Wolfire Games (probably best known right now for running the Humble Indie Bundle [http://www.wolfire.com/humble]) has made an interesting blog post. [http://blog.wolfire.com/2010/05/Another-view-of-game-piracy] Basically, they're poking at the claims of piracy rates. Sample quotes, on PC game piracy, is below:
Read the full post [http://blog.wolfire.com/2010/05/Another-view-of-game-piracy] and discuss.
They go on to question the arguement that if piracy stopped the PC developers would see any sort of increase in sales and suggests a reason for disappointing sales: crappy ports. Evidence: Blizzard. Oh, and they poke a big hole in the claims for iPhone piracy rates.Does this also apply to PC (Windows/Mac/Linux) gamers? Many PC game developers find that about 90% of their users are running pirated copies -- does this mean that piracy is killing PC games? Let's try our alternative explanation, and see if these statistics are possible even if only 20% of worldwide PC gamers are pirates. The average PC gamer worldwide only buys about three games a year, and plays them for a long time [4] [http://www.1up.com/do/blogEntry?publicUserId=5762658&bId=8239342]. I buy many more than that, and you probably do too, but again, we are not average gamers! On the other hand, game pirates might download a new game every few days, for a total of about 125 games a year. Given these numbers, games would see 90% piracy rates even though only 20% of gamers are pirates.
Are these numbers accurate? The NPD recently conducted an anonymous survey showing that only 4% of PC gamers in the US admit to pirating games [5] [http://edge-online.com/news/npd-four-per-cent-of-us-gamers-admit-to-piracy], a number that is comparable to XBox 360 piracy statistics [6] [http://news.bbc.co.uk/1/hi/technology/8354166.stm] . However, since piracy is inversely proportionate to per-capita GDP, we can expect piracy rates to increase dramatically in places like Russia, China and India, driving up the world-wide average. Let's say to 20%.
This means that if all pirates would otherwise buy as many games as the average consumer, then game developers would be losing 20% of their revenue to piracy.
Read the full post [http://blog.wolfire.com/2010/05/Another-view-of-game-piracy] and discuss.