Piracy Isn't Theft – A Challenge for Japanese Game Developers

the problem of illegal copying of games, also known as "piracy", continued to plague the game industry, causing severe damage. According to a survey by the Computer Entertainment Supplier Association, between 2004 and 2009 alone, losses stemming from domestic piracy in the DS and PSP games totaled 954 billion yen, including the worldwide damage that figure rises to 3186 billion yen.

domestic Japanese companies have started all the games look more and more towards the high level of piracy sustava.Nintendo 3DS, released this year, has a very complicated anti-piracy system is implemented. However, even with a copy of the guard in place, there will always be people who will find ways to remove this. Unfortunately, problematic play tag between those who create pirate copies of games and those who have pirate copies of their games created and continues to rage on.

However, some smaller game studios in the West - most of them are indie developers - I do not see piracy as theft because nobody loses their copy through piracy, so they take the opposite route and intentionally publishing the game without any protection from copying. And so they suffer bootlegging rate to 95 percent, such as the well-received games and still moving. (Rate of 95 percent basically means that for every game sold there are 22 cracked version to play.) But why do these indie developers do not curse piracy? Reason to drive them to offer DRM-free - so piratable - game? The answer to this question lies in a different understanding and approach to piracy.

Piracy does not necessarily mean loss of profit

common industry assumption is that the developers are losing most of its revenue through piracy of games. However, since there is no simple conversion 01:01, and not every game cracked really means a lost sale. This would apply if the pirates would not buy any game that is downloaded. But the reality is that pirates download more software than they could ever afford to buy all of them are. This means that the average pirate does not behave like the average consumer, and that the downloads would not have bought the game in the first place. And so most games are not downloaded from the expected target users, and piracy among these users is much lower. So far, it is common understanding among indie developers.

common industry assumption is that the developers are losing most of its revenue through piracy of games. However, since there is no simple conversion 01:01, and not every game cracked really means a lost sale. This would apply if the pirates would not buy any game that is downloaded. But the reality is that pirates download more software than they could ever afford to buy all of them are. This means that the average pirate does not behave like the average consumer, and that the downloads would not have bought the game in the first place. And so most games are not downloaded from the expected target users, and piracy among these users is much lower. So far, it is common understanding among indie developers.

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