average customer buys. This means that even though games see that 80% of their copies are pirated, only 10% of their potential customers are pirates, which means they are losing at most 10% of their sales."

5 of 459 comments (clear)

  1. Re:Hardcore players by Anonymous Coward · · Score: 5, Insightful

    No one is arguing it's right to pirate games. What's being said here is that the methods used to get the numbers in the statistics published are wrong, and the actual numbers are much, much lower. Whether this is on purpose or simply honest mistakes is left to be seen.

    Is killing people wrong? Certainly. Shouldn't we call out people that say that there are x murders per year, when the actual number is much lower? Bloody hell yes. It makes your country (or state, or wherever the numbers came from) look bad, and portrays an inaccurate reality, which is the opposite of what statistics are about.

  2. Re:Hardcore players by Thanshin · · Score: 5, Insightful

    The more interesting question is, why do these people think they're somehow obligated to take something that doesn't belong to them and without pay?

    Why is it more interesting?

    I find the difference between the imagined and real economic impacts on gaming industry much more interesting than a debate about why people would rather not pay for things.

  3. Re:Second post from that blog by Thanshin · · Score: 5, Insightful

    That's the second post from that blog in as many days - they were the ones that did the Humble Indie Games Bundle, weren't they?

    Slashvertisement?

    No, Slashvertisement would be me saying: "I bought the bundle yesterday, Gish alone is worth half the 15$ I decided to pay, and having played gish and WoG I'm pretty sure the rest of the pack will easily be worth the other half."

    For example.

  4. Re:Hardcore players by Jurily · · Score: 5, Insightful

    I find the discussions about which part of the mental masturbation is more "real" interesting.

    Hint: if it costs you nothing that I copy your game, you didn't lose jack shit. If you don't like it, make your game more entertaining than the pirated version.

    You can play World of Warcraft on a nearly unlimited number of free private servers with the client you download from Blizzard for free; you can even roll your own. But in terms of quality, they're at most marketing for the real thing.

    If Blizzard wanted, they could make it impossible for the private server developers to keep up. Nobody would bother to reverse engineer an encrypted protocol that changes with every patch. What do they do instead? They add content to their own and swim in the money it generates.

  5. Re:But... by Thanshin · · Score: 5, Insightful

    Steam made me find out I wasn't cheap, but lazy.