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EU Commission report doesn't find a link between piracy and sales

Discussion in 'General Undergound Newz' started by GaryOPA, Sep 24, 2017.

By GaryOPA on Sep 24, 2017 at 6:28 PM
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    GaryOPA

    GaryOPA Master Phoenix Admin Staff Member Top-Dog Brass

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    EU Commission spent a ton of money and few years studying the problem of 'piracy' in regard to actual sales, and afterwards the study could not find any link in fact for each game that was pirated 100 times, 24 additional sales will be made on average.
    Since the report been published, the EU Commission has buried it, making sure mainstream media does not report on it at all!

    NEWS SOURCE: EU Commission report doesn't find a link between piracy and sales (via) PCGamer
     

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Comments

Discussion in 'General Undergound Newz' started by GaryOPA, Sep 24, 2017.

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      AlbedoAtoned

      AlbedoAtoned Loyal Member

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      It gets a little tiring to always have to explain to people this.

      There are certain universal aspects, things that pretty much remain true no matter what.

      1. Piracy will exist if your product is worth anything. You can't stop it, no matter how hard you try.

      If you truly want to eliminate piracy, you just need to make sure that anything you put out isn't worth buying in the first place

      2. Not every pirate does so for the same reasons. And not all of them are even always going to pirate something.


      Some pirate because they can't afford something, or at least perceive themselves as not being able to. Many people become much looser with their wallets the more they have in them. The best way to reduce this type of piracy is to reduce prices or put it on sale. It may sound counterproductive, if you want to make money, logically you would raise prices. But that requires an ideal situation where your entire market will buy it at any price. The reality is that everybody has a price they would pay for something, and since your product is also competing with other products, that needs to be in consideration as well. By lowering the price or putting on sale, far more people will buy the product than is lost per sale. Since most entertainment is digital, it adds no extra cost to sell to more people. Therefore it actually makes more sense to sell to as many people as possible. And you do this by ensuring your price is good. Ego tends to get in the way. For publishers, a lower price devalues their product, and while some people do think that their games and such are better when they are priced higher, the majority of people much prefer lower prices. At the end of the day, the market decides the true value of something and if the higher prices are leading to much lower sales, then the product is worth less than that.

      Some pirate because of the inherent risk of buying media. Most of the time if you buy it, you can't get a refund, and in the cases that you can it's really quite limited. Steam for instance gives 2 hours of game time and only within 2 weeks of purchase. You might not realize the problems until way beyond those 2 hours as many did with No Man's sky. And if those 2 hours are spent trying to get the game to even work, you may end up SOL for merely trying to give it enough of a chance. Many pirate to bypass this risk. And it's inherent to pretty much every medium. It's a try before you buy sort of thing. More robust refund systems would go a long way to combat this and a lot has already been done since many games can be evaluated within 2 hours, But working out the kinks to reduce or eliminate the exceptions would help tremendously. But again, for some this won't be enough. At that point the best you can do is to ensure that the product is actually worth buying, so that when the holdouts do pirate to try it they will want to buy it afterwards.

      Then there's the people that pirate because they can. These people will always exist and you might as well just ignore them. On the other hand, the fact that they are pirating your product does mean it must mean something to them. Regardless, the amount of people that pirate just because they want to is actually quite small.

      Some pirate because of DRM. DRM often gets between a user and their purchased products. Many have actually pirated things they bought because the DRM was too prohibitive for them. The last thing you should want is for others to buy something and feel punished for paying money instead of pirating. If you must use DRM then go with something like steamworks. Because at best, weaker and less intrusive DRM is just as effective as any other DRM. At worst, strong DRM actually deters people from buying. And since most of the effect is to deter piracy early on, ideally DRM should be removed when the game is cracked. If somebody wants to pirate something they will. The best you can do is ensure your product isn't losing to a pirated version.

      3. Some piracy is actually a sign of a healthy product.

      Basically, once you've done what you can to ensure that a product will succeed, there will still be some instances of it being pirated. That's okay, because what you really need is more sales and people consuming the product legitimately. If the sales are much higher than the amount of pirates, then you did your job well. If the percentage of people playing through piracy is much higher, it's a sign of issues that need to be worked on. Many publishers like to blame others for this, but time and time again the issue has been something such as the game not running well leading to many to test it out, or DRM that gets in the way. They would do a lot better by getting their egos out of the way.


      So basically this document found out what many have been saying for years. That piracy itself isn't the problem, that high piracy is indicative of other issues. The main thing I've consistently seen is that many prefer having their products in one place in an easy to access manner. With games you have steam for instance, with music you have your music app or maybe something like spotify if you prefer streaming. But with movies, your access methods are lot more varied and many don't like having to pay for multiple services to get what they want. It's also a lot more cumbersome to go to those sources than it is to just download or stream illegally. Despite people complaining about how inconvenient and in some cases difficult to watch something they bought and seeing these complaints fall on deaf ears, it's no wonder they are heavily pirated.
       
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      LupinIII

      LupinIII Developer

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      Finally, official research proving what I've known and been saying for years. I think I'll burn this PDF to a couple of CD-Rs and place it on every thumb drive I own just to make sure I always have it. The only thing that surprises me is that the extra copies piracy is selling isn't a higher percentage. I've lost count of how many times I've shown someone a game that wasn't out yet, and they went out and bought it on release day.
       

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