Study Claims $41.5 Billion In Portable Game Piracy Losses Over Five Years
Gamasutra reports that Japan's Computer Entertainment Suppliers Association conducted a study to estimate the total amount of money lost to piracy on portable game consoles. The figure they arrived at? $41.5 billion from 2004 to 2009. Quoting:
"CESA checked the download counts for the top 20 Japanese games at what it considers the top 114 piracy sites, recording those figures from 2004 to 2009. After calculating the total for handheld piracy in Japan with that method, the groups multiplied that number by four to reach the worldwide amount, presuming that Japan makes up 25 percent of the world's software market. CESA and Baba Lab did not take into account other popular distribution methods for pirated games like peer-to-peer sharing, so the groups admit that the actual figures for DS and PSP software piracy could be much higher than the ¥3.816 trillion amount the study found."
Seriously? How can they call this losses... it's not-earnings...
Yeah, that must be accurate, because I'm sure they factored in things like:
1) People downloading way more than they could ever afford to buy
2) Multiple downloads by one person
3) Downloads of games that were already legitimately purchased by the individual but unusable for some reason
This is once again one of those numbers that will be thrown around by IP holders to get attention from the politicians. And yet the study does the same idiotic assumption as all the other ones.
Saying one download is one lost sale is idiotic. It has never been true and never will be. It's probably off by at least a factor of 10. And haven't many studies already shown (well, at least with music) that the people who pirate are also the people who buy the most?
I don't care what the publishers say, a pirated game is not necessarily a lost sale, quite the contrary, I've found most pirates to be lazy bastards who wont pay for anything if they can help it. When one of those types pirates it's just a copy in circulation that shouldn't exist.
On the other hand, there is a type of piracy that is a lost sale. I still love the Gameboy Advanced system, and of course they no longer make games for it, so I turn to eBay and the like. More than once I've gotten outright pirated cartridges off of eBay. I always make sure the sellers have some history to prevent that, but occasionally one slips through. Some of the pirated games I've gotten off of there were really high quality, I spotted the fakes, but I don't think most people would have. On more than one occasion the seller disappeared while my game was in transit, when they don't disappear I tattle to eBay. I then have a moral dillema of what to do with said pirated copy. I paid for it, I didn't know it was pirated until it got here, but it is pirated... Hurricane Ike settled that for me on my older cartridges, but I actually did get a pirate cart off of Amazon since then.
I'm of the opinion the MPAA and the RIAA need to police flea markets and sellers like the above, go after file sharers, but leave downloaders alone. The video game guys need to do the same thing. The big difference between the movie and music people and the video game people is when a new format comes out movies and music usually transition to it. Not until recently have classics been commonly re-released on newer systems and they still don't re-release all of them legally.
The preceding post was not a Slashvertisement.
"First they take a really big scary number. Then they multiplied it by a lot. Then took the number of angels that could dance on the head of a pin and added that. then took some pseudoscientific sounding word and 'factored' them in by multiplying by another big scary number."
I wanted people to give me a trillion dollars last year, but they didn't. They're so greedy and unthoughtful!
Just for comparison, Nintendo has been making around $2billion a year total profit over that period. So either these game companies would have been a lot richer, or these numbers are off.
Qxe4
Wow, that is an amount of money they have lost in fantasy world...
No money is lost to the economy due to copyright infringement as some MAFIA groups try to argue. It is just not given to publishers for those movies/songs/games that are pirated. But it is spent on other products. This is the broken window fallacy, that a child who throws a rock through a window is stimulating the economy.
I download movies and tv shows because I don't like watching broadcast TV. Any that deserve a repeat viewing get bought on DVD (which is probably about 80%). If they shutdown illegal downloads they wouldn't get more money from me because I have little to spare, they are more likely to get less as I would just shift to other forms of entertainment or free to access media (I have started watching local legal tv streaming sites, which has dropped the amount I illegally download and later purchase).
This isn't the 1990's where the big publishers had little competition. There is so much free or cheap content out there that I don't buy before I try.
========
CINC, 4th Penguin Legion
Considering the ESA claims the whole industry was worth $11.7 billion in 2008, and that was 22.9% growth form the year before, this does not seem to be a very plausible number, since it nearly amounts to the sum of the value of the whole industry over the five years of this "study".
How much did the industry lose in paying for these studies?
By the same argument, I'm almost 100% sure the industry lose a lot more potential profit from second hand sales and/or rentals, since without them, technically people would have bought the games first-hand... right?
Notice how *some* people will get utterly smashed when attending an event with an open bar? They're quite eager to consume far more than they might usually have...
I still don't see how that could possibly represent a tangible "market" with any credibility. However many servings were had (for free) has no relevance to sales you could've had on a normal night.
For the last bloody time, a download does not equal a lost.... you know what. Fuck it. Fuck them. I hope the CESA paid a lot of money for this study.
If those numbers were even close to be real they would have managed to stop piracy long ago. I mean, who in their right mind will sit and idly watching billion after billion trickling out of their wallet and all they manage to come up with is some bizarre DRM schemes that never works. One would think that with such amount of money involved investing more in stopping piracy should be well worth it. Say a billion dollars or so.
It's all BS. We know it and they know it.
From my teens through my 20's I was a profligate game pirate and I still have stacks of burnt CDs of late 90's and early 00's titles that I dig through every once in awhile. It is nice to be able to play Master of Orion or the original Fable for a sense of nostalgia but now in my early 30's I've begun thinking longer term storage and instead of trying to roll my own I'm going to trust Steam so I can play the few new games I play each year in the old folks home. Until I can get a nice Raid + backup solution for 10-20 terrabytes of games and growing, Steam or something like it seems the way to go.
An Education is the Font of All Liberty
So, to bankrupt Sony and Nintendo I can simply write a script that downloads one game from each company over and over again... After all, if downloads equals loss, enough downloads would bring both companies to their knees. In fact, I'm sure that the entire entertainment industry could be brought to their knees with wget...
In other news, since all gamers are obviously billionaires, why are they pirating so much? I love the flawed logic of these polls. Do these people have no interest in accurately mapping piracy?
It's just made up numbers and made up words, told by the princelings of lies and falsehoods.
Smith: Fourty-two Hugillions lost to pirates...
Miller: But... but there isn't that much money in the whole world!
Smith: Yes, that's right. We... Create!
It's actually on the low side. From reading the article, I don't think they're even claiming that if there had been 0 downloads, then they'd have an extra $45 billion. Rather, they're looking at the retail value of those downloads when compared to a sale. And based on their methodology, this figure is about three times lower than it should be, as it's pretty much just looking at torrents. Emule, rapidshare (and other sharing sites), FTPs in eastern countries, bulletin board distribution, and wholesale mass-produced sanctioned piracy in many ex-soviet and asian countries, are all going very strong. In the scope of the study, the figure's low. Winny - the most popular file sharing program in Japan, even more popular than torrents there, is not included. It was actually a study into the value of pirated software. The biased game sites referring the article are the ones who've spun it into "CESA believes downloaders COST game companies this much..". Slashdot doesn't help.
Maybe some people are in denial about how rampant piracy is. Of my 10 or so close geek friends who I've grown up with (I'm now 28), I'm the only one who no longer pirates anything - cashflow helps that. One other pirates games which are "too expensive". The other 8 approx pirate everything. OS, games, apps, everything they run except.. of course, World of Warcraft. :P I think most slashdotters are in complete denial about how massive it is. For every cash register sale EB Games in Australia made of Call of Duty MW2, 390 downloads were picked up reaching Australian IP addresses.
"The true measure of a person is how they act when they know they won't get caught." - DSRilk
With the DRM, the criminalization of their customers, and the big fat lies like this one, I don't see why I would want to give these people money at all.
I'd rather play the old games I already and actually own (not rent), than feed this devolution of the business.
Let them starve.
You can't prove that a pirate was willing to buy a game so you can't prove you actually lost anything, but Gamestop flaunts their second hand sales to their stockholders, so you know exactly how much people were willing to pay. But now instead of the publishers getting money and making more games, it goes to Gamestop so they can make more...money.
Interestingly, it also shows the price point people are willing to buy games. I don't know what is the usual price second-hand sales are usually sold at (being in one of those countries which does NOT have a significant second hand sale market), but I'd think publishers would have a lot more profit selling goods at 2nd hand prices.
Of cause there's the point of packaging, but that's what online distribution is for.
Another study claims money that wasn't made yet can be lost. Better stop downloading pirated games and don't buy them either. Surely the game companies will be grateful because the nonexistent losses are now gone!
I was shocked this morning to read that Foxconn employees are paid 113 euros per month.
It might seem irrelevant to this discussion, but it is not: the global elite is pushing for bigger profits, either through studies that claim loss from piracy or from other means.
I hope /. readers don't get the bait that the global elite ix losing any money. They don't; they are filthy rich as a result of exploiting people in 3rd world countries. Don't make them a favor and think that piracy hurts them; it does not. It simply doesn't make their wallets extra-ultra-humongously fat.
With the DRM, the criminalization of their customers, and the big fat lies like this one, I don't see why I would want to give these people money at all.
I'd rather play my old games that I actually own than feed this devolution of the business.
(NB: dupe comment because I posted the previous one "Anonymously", and it's apparently invisible without a parent)
We are all God's parents.
Gamestop sells 'em at 5$/€ below the regular retail price. I think people who accept that discount will always buy used, no matter how low the regular price goes (since GS will always undercut it).
Justice is the sheep getting arrested while an impartial judge declares the vote void.
Well, that is because they gave it me.
With kind regards,
The banking and automotive industry.
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.
I wouldn't have bought four Nintendo DS's if I hadn't been able to get a device that let me run anything I wanted on the things.
I also feel no remorse at all in showing small children how to circumvent copyright on those devices.
WTF people, a business group releases a study and we all get to waste our time shooting down a ridiculously absurd figure regarding piracy for what, sport? It seems anyone can release a study these days and it will get examined by every nerd on the planet! Obviously not all studies, only ones that support the existence of an economic system that is splintering under the weight of its internal contradictions, viz the attempt to turn digital content into private property. Will you all PLEASE all get an anti-capitalist consciousness from somewhere, anywhere! -- this FOG you all seem to live in is driving me nuts!
for lost time, productivity loss, loss in morale, etc...
Because if they were true, then ipso facto, we be wrong. Since that's unpossible, the figures must be a filthy lie. So-called facts must not be allowed to interfere with our principled objection to rewarding creators for their work. Quod erat demonstrandum.
If you were blocking sigs, you wouldn't have to read this.
I wrote a really good version of Hello World 2.0, it was so great in fact that i tried to market it as really fucking expensive enterprise version of hello world; I put the price at $80 billion billion.
Despite the excellent software quality no one bought it, but as my sister pirated it to see what i was raving about i've suffered losses of more than the entire earth GDP of the last 20 milennia or so. And you dare to say software piracy is okay!
There is a few comments on here about free advertising and I can honestly say that of the games that I have bought none of them would have been bought if it was not for the fact that I played them before either on a friends computer or a demo version (I can not publicly admit that I actually downloaded games illegally :-) ) But the fact is that downloads grow the games market.
I'm actually very interested in seeing what the excuse is going to be in a couple of years for bad sales ... Cutting of your nose to spite your face is not a good policy.
If you are a smart games publisher you keep your mouth shut and allow the games industry to spend millions copy righting and preventing copying. Once they have done that you publish games with open copyright similar to the freedoms we have today and simply kill the competitions.
Ssshhh..
Consider the fourth option where these numbers are just freaking made up by people who don't care to use statistics correctly.
If, for perspective of scale, you consider that this the entire national debit of the US went up from 9 to 12 trillion USD, or 3,000 billion USD, and this claim is covers 45 billion USD, that would mean that the loss claimed by this study is 1.5% of the increase of the US national debit. And this isn't for all "content", nor all software, nor all video games, but just the _portable_ video games. And not the hardware either. Just the software part. So if we say that for every person who just has to have a DS there are 10 who had to have a PS/3, and for every one who had a PS/3, there were 10 who wanted to watch movies or use software in general, then the entire unadjusted dollar increase in the US national debit would be overshadowed by "content".
Yea, that's a "straw man" if I were going to attack it, but lets just skip that. The above was for perspective on the magnitude of the bald-face claim.
Now, when you consider everything that people can and must spend money on, "entertainment" is nothing compared to food and shelter and food and medicine and food and education and food and insurance so on. (did I mention food?) In 2007 there were 116,011,000 "households" in the us. If the US were to shoulder the burden of paying for all these "lost sales" each household would have to pony up 50 thousand ($50,000) above whatever they already spent on, well everything, including "portable games" they actually bought. That's a full working adult making a very reasonable, or even "nice" living added to each household in the US _just_ to pay for the portable game software.
Heck, there are six billion people on the planet. To recover the sales these people "lost", e.g. 45 billion just in portable gaming software, and we spread that out to every single person uniformly, regardless of their ability to own or use a portable gaming device, everybody has to go by an $8 bargain-bin super mario cartridge.
And they each have to do it while still spending 100% of the money they are already spending to live and do something other than play dominoes with their cartridge (surely there are not 6 billion used DS units available so these people can actually run the content...).
Redirecting that kind of money into the phantom sales scenario needed to back up these numbers literally flies in the face of economic reason. Food would have to come free from space aliens every day for the rest of the economy to support this pipe dream "lost sales" figure.
That is, in the same sense that "if pigs could fly, bacon would be super expensive" it may well be true that if everything these people dream of happened, and each possible download represented a lost full price sale, well then sure, with those "ifs", these numbers work. But without those preposterous ifs, the results are ridiculous.
Insupportable, criminally ridiculous claims should be met with thrown stones and brandished pitchforks. Until that happy day when people really think about what these numbers would _require_ as a founding assumption, we will be sucking swill from the teat of political fantasy.
There exists no mathematical world where the portable gaming industry could have "lost $45 billion 2010-valued-USD to piracy".
Its like asking what would happen if _you_ had all the money in the world. (hint: whatever it was you had, it would be useless). You can model and dream about the scenario all you want, but it has no foundation in possible reality.
Innocent people shouldn't be forced to pay for inferior software development.
--"Code Complete" Microsoft Press
I'm a poor university student.
DRM, DRM, DRM, DRM i will NEVER buy a DRM protected game. Will they work in 10 years? 20, 30, 40?
Constant internet connection is required to play Ubisoft games, c'mon... Will their servers be up and running forever?
Windows... Microsoft breaks your games every few years by releasing a new version of winbl0wz which does not include the library runtimes required to run old games.
Signup required to play the game.
I do have a few retail games.
Half-life 2 is an good example, i bougt the game when it came out a few years back, i'm unable to play it today... why? Because in order to play the game (in singleplayer) you must install STEAM and assign the game to your steam profile, right? Install steam, choose user\pass and check the remember me box. Now 6 years later I have a new email account and i forgot my steam user\pass. I contacted STEAM and they are unwilling to help me. THEY stole MY game.
I've also forgot my password for Red Alert 3, so i cannot play it online.
A few weeks ago when i wanted to play half-life 2 i had to DOWNLOAD A PIRATE COPY in order to workaround my forgotten user\pass problem.
It's more easy to install and play pirated games.
It's more easy to watch pirated movies, no IF YOU STEAL YOU GOTO JAIL warnings followed by 10 minutes of trailers.
If the spent so much time and effort doing this study they could have surely come up with a more accurate figure than 25% for japan. $41.5 billion is little more than a large random guess.
You think you know their business better than they do? If they would make more money selling cheaper, then why don't they? Are they stupid?
its not depriving someone of the use of or value of some item, and so is not theft/stealing of software, because copyright infringement is not stealing. now you can argue whether it is stealing money, and what many here are stating is that they feel that it is not stealing money as money would (to a very significant extent) never have been spent on the software in any case. this is the statistic that we really need to determine, to quantify this difference. also a complete analysis of the potential positive value of copyright infringement, to the copyright holder, should be taken into account. for instance it is well known that microsoft has happily tolerated copyright infringement of their operating systems over their history, as the value of having a larger market share is greater than allowing someone to possibly choose from the competition. then there is the free advertising that musicians, other artists, and copyright holders, obtain through copyright infringers. there are also other ways that copyright infringement benifits the copyright holder. often what is sought is a differentiated response, where certain hub individuals have a greater influence and stronger social connections, this might intersect with the set of people who are more like to have the technical proficiency to circumvent drm. in certain situations the copyright holder knowingly benefit from copyright infringement, or greater leniency in the presence of drm. such as when a game publisher releases patches sometime after a release removing drm such as the requirement to have the dvd in the drive or to be authenticated online, etc. now this is the smart thing to do, and it shows _recognition_ that from the consideration of purely maximizing profit, some degree of leniency and provision of copyright infringement is beneficial. so while publicly the MAFIA loudly protest that they economy is suffering so much that draconian laws are required, their members show that privately they recognize and acknowledge the benefit to be harnessed from copyright infringement, and it cannot be both ways. so their actions betray the truth, that they pragmatically make more by harnessing copyright infringement than if it was completely eliminated.
i propose that we think hard about a falsifiable way of measuring the difference between the amount consumed when something is obtained at zero cost vs the amount when its not. there would exist psychological studies into this human dynamic, it would be interesting to see if they apply to the situation of copyright infringement.
I am just smiling when I see report after report from the interest organisations. I am sure the first major publisher that embraces the "new" audience will be this centuries huge winner.
My guess is that it's one of those 'If you hadn't downloaded it, you would have bought it' kind of study.
I have spend so much energy in this subject that all that I have left to say about this matter is: 'This study is silly'.
Warez sites have not been known to start their counters way higher then 0
Decided to run my own study. Checked all computers (11), checked shelves and under rug - found ZERO pirated, downloaded, stolen, lifted games, music and/or movies. Used this to extrapolate to other 6,000,000,000 on planet. Believe this PROVES there are no losses and that the entire problem is a figment of the imagination (or maybe a way to continue employment).
Ta!
The people that piracy, DONT BUY GAMES, is that hard to understand?
Wen you see 99 downloads, is because 1 piracy download 99 games, and 10 honest gamers, buy 10 games.
The people that piracy, don't want to buy games, thats why piracy games. Maybe have a ethic like that: "If you can steal something, or get it for free, but you choose to pay, you are a idiot, and you are a bad person, you fail at life". But even if MAGIC operate here, and you make so the piracy people want to pay for games, will NOT buy these 99 games. The typical game consumer buy 4 games at year, you can't turn the pirates into people that buy 900 games at year. Is stupid.
Creating the expectations that the game industry has lost 900 sales / pirate, is creating false expectations. If you are into the industry, and and you buy into this type of stupid studys, YOU are a idiot too.
-Woof woof woof!
It's always interesting to see how the companies automatically assume that someone who wasn't taking it for free from a download site would certainly be buying it otherwise. A large contingent of pirates fit in the "I'm getting it for free or not at all" category, which makes their figures take a huge dive.
What if all of that money actually went to feeding poor starving orphans around the world? And the video game mafia have the nerve to say they should have gotten the money instead?
Since the money would have to come from somewhere, that would mean....that they would be taking the food directly out of the mouths of starving children!!!
The people who make clothing report shoplifting has caused them eleventy-five kajillion whing-wangs in sales losses. Expect prices on clothing to rise thanks to the result of this totally objective and completely neutral study which was not made by the people who profit off sales of clothing at all. Honest. We swear. Srsly.
I suggest that from now on, articles about far-out piracy number thrown out by special-interest should include a link to Wolfire's excellent analysis of video game piracy. Choice quote:
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.
Misleading titles? Inflammatory blurbs? Keep in mind that Slashdot is a tabloid.
and we are reporting that the Beaverton flood has killed 100 billion people. We havent verified that, we are only REPORTING it.
It's been a couple of years, but the last time I was in Japan, Brick and Mortar shops had catalogs of Music, Movies, Software, that they would duplicate for you on the spot and sell at great prices.
"I must've put a decimal point in the wrong place or something. Shit, I always do that. I always mess up some mundane detail."
RE: "They just want to pay a reasonable price for a game,..."
When I was a teenager I had friends that had hundreds of games for their Commodore 64.
I ask one of them if they had played all of them.
He told me he barely played any and that he spent most of his computer time copying the games themselves.
That's when I realized that for some, copying games is "The Game". Collecting them, sorting them in alphabetical order, showing them off to your friends, trading with your friends and strangers, talking about the difficulty of copying some games. Nobody would pay for any of this but just "having them" was the thrill. The fact that it was "bad to copy" just adds to it.
In the end it's like pokemon: Gotta catch 'em all.
The companies should worry more about the guys who only copy one or 2 games and play the FSCK out of them. THOSE are the REAL lost sales.
Obama's legacy: (N)othing (S)ecure (A)nywhere and (T)error (S)imulation (A)dministration
However, I still download the ROMs since it's far easier to do so than to dump my own cart (which AFAIK requires some kind of slot 2 device
As I understand it, the new technique involves starting the sender on a DS and receiver on a nearby PC, hot-swapping from the flash card to the Game Card, and taking a few minutes to send the ROM through Wi-Fi.
that I have no interest in buying).
You can't play Game Boy Advance homebrew without a SLOT-2 device.
If I download 100+ Nintendo DS or Sony PSP games, this does not equal 100 lost sales. The same applies to music, movies and anything else. Anyone who thinks otherwise is just smoking a wad of rolled up bills.
Ultimately, since infringement requires intent
Since when? I thought Bright Tunes Music v. Harrisongs Music eliminated any requirement for mens rea in civil copyright infringement cases.
But I do pirate and I do buy. So where does that fit? I don't buy from companies that screw me anymore. EA, die already. Bethseda, get stuffed with your horse armor that needs a credit card. Turbine/Code Masters, same thing (latest Lotro expansion).
Sometimes I make an exception, for Bioware but I pirated Mass Effect 2 because the DLC for Dragon Age sucked donkey balls (which I did buy).
Frankly the game industry has managed to make piracy the only way to tell them that you don't like their business practices anymore. Nice game, lousy sales force. So how do you fight back? By hoping that the company goes bankrupt and the creative people start over under smarter management.
Here is a simple hint game makers everywhere: DO NOT SCREW WITH YOUR PAYING CUSTOMER OR HE WILL NOT PAY YOU.
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.
When somebody is pirating, say, iPhone games that cost $1.99 to buy [...] We're talking about a pathetic cheapskate.
Or we're talking about users in countries where the App Store does not operate. I don't know much about geographic limitations on Apple's App Store, but Google Checkout isn't available in a lot of countries that have Android phones, which means only $0.00 apps show up in Android Market. DSi Shop is region locked as well.
I pirated I am Rich for my iPhone, so I guess I'm responsible for about $1k of this.
For those figures to be real, all those people that pirated the games must have had enough money to buy the games instead. So where has all that money gne? Did all those pirates invest the money in the stock market or real estate? Did They buy more harware? Perhaps they donated it to charity. Maybe they spent the money on other entertainment, like hookers (which would be better for the local economy anyway)
The people, through their elected representatives, have chosen to break these windows by expanding the exclusive rights granted to authors, ostensibly "To promote the Progress of Science and useful Arts".
The guys at CESA are just stupid. Their numbers are so far off, that it is ridiculous. I think for them to measure money lost to priacy in this way is bullsh*t. Like come on, it's obvious that not all downloads could have been purchases, about 5% could have been. So maybe they lost 2 billion. But wait! Their numbers are, at best, uneducated guesses. They only guessed the numbers for Japan, and guessed how that compared to the world. So obviously they don't know what they're saying at all. To top it off, piracy is free advertising. Yah, maybe I'll pirate a game for the PC and never buy it, but there are a few that I liked and bought the console version, or bought the console version and pirated a version for my laptop, to take on trips. Either way, lots of the downloads are copies, either being downloaded twice (bad torrent), downloaded by someone who has or will buy the game, or count as free advertising for similar games, which is an acceptable expense.
...is that despite all the wild claims of lost revenue, the *made* revenue continues to be more than enough to R/D new hand-helds and continue the dev of new games for both older and newer hand-held systems. I think that speaks much more loudly than these retarded arm waiving FUD campaigns about piracy. Clearly piracy isn't hurting anyone that bad, clearly business is more than good enough to continue being a market worth creating for.
I came to this thread expecting a story about 41 billion dollars worth of DS games being taken at gunpoint on the high seas.
Here's the easy debunking question for the gaming industry: if 41 billion dollars was truely lost, where did it go? What did those crazy kids spend it on, if not your video games?
This is of course, a ludicrous question, because the downloaders never had the 41 billion dollars to spend. This isn't a loss, it isn't even an opportunity. It's the gaming industry burying it's head in the sand to the true reason sales are down: a lack of innovation and sequel after sequel that the next generation is getting tired of.
You can get 15 minutes of fame, but you can go down in history for infamy.
If the gaming industry really lost those 41 billions and assuming that they didn't go entirely into savings, which other industries earned those money instead? Whatever they were the overall economy should have benefited of those expenses.
However my assumption is almost nobody got them because people pirating games don't want or don't have money to spend so those losses are purely hypothetical. I'm pretty sure that if we sum up all the potential losses of all industries due to piracy (fashion, cosmetics, pharma, movies, songs, games) we end up with a figure greater than the GDP of their customer base.
Imagine the loss due to the number of people who never purchased OR pirated the games. Imagine how much income is lost to the game industry due to lack of game consoles and iphones in developing countries! Imagine how much money has been lost because we haven't found a way to sell game consoles to polar bears!
Our planet's economy is practically BLEEDING money because alien civilizations never buy ANYTHING from us!
I ordered a copy of a DVD series. The series was created in Japan, ordered from a different country, and shipped to Canada.
What I got came shipped in a nice little DVD box, with nice DVD silkscreen, and a nice little hologram stuck to the box proclaiming it as being legit.
However, the content is pretty bad. On some discs, you can see a faint scan-line moving through the background, as happens when you copy through a cruddy analog connection. The subtitles are absolutely horrid, and inconsistent. The spelling varies between discs on things that should be consistent (names of characters) and often is just outright wrong or uses terrible grammar. The quality of the subs rivals some of the worst fansub jobs I've seen. The tracking/skipping is also completely messed. Every episode has an intro, content, and an ending. Sometimes pushing skip-forward on the intro will go to the content of the episode, then the ending, and other times it just skips right to the next episode.
So I've contacted the producing company, trying to find a decent way to verify what a "legit" copy would be. In Japan the series is produced by "Sunrise," which seems to be part of Namco. They have a US distributor for dealing with N American licensing issues. In trying to find the distributor for Malaysia (place where the damn thing came from), the US company said "we dunno who that would be" and the Japanese branch just didn't reply
So I say to the media companies. Go F*** yourselves. If you can't be bothered to help a dedicated customer in avoiding "piracy" and tracking a legit copy of your merch, but would rather go harass downloaders and what not, then screw off. I've seen tons of malls etc that sell nothing but pirated DVD's, games, music, yet they're happily churning out burns for a profit - essentially screwing both the producer and the consumer - while the media companies are milking Joe Average with lawsuits for piracy.
1) Did the developers get paid adequately? Did the graphic artists? Musicians? Marketers? Storyliners? Testers?
2) Was there anyone that actually put *value* into the product that went unpaid?
If you answered "no" to these questions, then...who is it, exactly, that "lost" money?
If investors lose money on a project, it's their own fault for investing in a bad project. The games with highest piracy rates are probably the most profitable anyways, due to the project's success. The same could be said of music. So I'm not seeing any actual human being to feel sorry for because they lost money due to piracy.
You will notice they didn't bother to take into account the number of consoles sold to people who were willing to buy the console only because they could get huge numbers of games for free instead of spending hundreds of bucks on just a hand full of games. These people (and I personally know quite a large number of them) would have never purchased the consoles if they had to buy games.
GTA: Chinatown Wars
That one was on DS and iPhone too.
Lumines
Also on GBA.
Wouldn't be the first time that happened.
However, if steam released anything that could resemble and asset in anyway, they would get into a lot of trouble. When you are going out of business and show up in bankruptcy court, the judge looks at your activities , and will want to know why you gave away your key asset before going into bankruptcy. It could end up meaning the the owners private assets get seize to help pay the debts. Really anybody who's name is on anything the resembles controlling an asset.
The Kruger Dunning explains most post on
I agree with the parent. $41.5 Billion is fictitious number...a political ploy for purposes of FUD. it's a number that governments will be concerned with, and have an incentive to step in, whereas, say, $41.5 million is just a cost of doing business. People still have an incentive to write books even though all books are available for free in libraries.
It's also important to reiterate that the "10% users who account for 90% of piracy" download many times more games than they would have otherwised purchased... and they don't have time to play them all anyhow.
If it was computer games or PS3 or xbox combined I might consider the figure before dismissing it as absurd but DS and PSP..really? This goes beyond disbelief into just making shit up and throwing it on the wall.
Vendors get lazy, produce shit or don't invest in new platforms and the result is noone buys so out of concern for their shareholders divert what little R&D money they have left to lobby lawmakers to hang downloaders by the neck until their dead.
Sure you can buy flash carts and download all games ever made for several generations of Nintendo consoles into a single cart but most PPL who have these systems are hardly l337 hax0rs (DS?!?!! really?) and wouldn't even know where to start even if they cared enough to try.
Uber l337's downloaders grab everything just because they have nothing better to do. Cart sizes are small so why not just download all games ever made and store them on a flash cart.
What we need is a 9 parameter per platform Drake equation for piracy to provide data points to reduce guesswork and hapazard estimates with a standardized system.
AVC * NGD * CCF * PGD * EMU * FDF * PWP * PCA * SHF
AVC = Average new in box retail cost to purchase any cart for the specific platform of any kind.
NGD = Total number of downloads
NMS = Cost correction factor to account for very popular downloads that cost much more or less than average.
PGD = Percentage of downloads that are good/usable
EMU = Percentage of downloaders who do not and would not own the platform and are instead using emulation software to play
FDF = Friend distribution factor - off grid, sneakernet distribution to locals (>1) (This DOES NOT include re-uploading and subsequent downloads which is included in NGD)
PGG = Percentage of games downloaded the downloader plays for any meaningful amount of time and therefore ever had any chance of buying.
PWP = Percentage of games downloader would have seriously considered purchasing if piracy was not an option.
PCA = Percentage who could reasonably afford to make the purchase in the first place - (kids with no jobs, kids who are grounded, kids who have parents who don't want their kids to play games all day)
SHF = Second hand factor - cost adjustment based on people who pirate the game that would have purchased or traded second hand from a friend, consignment shop or rented for a short period of time.
What's that? The IRS doesn't accept that as lost revenue?
Neither do we.
So these numbers are totally bogus even at first glance. I find it ridiculous companies claim such excessive damages when based on the most flawed assumptions. Piracy is a reality. Game/media designers need to deal with it, but "deal with" doesn't equate to trying to thwart piracy to the point of restrictive DRM schemes and inconvenience of the customer. At the same time, looking at the music industry, I am all for better legislation concerning intellectual property that reflects such realities so companies can stop coming up with excuses to blackmail the little guy.
However, I don't really understand the moral justification of the "pirate" in downloading their games/songs/movies/whatever. That person may or may not have paid for it in the first place, so their consumption of the product is not necessarily a lost sale, sure. Yet, I have not heard a convincing argument justifying this person's -right- to consume the product at all. If they are unable or unwilling to pay for it, why should they be able to enjoy it gratis? This mindset isn't visible in any other industry--that if you can't afford the product, since you're not a lost sale, you have the right to consume it anyways? If a person does not want to share their idea, be it embodied in a game or song or whatever, unless shared for some profit, what gives you the right to say hey, I can't afford it anyways but I feel the need to enjoy it so I'm taking it? I mean, you can't go to a restaurant, select an item, then decide you don't like it and forfeit your obligation to pay; you can't just leave without giving any compensation simply because you did not enjoy it if there was no problem with it otherwise. Though this does apply to a physical object, the premise is similar.
I am genuinely interested in how people can justify this, as I myself cannot. Would love a response!
I dont understand why someone would equate a pirated download as a sales loss. There is no cost in replicating data other than the bandwidth, so there is minimal if any cost to the industry. The reason people pirate are due to convenience and having limited money. I would wager maybe 50 percent of people who pirate any one item would pay for it if they couldn't pirate it, and I would also say that its probably a safe bet that its less than that.
That brings me to an interesting point, / . is just "the ramblings of socially-inept, technology-literate news-mongers".
All sides have some variant of hype blinders on regarding this issue. Let me start off by clarifying my gaming habits and buying habits. I bought a PSP at US launch, and a DS a year after the US launch. I never pirated a game on either system, but have hacked for legitimate home-brew purposes, and could have if I had wanted to, but didn't. I actually gave away the PSP to a friend of mine who bought a PS3, with the stipulation that if a good game were to come out I would borrow it back for as long as I wanted. That was 2 years ago and so far I have never asked for it back. Before I gave it away, it litterally sat in a drawer for 2 years, unplayable. The games are simply terrible unless you want to carry around an ackward/slow loading PS2 system.
The DS I gave to my niece who loved Nintendogs, and have since replaced the gifted DS with a new DSi. Again, I have a flash cart for the DS but have never pirated a game. There is nothing I have seen that makes me want to go into the game store to buy something, the last game I bought was Zelda, and as I have nothing to play on it, I loaned the system and all of my games to a friend who has had it for several months now. I'm not missing anything.
Now here's the thing, after all that. The games just aren't that appealing. There are no games that I would feel the burning desire to carry with me at all times. And even though the systems are portable, unless I'm going to be on an airplane or train for a long while, I don't ever bother bringing these devices with me anywhere. This is where a Smartphone will eventually replace the handheld system once someone finally figures out the ultimate configuration.
So in the end, I've seen a LOT of games that I would check out for 5 - 10 minutes, just to see what they were all about, but am certain that I would buy less than 5% of those and don't even feel the need to check everything out as I have a good eye for deciding whats worth playing based off of videos and user reviews. If these companies want to increase sales, they will figure out how to release a long battery life, amazing all in one smart phone that doubles as the best portable gaming machine AND simply release more/better games, at more affordable pricing. I couldn't even afford to get into a console PS3/360 with accessories and games neither in $$ or in time if I wanted to right now, and the sadder fact is, that I don't want to, for any reason.
Give me the occasional, amazing PC game experience, casual PC games, and an awesome on the go portable gaming experience that is PC like, built into something like an Android/open source/Flash smart phone and maybe you'll start to see more of my cashflow revert back to gaming sales. Again, I didn't copy anything here, but I have all of the hardware and there is nothing that screams "I have to play this!" so the fact is, both machines are just sitting there, doing nothing for me. Also, I haven't heard of too many people that pirate ANYTHING if they could really afford it (meaning, they could easily walk into a store, drop $300 on a a month or two worth of rich entertainment and not even cause a dent in their bankroll", people in those positions don't pirate things. So really, this is just a scapegoat excuse for what is really a currently poor experience on the portable console front.
... look how easy it is to screw up when you are using imaginary numbers in fantasy settings to demonstrate nonsense. It's really quite easy to drop a few zeros... (my bad... math fail. 8-)
Innocent people shouldn't be forced to pay for inferior software development.
--"Code Complete" Microsoft Press