But I think your argument is against the assertion that "pirated copy == lost sale". But in this, you're flying in the face of repeated studies. People that pirate also buy more. They download a lot to sample what's out there, and spend more (than those who don't pirate) on purchases - buying what they like and ignoring the rest. So that offsets the "freeloaders" who just pirate and don't buy.
How do you know that it offsets the freeloaders? How do you know that people who buy some games and pirate some other games wouldn't be buying even more if they didn't pirate at all?
The notion that people who pirate also buy more doesn't mean that no revenue is lost, because the tendency to pirate isn't uncorrelated with the level of interest in the medium.
On the morality of pirating games:
What differentiates piracy from theft, apart from the legal definition, is the fact that digital media doesn't have any marginal costs. If a poor person doesn't have enough money to buy a game and pirates it, who loses anything due to that?
I'm guessing that sooner or later, games will also have to adapt to the fact that the pricing mechanisms of the traditional economy for physical goods simply aren't all that sensible for products without marginal costs. It artificially limits wealth.
So what piracy is doing is somewhat ambigious:
One the one hand, it deprives people who worked hard on a given product of their well earned reward and infringes on property rights (which are central to any democracy).
On the other hand, it drives the industry to develop models for distributing their products that are better suited to the kind of products they are creating, just like it did for music and movies.




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