this post was submitted on 05 Jul 2025
723 points (96.3% liked)

Piracy: ꜱᴀɪʟ ᴛʜᴇ ʜɪɢʜ ꜱᴇᴀꜱ

62574 readers
1153 users here now

⚓ Dedicated to the discussion of digital piracy, including ethical problems and legal advancements.

Rules • Full Version

1. Posts must be related to the discussion of digital piracy

2. Don't request invites, trade, sell, or self-promote

3. Don't request or link to specific pirated titles, including DMs

4. Don't submit low-quality posts, be entitled, or harass others



Loot, Pillage, & Plunder

📜 c/Piracy Wiki (Community Edition):

🏴‍☠️ Other communities

FUCK ADOBE!

Torrenting/P2P:

Gaming:


💰 Please help cover server costs.

Ko-Fi Liberapay
Ko-fi Liberapay

founded 2 years ago
MODERATORS
 
you are viewing a single comment's thread
view the rest of the comments
[–] FUCKING_CUNO@lemmy.dbzer0.com 21 points 23 hours ago (1 children)

having free copies of the content available on the internet decreases the desire for people to obtain paid copies of the data.

According to who?

[–] k1ck455kc@sh.itjust.works 2 points 23 hours ago (1 children)

I guess herein lies the potential fallacy of my statement. Decreased desire is a Subjective observation.

One cannot draw a direct correlation, but there is data to conclude that not having a piracy option will boost sales of data initially, at least when it comes to games. (Hence why publishers continue to use Denuvo)

https://arstechnica.com/gaming/2024/10/the-true-cost-of-game-piracy-20-percent-of-revenue-according-to-a-new-study/

[–] SnotFlickerman@lemmy.blahaj.zone 16 points 23 hours ago* (last edited 22 hours ago)

Counterpoint: When Louis CK (prior to being outed as a sex pest) released one of his comedy specials on his website DRM-free for $5 he became a millionaire almost overnight.

https://boingboing.net/2011/12/22/drm-free-experiment-makes-loui.html

Price point matters, too.

It also jives with early Steam Sales when Valve would cut titles like ~~Left 4 Dead~~ Counter Strike down to 90% off, and they would sell so many digital copies that they were actually making more money off the lower price.

https://www.geekwire.com/2011/experiments-video-game-economics-valves-gabe-newell/

Now we did something where we decided to look at price elasticity. Without making announcements, we varied the price of one of our products. We have Steam so we can watch user behavior in real time. That gives us a useful tool for making experiments which you can’t really do through a lot of other distribution mechanisms. What we saw was that pricing was perfectly elastic. In other words, our gross revenue would remain constant. We thought, hooray, we understand this really well. There’s no way to use price to increase or decrease the size of your business.

But then we did this different experiment where we did a sale. The sale is a highly promoted event that has ancillary media like comic books and movies associated with it. We do a 75 percent price reduction, our Counter-Strike experience tells us that our gross revenue would remain constant. Instead what we saw was our gross revenue increased by a factor of 40. Not 40 percent, but a factor of 40. Which is completely not predicted by our previous experience with silent price variation.

Then we decided that all we were really doing was time-shifting revenue. We were moving sales forward from the future. Then when we analyzed that we saw two things that were very surprising. Promotions on the digital channel increased sales at retail at the same time, and increased sales after the sale was finished, which falsified the temporal shifting and channel cannibalization arguments. Essentially, your audience, the people who bought the game, were more effective than traditional promotional tools. So we tried a third-party product to see if we had some artificial home-field advantage. We saw the same pricing phenomenon. Twenty-five percent, 50 percent and 75 percent very reliably generate different increases in gross revenue.