I really dislike the idea of portraying piracy as stealing because of typical conceptual understanding of stealing.
You can so easily think that it's like stealing in the normal sense:
Schism":2vx5hmnt said:
Most people who pirate would never walk into a store and steal a box of software
Most people who pirate don't take away the software from where they got it. They duplicate it.
A more accurate example would be that you go into a book store and find an interesting book. Instead of buying the book you take pictures of all the pages and put the book back where you found it. You then leave with pictures without buying anything, but you don't take away their book. I.e. they don't loose anything except a potential customer. It's an invisible price.
Of course this example has the problem that you leave with pictures of the book and not the book itself. With software you would have left with a copy of the book.
Why don't people 'steal' books this way? Well... maybe some do, but the number is vastly inferior to how many 'steal' software. I believe the biggest reason is the ease with which it can be done.
As you probably noticed I have only focused on duplication of software, but is that software piracy?
What exactly is software piracy? What is the definition?
Googling gives various results with interesting ones such as this:
Copying Software without paying for it or without getting permission from the owner.
I did pick this one out because it implies the possibility of
legal software piracy. This can of course not be trusted, but what about the other more plausible definitions? Are there a definite legal one? Or as I believe it differs from jurisdiction to jurisdiction often without a precise definition?
What are the effects of software piracy? (Let's assume we are considering a particular commercial software product)
I tend to define 4 group of people:
- People who would buy it regardless of the ability to get it pirated.
- People who would have bought it, but didn't since they can get it pirated.
- People who bought it, but only noticed it because they can get it pirated.
- People who will never buy it.
Group 4 is not really interesting since they will never buy it.
Group 2 and 3 are the most interesting because they determine the effect of software piracy. Group 2 being lost revenue and group 3 being gained profit. (Group 1 could be so large that group 2 and 3 are insignificant)
My guess is that company estimates on lost revenue tend to look at the combined size of group 2 and 4 while assuming group 3 = 1. That is, the biggest possible over-estimate. While that may not be true I believe it's feasible that all loss estimations by companies are over estimates. By how much we don't know. In fact there are loads of uncertainty.
While we may have an idea of the size of the groups we have no idea how they are partitioned among the groups. I would say there are intrinsic uncertainties in such estimates.
Naturally one should consider whether my group definitions seem plausible. I don't consider the fact that people may change over time.
There are other factors as well. People who don't buy it due to the measures taken against piracy. I did for example not buy Spore purely and only for it's bad piracy measure.
I tried it at a friend before they corrected it and had already grown tired of it, otherwise I might have bought it.
This brings me to the more interesting subject: What can be done about piracy.
I personally don't mind whatever measures against piracy are taken in say games I buy as long as they are not inconvenient to me.
More can be done than just copy-protection. One can try to increase the availability. I have once bought and downloaded a game through Steam because a torrent was to slow.
Consider the fat epidemic (or whatever it's called). Consider the scenario where you can choose between going to the store and get a game legally or get it without having to leave your house illegally. Get my point?
I do think there should be legal measures against pirates available (there are). The software companies should naturally also be in the potential loss of revenue as a result of bad reputation.
I also think there should be more clear consumer protection rules. Can any of you tell me which rights you have when you buy a piece of software?
Have any of you ever read an EULA and noticed a part which is not applicable in your jurisdiction?
Let's I buy a game and I cannot play it due to the protection software giving a false possible thus making me unable to play the game. Would I just have wasted 60 bucks? No chance of any return?
I have tried that and I admittedly send it return for a refund, I circumvented the copy-protection. In this example I didn't do anything illegal, but I still hope that it shows you cannot simply consider the whole area black and white since there are so many nuances.
There are many details hidden under the rug and we definitely
SHOULD NOT SACRIFICE CONSUMER RIGHTS UNDER THE PRETENSE OF BATTLING PIRACY.
In principle I am against piracy.
*hugs*
- Zeriab