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Video Game Piracy costs the industry as much as it makes!

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mornelithe said:
ZhugeEX said:


Very true, but also very false. 

It's clear that piracy doesn't actually cost the industry anything in real terms. 

But it's also clear that piracy does impact total sales. 

Disagree.  One could 'think' that, but with no real evidence to support it other than the amount of times a game is pirated, it's really only drawing a conclusion without the bare minimum of necessary facts.


There are reports on it that suggest otherwise. But you're reading too much into my wording. I say "impact" not "big impact" or "small impact". Just "impact". 

Because at the end of the day there is an impact on total legitimate sales, but the devs aren't losing out on any real physical revenue. 

What they're losing out on is theoretical revenue that may or may not be there. 

Of course you have the whole legality issue as well.

But it is very stupid to say that not one person who pirated a game would not have paid for the game if there was no way to pirate. 



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LuckyTrouble said:
*sigh* Once again: piracy does not equal lost sales. Every person that pirates did not intend to buy. The vast, vast majority of them would never spend their money on the game, for one reason or another.

Demand for a product and demand for a paid product are two very different things.

You know there also exist pirates who would have paid if they were unable to pirate a free copy.



ZhugeEX said:
mornelithe said:

Disagree.  One could 'think' that, but with no real evidence to support it other than the amount of times a game is pirated, it's really only drawing a conclusion without the bare minimum of necessary facts.


There are reports on it that suggest otherwise. But you're reading too much into my wording. I say "impact" not "big impact" or "small impact". Just "impact". 

Because at the end of the day there is an impact on total legitimate sales, but the devs aren't losing out on any real physical revenue. 

What they're losing out on is theoretical revenue that may or may not be there. 

Ok, so take a look at what you just wrote, and the title of your thread.   See the difference between what you're saying here, and the title that more than suggests otherwise?

And if you have reports that suggest otherwise, I'd be interesting in seeing them.  However, given what you've posted in this article, the only response that is necessary is 'correlation does not imply causation'.



LuckyTrouble said:
*sigh* Once again: piracy does not equal lost sales. Every person that pirates did not intend to buy. The vast, vast majority of them would never spend their money on the game, for one reason or another.

Demand for a product and demand for a paid product are two very different things.


If 5% of pirated games (one in twenty) were purchased legitimately instead, that would mean 3.7 billion in extra revenue, which is a lot, especiallly considering most pirated games are from a much smaller part of the gaming industry, non f2p PC games. When you take into account how much of that total 84 billion $ revenue comes from mobile and f2p on PC like LoL, Dota, TF2 etc. It's astounding how much piracy there actually is.



KLAMarine said:
LuckyTrouble said:
*sigh* Once again: piracy does not equal lost sales. Every person that pirates did not intend to buy. The vast, vast majority of them would never spend their money on the game, for one reason or another.

Demand for a product and demand for a paid product are two very different things.

You know there also exist pirates who would have paid if they were unable to pirate a free copy.

Which is entirely irrelevant because as long as the pirated copy exists, they are not a potential sale. They would only be a potential sale in a scenario where piracy was not an option. Your argument is basically a survey argument, where we can ask people and they'll say "well yeah, I guess I'd buy it if I couldn't pirate it", but that's not any kind of factual commitment that can be seriously used.



 

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mornelithe said:
ZhugeEX said:


There are reports on it that suggest otherwise. But you're reading too much into my wording. I say "impact" not "big impact" or "small impact". Just "impact". 

Because at the end of the day there is an impact on total legitimate sales, but the devs aren't losing out on any real physical revenue. 

What they're losing out on is theoretical revenue that may or may not be there. 

Ok, so take a look at what you just wrote, and the title of your thread.   See the difference between what you're saying here, and the title that more than suggests otherwise?

And if you have reports that suggest otherwise, I'd be interesting in seeing them.  However, given what you've posted in this article, the only response that is necessary is 'correlation does not imply causation'.

The title is that way because of the legality of piracy. 

Not because of an actual cost the industries pay



LuckyTrouble said:
*sigh* Once again: piracy does not equal lost sales. Every person that pirates did not intend to buy. The vast, vast majority of them would never spend their money on the game, for one reason or another.

Demand for a product and demand for a paid product are two very different things.


The fact that someone pirates a game means they intended to play that game, or use that product. If it's a commerical product, you buy it. If you can't buy it, you don't play it, or you wait until a special offer to play it. If I can't afford a house, I won't buy one. Doesn't mean I just go and live in any house because I wouldn't have spent my money on a house anyway...!



mornelithe said:

False narrative, there's really no guarantee that a pirated game, would've been a sale, if piracy weren't possible.

Well with the huge amount of it it's pretty much guaranteed that some of them would have been actual sales. Of course not all of them, but it would be next to impossible for none of them to translate in to sales if pirated copies weren't available.



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LuckyTrouble said:
KLAMarine said:
LuckyTrouble said:
*sigh* Once again: piracy does not equal lost sales. Every person that pirates did not intend to buy. The vast, vast majority of them would never spend their money on the game, for one reason or another.

Demand for a product and demand for a paid product are two very different things.

You know there also exist pirates who would have paid if they were unable to pirate a free copy.

Which is entirely irrelevant because as long as the pirated copy exists, they are not a potential sale. They would only be a potential sale in a scenario where piracy was not an option.

So what you're saying is because of piracy, potential sales are hurt?



Teeqoz said:
 

If 5% of pirated games (one in twenty) were purchased legitimately instead, that would mean 3.7 billion in extra revenue, which is a lot, especiallly considering most pirated games are from a much smaller part of the gaming industry, non f2p PC games. When you take into account how much of that total 84 billion $ revenue comes from mobile and f2p on PC like LoL, Dota, TF2 etc. It's astounding how much piracy there actually is.

It's not really astounding, you just happen to live in a country where piracy is frowned upon (and actually takes measures against it). Here in Argentina, we pirate so hard that even teachers use pirate movies to teach kids. It's normal stuff over here (almost too normal).

We are so fucking hardcore.



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