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Forums - Gaming - EU Commission Says Piracy Increases Legitimate Game Sales

 

Agree?

Pirates are scum! 24 24.00%
 
Pirates are sometimes scum! 26 26.00%
 
Emulation is awesome! 50 50.00%
 
Total:100
Nautilus said:
Aeolus451 said:

Countries have different tax rates and companies don't decrease the base price whatsoever to offset the high taxes/fees of some countries compared to others. Why would they decrease their prices for the reasons that you're talking about if they won't even do it for taxes? It's because it affects their profits if they sell below a certain price point at a certain period of time.  

Poor countries are poor. They don't have money to dick around with these kind of luxuries and companies know it. If a person in those countries can afford a luxury, they'll pay the regular price for it. If they can't then oh well. It's that simple.

 

Thats why I said that companies only do it(lowering price in the hopes of making profit off of sheer numbers sold) if there is the potential.If the estimates they do check out and so on.If there is no evidence suggesting that such practice will pay off, and they are better off leaving the original price at it is, they will do it.Its a matter of analysing the market and deciding based off of that.

And you need to remember that there are poor countries and there are poorer countries.Just because you are poor doesnt mean you cant afford a bit of luxury.Plus there are countries that are not that poor but simply prefer to spend their money elsewhere, other than gaming.(Like China with console gaming).If you manage to create a strategy to make the buying customs of said country to change, you are bound to rake in big loads of cash, and sometimes thats worth the risk(with one such strategy being lowering the price of games in general).

Its all a matter of perspective.And you really need to get off that idea of your that poor countries have only enough money for essential things and a few extras on the side.Poor countries are obviously poorer than richer countries, but they are not nearly as poor as you think.

What you are saying goes very well on the long tail strategy.

Yes rich countries may make 80% of the revenue (let's say nowadays it's 100%) if you use your marketing intelligence to see the right price and way to distribute your product in a way that you can untap a portion of the market in that poor country that may have enough money and willingness to buy your product.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."

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vivster said:
Cobretti2 said:

Yer but the issue for me is they fight for rights. So you need a few packages and you also need to be on the internet. I am old school i buy my movies and tv shows. I would gladly switch to digital if I could add it to my server and play it how I want it.

It is liek the BluRays you buy that have a digital movie code. I added a few to the service that was offered. Then that service closed down and wanted ot me transfer to another service. For someoen who is busy and travels for work I need it to be storable and work with whatever i have on me at the time.

Spotify I have no issue with as music is generlaly small files, so you can sync them in offline mod your fav tunes. HD movies is a little different with mobile phone space lol.

Yeah, but that puts you in a minority, so it doesn't matter.

Teeqoz said:

Does this mean that the pirated games themselves gain from the act, or that the gaming industry in general gains from the act? That is an important distinction.

Both I guess? It's hard to gauge an impact on a game by game basis. It most likely is a net loss for bad games, because people try it, hate it and will probably be less likely to buy any future games from the same developer. It's basically the same issues as with demos. Depends on the game and how it's monetized if it has a negative, positive or no effect at all.

It's certainly more beneficial for online games with single player components than for singleplayer games or online games without singleplayer. So it only really makes sense to measure it for the whole industry.

What I mean is, are the pirated games the ones that benefit? Is it just that pirating recruits more gamers, which later buy other games legitimately, or is it that people pirate a game, try it out and buy that game later, if you understand what I mean.

And I'm not asking this to question the legitimacy of the research, I'm just curious as to how the beneficial effect works.



Damn, I am a video game saint then.



"Trick shot? The trick is NOT to get shot." - Lucian

Teeqoz said:
vivster said:

Yeah, but that puts you in a minority, so it doesn't matter.

Both I guess? It's hard to gauge an impact on a game by game basis. It most likely is a net loss for bad games, because people try it, hate it and will probably be less likely to buy any future games from the same developer. It's basically the same issues as with demos. Depends on the game and how it's monetized if it has a negative, positive or no effect at all.

It's certainly more beneficial for online games with single player components than for singleplayer games or online games without singleplayer. So it only really makes sense to measure it for the whole industry.

What I mean is, are the pirated games the ones that benefit? Is it just that pirating recruits more gamers, which later buy other games legitimately, or is it that people pirate a game, try it out and buy that game later, if you understand what I mean.

And I'm not asking this to question the legitimacy of the research, I'm just curious as to how the beneficial effect works.

The calculation is obviously based on the whole industry. As I said, piracy benefits some games and others not. I'd think that most of the time it benefits other games rather than the exact one pirated.



If you demand respect or gratitude for your volunteer work, you're doing volunteering wrong.

DonFerrari said:
vivster said:

I'd say the development in recent years shows the exact opposite. More people are paying for music and movies BECAUSE they are part of one convenient streaming package. The rapid success of Netflix and Spotify show that there was strong demand for easy and convenient access to a lot of content available on any device.

Convenience is valued a lot more than quality.

Even more when streaming costs basically yhe price of one or 2 movies and you get as much as you can watch for the month.

setsunatenshi said:

it's neither funny nor unfunny, it's simply reality and how things actually work

given the disposable income, people will spend on their favourite hobby. and nor just by direct sales, but also merchandise, fandom, etc.

especially since the bulk of people who actually pirate games are 1) younger kids with no disposable income to fuel their hobby or 2) people in poorer countries or with low access to affordable gaming (or outright censorship)

it's a magical thinking that just because one of such people managed to download 100 games, that instead they would be buying 100 games. that's just being completely out of touch with reality.

again, there's absolutelly nothing preventing people from pirating pretty much any game they want, and still most people still decide to buy their games. this should be telling you something

It's how it works? Similar to you simply knowing they would have more profit selling for 20 instead of 60 but companies are too dumb to do it?

1) Could be, but there are plenty of adults here and everywhere that pirate

2) BS. The bulk of pirates are in wealthy markets. As someone even put here in the thread a lot of the people on poor country doesn't even buy the HW so they don't have much access and not pirate as much.

@ bold: i never said that companies are to dumb, nor that those exact figures would be the correct ones for maximizing profits. I gave a clear example on a previous post of the same game being ALREADY sold upon release at different prices for different markets (Russian/Eastern europe price vs Western Europe). In some cases it's a 50% difference in price. So according to you, companies are too dumb to price their games the same in those markets as they do elsewhere.

 

1) there are plenty more who don't

2) BS, the bulk of pirates are in emerging markets (China, Brasil, etc). When I mention poorer countries, I don't mean dirt poor (as in not enough food to feed the family poor).



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setsunatenshi said:
DonFerrari said:

Even more when streaming costs basically yhe price of one or 2 movies and you get as much as you can watch for the month.

It's how it works? Similar to you simply knowing they would have more profit selling for 20 instead of 60 but companies are too dumb to do it?

1) Could be, but there are plenty of adults here and everywhere that pirate

2) BS. The bulk of pirates are in wealthy markets. As someone even put here in the thread a lot of the people on poor country doesn't even buy the HW so they don't have much access and not pirate as much.

@ bold: i never said that companies are to dumb, nor that those exact figures would be the correct ones for maximizing profits. I gave a clear example on a previous post of the same game being ALREADY sold upon release at different prices for different markets (Russian/Eastern europe price vs Western Europe). In some cases it's a 50% difference in price. So according to you, companies are too dumb to price their games the same in those markets as they do elsewhere.

 

1) there are plenty more who don't

2) BS, the bulk of pirates are in emerging markets (China, Brasil, etc). When I mention poorer countries, I don't mean dirt poor (as in not enough food to feed the family poor).

There may be some cases of 50% disparity in prices sure, even more when the launch isn't aligned. Yet you were the one claiming that you are sure that selling for 20 would have more profit than selling for 60. So if the companies aren't doing that they are dumb. Thus I still require you to show your evidence that proves that it would be better to sell for 20 and also that it would sell 10x more and that selling 10x more it would profit more considering all involved costs.

1) Still doesn't make the majority child, where is the statisc to prove your claim

2) Nope you are wrong. You could try and spin a relation between paying customer vs pirates on developed and underdeveloped to say that in percentage there are more pirates in Brazil than USA, but if you look at raw number USA have more pirates.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."

DonFerrari said:
setsunatenshi said:

@ bold: i never said that companies are to dumb, nor that those exact figures would be the correct ones for maximizing profits. I gave a clear example on a previous post of the same game being ALREADY sold upon release at different prices for different markets (Russian/Eastern europe price vs Western Europe). In some cases it's a 50% difference in price. So according to you, companies are too dumb to price their games the same in those markets as they do elsewhere.

 

1) there are plenty more who don't

2) BS, the bulk of pirates are in emerging markets (China, Brasil, etc). When I mention poorer countries, I don't mean dirt poor (as in not enough food to feed the family poor).

There may be some cases of 50% disparity in prices sure, even more when the launch isn't aligned. Yet you were the one claiming that you are sure that selling for 20 would have more profit than selling for 60. So if the companies aren't doing that they are dumb. Thus I still require you to show your evidence that proves that it would be better to sell for 20 and also that it would sell 10x more and that selling 10x more it would profit more considering all involved costs.

1) Still doesn't make the majority child, where is the statisc to prove your claim

2) Nope you are wrong. You could try and spin a relation between paying customer vs pirates on developed and underdeveloped to say that in percentage there are more pirates in Brazil than USA, but if you look at raw number USA have more pirates.

@ bold: stop putting words in my mouth, you've been corrected about more than once now, it's completely absurd. you're either doing it on purpose or you're lacking the understanding skills in english to know better.

 

it was a thought experiment, inductive reasoning if you will, which depends on certain assumptions being strong enough (lower price = increased number of sales). the proof this already happens is the price disparity that exists nowadays on the specific markets i provided as example. the main point was the following; there is a specific price that will maximize profits on a given market, and this price is different depending on the specific market being considered

 

1) There are several studies conducted over the years that tackle different aspects of this question, so let's put up a few:

http://www.dailytech.com/Nearly+Half+of+Americans+Pirate+Casually+But+Pirates+Purchase+More+Legal+Content/article29702.htm

Another one...

http://www.pcgamer.com/pc-piracy-survey-results-35-percent-of-pc-gamers-pirate/  

"This chart shows the percentage of people who pirate within each age range. As you might expect, younger respondents were the most likely to pirate, with that likelihood decreasing about five percent per age group between 16-20 and 51-60. More than 40 percent of teenagers said they currently pirate games, while less than 15 percent of 51-60 year olds said the same."  

2)

https://www.go-gulf.com/blog/online-piracy/

US is not even in the top 10. Now was there really a need for me to find these? I'm pretty sure 2 minutes on google would have gotten you the same results.

Your move now.

 

PS: I sure hope you've never watched online pr0n without paying you dirty pirate you :)



setsunatenshi said:
DonFerrari said:

There may be some cases of 50% disparity in prices sure, even more when the launch isn't aligned. Yet you were the one claiming that you are sure that selling for 20 would have more profit than selling for 60. So if the companies aren't doing that they are dumb. Thus I still require you to show your evidence that proves that it would be better to sell for 20 and also that it would sell 10x more and that selling 10x more it would profit more considering all involved costs.

1) Still doesn't make the majority child, where is the statisc to prove your claim

2) Nope you are wrong. You could try and spin a relation between paying customer vs pirates on developed and underdeveloped to say that in percentage there are more pirates in Brazil than USA, but if you look at raw number USA have more pirates.

@ bold: stop putting words in my mouth, you've been corrected about more than once now, it's completely absurd. you're either doing it on purpose or you're lacking the understanding skills in english to know better.

it was a thought experiment, inductive reasoning if you will, which depends on certain assumptions being strong enough (lower price = increased number of sales). the proof this already happens is the price disparity that exists nowadays on the specific markets i provided as example. the main point was the following; there is a specific price that will maximize profits on a given market, and this price is different depending on the specific market being considered

1) There are several studies conducted over the years that tackle different aspects of this question, so let's put up a few:

http://www.dailytech.com/Nearly+Half+of+Americans+Pirate+Casually+But+Pirates+Purchase+More+Legal+Content/article29702.htm

Another one...

http://www.pcgamer.com/pc-piracy-survey-results-35-percent-of-pc-gamers-pirate/  

"This chart shows the percentage of people who pirate within each age range. As you might expect, younger respondents were the most likely to pirate, with that likelihood decreasing about five percent per age group between 16-20 and 51-60. More than 40 percent of teenagers said they currently pirate games, while less than 15 percent of 51-60 year olds said the same."  

2)

https://www.go-gulf.com/blog/online-piracy/

US is not even in the top 10. Now was there really a need for me to find these? I'm pretty sure 2 minutes on google would have gotten you the same results.

Your move now.

PS: I sure hope you've never watched online pr0n without paying you dirty pirate you :)

Nope you hadn't proved yourself before; and of course there is specific prices per market that maximize profit. Considering companies do their studies right then the price is about what they are doing, so it still isn't 20 USD that you claimed. I know full well of demand elasticity, still none of what you said corroborate that going 1/3 the price makes the sell of the vg games increase 10 fold, and also considering royalties, taxes and other costs that this would ensure more PROFIT.

1) This point already put USA ahead of most developing countries on pirate amount. And we were talking about gaming piracy not general piracy, so unless you want to deny the OP itself that show difference in piracy effect between media you may as well. And as far as I remember 18-29 years isn't child. And considering that childhood goes up to 12 or less, and you said Childs is the bulky of pirates the study also deny you considering that the sum of all adults pirating is bigger than the child.

2) I said to you RAW numbers not percentage. 50% of american doing piracy puts it at over 150M pirates (which is 75% of Brazil population, and we have less internet user than you have pirates), also most servers and providers of content are also on developed countries per your own numbers.

You say I lack english understand, but you seem to lack interpretation.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."

DonFerrari said:
setsunatenshi said:

@ bold: stop putting words in my mouth, you've been corrected about more than once now, it's completely absurd. you're either doing it on purpose or you're lacking the understanding skills in english to know better.

it was a thought experiment, inductive reasoning if you will, which depends on certain assumptions being strong enough (lower price = increased number of sales). the proof this already happens is the price disparity that exists nowadays on the specific markets i provided as example. the main point was the following; there is a specific price that will maximize profits on a given market, and this price is different depending on the specific market being considered

1) There are several studies conducted over the years that tackle different aspects of this question, so let's put up a few:

http://www.dailytech.com/Nearly+Half+of+Americans+Pirate+Casually+But+Pirates+Purchase+More+Legal+Content/article29702.htm

Another one...

http://www.pcgamer.com/pc-piracy-survey-results-35-percent-of-pc-gamers-pirate/  

"This chart shows the percentage of people who pirate within each age range. As you might expect, younger respondents were the most likely to pirate, with that likelihood decreasing about five percent per age group between 16-20 and 51-60. More than 40 percent of teenagers said they currently pirate games, while less than 15 percent of 51-60 year olds said the same."  

2)

https://www.go-gulf.com/blog/online-piracy/

US is not even in the top 10. Now was there really a need for me to find these? I'm pretty sure 2 minutes on google would have gotten you the same results.

Your move now.

PS: I sure hope you've never watched online pr0n without paying you dirty pirate you :)

Nope you hadn't proved yourself before; and of course there is specific prices per market that maximize profit. Considering companies do their studies right then the price is about what they are doing, so it still isn't 20 USD that you claimed. I know full well of demand elasticity, still none of what you said corroborate that going 1/3 the price makes the sell of the vg games increase 10 fold, and also considering royalties, taxes and other costs that this would ensure more PROFIT.

1) This point already put USA ahead of most developing countries on pirate amount. And we were talking about gaming piracy not general piracy, so unless you want to deny the OP itself that show difference in piracy effect between media you may as well. And as far as I remember 18-29 years isn't child. And considering that childhood goes up to 12 or less, and you said Childs is the bulky of pirates the study also deny you considering that the sum of all adults pirating is bigger than the child.

2) I said to you RAW numbers not percentage. 50% of american doing piracy puts it at over 150M pirates (which is 75% of Brazil population, and we have less internet user than you have pirates), also most servers and providers of content are also on developed countries per your own numbers.

You say I lack english understand, but you seem to lack interpretation.

holy shit you're making this way more difficult than it has to be

 

for the final time! I never mentioned the 20/60 prices to be a factual case scenario, simply an example to illustrate the point that HIGHER PRICE DOES NOT MEAN BIGGER OVERALL PROFIT!! please make sure you understand what I wrote, it's the last time I'm going to explain it. I'm quite certain I used qualifiers like "ifs" even in that example you're strawmanning me with.

1) My original claim was the following "especially since the bulk of people who actually pirate games are 1) younger kids with no disposable income to fuel their hobby or 2) people in poorer countries or with low access to affordable gaming (or outright censorship"

So me being 34 years old, you can bet your ass that I count 16-20 as kids (not children like you pretended I said) without much disposable income (because in most countries if you're 20 or younger, you're living off your parents, not working). So do your math now... kids (young people without self sustaining capabilities) and people from poorer countries (may I add per capita for clarification?) like China, Russia, India, Brasil, etc do in fact constitute the bulk of those who resort to piracy.

2) your turn to provide some real data there. a 3rd grader would understand that China and India have a much higger population than even the US, so your claim that the US is ahead is false both in percentage as well as RAW numbers. so either back up what your saying, like you asked me to do, or just stop arguing this point

 

To finish my point, you seem to be arguing a strawman in some way due to your lack of english understanding. This is not a dig at you personally, but it should make you pause before getting into a more heated debate in that specific language. It's not fun if I'm sending and you're not receiving.



setsunatenshi said:
DonFerrari said:

Nope you hadn't proved yourself before; and of course there is specific prices per market that maximize profit. Considering companies do their studies right then the price is about what they are doing, so it still isn't 20 USD that you claimed. I know full well of demand elasticity, still none of what you said corroborate that going 1/3 the price makes the sell of the vg games increase 10 fold, and also considering royalties, taxes and other costs that this would ensure more PROFIT.

1) This point already put USA ahead of most developing countries on pirate amount. And we were talking about gaming piracy not general piracy, so unless you want to deny the OP itself that show difference in piracy effect between media you may as well. And as far as I remember 18-29 years isn't child. And considering that childhood goes up to 12 or less, and you said Childs is the bulky of pirates the study also deny you considering that the sum of all adults pirating is bigger than the child.

2) I said to you RAW numbers not percentage. 50% of american doing piracy puts it at over 150M pirates (which is 75% of Brazil population, and we have less internet user than you have pirates), also most servers and providers of content are also on developed countries per your own numbers.

You say I lack english understand, but you seem to lack interpretation.

holy shit you're making this way more difficult than it has to be

 

for the final time! I never mentioned the 20/60 prices to be a factual case scenario, simply an example to illustrate the point that HIGHER PRICE DOES NOT MEAN BIGGER OVERALL PROFIT!! please make sure you understand what I wrote, it's the last time I'm going to explain it. I'm quite certain I used qualifiers like "ifs" even in that example you're strawmanning me with.

1) My original claim was the following "especially since the bulk of people who actually pirate games are 1) younger kids with no disposable income to fuel their hobby or 2) people in poorer countries or with low access to affordable gaming (or outright censorship"

So me being 34 years old, you can bet your ass that I count 16-20 as kids (not children like you pretended I said) without much disposable income (because in most countries if you're 20 or younger, you're living off your parents, not working). So do your math now... kids (young people without self sustaining capabilities) and people from poorer countries (may I add per capita for clarification?) like China, Russia, India, Brasil, etc do in fact constitute the bulk of those who resort to piracy.

2) your turn to provide some real data there. a 3rd grader would understand that China and India have a much higger population than even the US, so your claim that the US is ahead is false both in percentage as well as RAW numbers. so either back up what your saying, like you asked me to do, or just stop arguing this point

 

To finish my point, you seem to be arguing a strawman in some way due to your lack of english understanding. This is not a dig at you personally, but it should make you pause before getting into a more heated debate in that specific language. It's not fun if I'm sending and you're not receiving.

You never had put that 20 60 was ass pulled. The price strategy differ for each market and that was agreed by me even before I discussed with you. I asked you to pull forward the evidence of your 20 60 claim that just now you are retreating from, so ok.

1) So you consider kid on your own definition, ok, anothe goal post moving. 16-20 is much more under young adult than kid. Yet the study you showed had 18-29 as first braket and all other groups stil had over 30% pirate rate in USA (again for general piracy, not vg exclusive). So nope, it's no bulk. If you had said child/teens are more likely to pirate than older people I would agree, when you say bulk that means vast majority (like 60 or 80%) and considering all ages brakets of the study you showed and the population distribution of USA I would infer that actually the smaller part are the "kids" you defined, because basically even if someone younger than 29 is twice as more prone to pirate than someone older than 60 (as your study claim) the amount of people younger than 20 is so much smaller than from 21+ the percentage per groups doesn't make it have more population pirating under 20 than over.

At least read the report you are using and learn how to do maths.

2) USA having over 50% of its population pirating already null your claim that people in developed countries doesn't resort to piracy. Sure China and India having 90% of their online population pirating (what is the size of this population? That isn't disclosed) make a very big population, but doesn't make them the bulk, unless you define bulk as something else as you do to kid.

In case my English is very bad I'll use Webster to help out

https://www.merriam-webster.com/dictionary/kid

a young person 

  • kids in high school

especially :child 

  • a married couple with two kids

often used as a generalized reference to one especially younger or less experienced 

  • the kid on the pro golf tour

  

  • you poor kid

:the main or greater part 
  • spent the bulk of his time in the office
 
  • the bulk of the population
  • How is my lack of domain over English language is missing your own self defined and spining definition of terms and shifting of goalpost?



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."