If this were my message board I would immidiately ban anyone who admitted to pirating. As it has helped decline the quality of one of the things I enjoy most, pc gaming.
And it'd be in your right, to be on an empty forum, because the #'s are either right or wrong. If they are right, then nearly everyone has pirated so everyone (including the owners) would be gone, and if they are wrong, they are full of crap anyway and it hasn't helped in the decline at all. So take your pick. I have no issues admitting past transgressions, even if the crazy fanatics want to pretend it's the same as terrorism.
Since we're throwing out random %'s, my guess is less than 1% of people who game, watch movies, or listen to music and have access to the internet have never pirated something. (looking at your porn people too).
I have $100.
I pirate 10 games at $50 each.
I buy 2 games at $50 each.
How much has my piracy impacted game sales?
If I hadn't pirated those games, what would I have done? Maybe instead of 2 games at $50 each I would have bought 4 games at $25 each.
How much have I spent? $100. How much did I have? $100. How much more would I have spent without pirating? $0. Because I couldn't. Because I only had $100.
Piracy isn't a zero sum game.
But what if we don't spend it all on games?
If we assume that the net wealth of "people" is below $0, because the average person is in debt, they simply do not have more actual money available to spend.
So what is the impact of piracy on gaming? Well that depends on what other non-piracy things a person spends their money.
They might end up spending $50 on games and $50 on something else if they can pirate games.
Without piracy, they would have spent $100 on games and $0 on the other thing.
What does this mean? This means piracy may reduce overall revenues in the gaming industry because that money goes to an industry that cannot be pirated, but there is only so much money available to spend, so while piracy may impact gaming by the $50 I spend elsewhere, it doesn't impact it by the $500 in games I pirated, because I never had that $500.
I have $100.
I pirate 10 games at $50 each.
I buy 2 games at $50 each.
How much has my piracy impacted game sales?
If I hadn't pirated those games, what would I have done? Maybe instead of 2 games at $50 each I would have bought 4 games at $25 each.
How much have I spent? $100. How much did I have? $100. How much more would I have spent without pirating? $0. Because I couldn't. Because I only had $100.
Piracy isn't a zero sum game.
But what if we don't spend it all on games?
If we assume that the net wealth of "people" is below $0, because the average person is in debt, they simply do not have more actual money available to spend.
So what is the impact of piracy on gaming? Well that depends on what other non-piracy things a person spends their money.
They might end up spending $50 on games and $50 on something else if they can pirate games.
Without piracy, they would have spent $100 on games and $0 on the other thing.
What does this mean? This means piracy may reduce overall revenues in the gaming industry because that money goes to an industry that cannot be pirated, but there is only so much money available to spend, so while piracy may impact gaming by the $50 I spend elsewhere, it doesn't impact it by the $500 in games I pirated, because I never had that $500.
The one thing that could be a positive is todays pirates will continue to play games, and will probably grow out of pirating.
I hate the games that you buy and have limited activations. For example I'm down to 7 deactivations on my dcs games because I've changed hardware, formated , installed a new OS. Once you lose them you can email them for more. I think now you get one every 30 days up to a limit of 10. But things like this probably annoy people.
It's hard to say why people pirate like many stated they do it because they can. Because you can have it now and lose nothing vs pay launch price or xx money and not enjoy it. But the steam and dl sales are helping. Also, people that are busy are more likely to buy games as they can wait until a sale and find the time to put in a game for its value.
I estimate that 5-10% of revenues for a game is lost because of pirates who would choose to buy otherwise.
That's a false analogy. You don't have '$100 which you spend on games' and that's it.
You have a lot of other money you spend on other things.
If you had 2 of 12 games you wanted you might spend more than $100 on games.
One thing I think there's little question of, a lot of people rationalize they would't have bought the games they pirate even though they spend the time to get and play them.
And the time you spend on pirated games isn't spent wanting and buying games.
It's a little like saying that having an affair doesn't affect your wife if she doesn't know, though you start turning down sex with her more and more and finding excuses.
This is a logical fallacy.
I'm against the piracy, but I don't think he made a logical fallacy.
I don't think that's a fallacy. I think it's a qualifier, and you've misinterpreted it. He's not claiming all pirates would buy the software if piracy was unavailable, but claiming that there is a group who would would, and that that group costs the industry 5-10%.
It is an irrational conclusion to draw that those who pirate would buy the games they pirate if they could not pirate them.
