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This is really interesting. I did some googling and unfortunately 'there are no reliable statistics specific to PC gaming industry' regarding piracy. There's, however, this interesting passage that I am quoting from a paper written by a lawyer named Maxim V. Tsotsorin (again I can't validate any credentials):
Citation preview
From the SelectedWorks of Maxim Tsotsorin
January 2013
Piracy and Video Games: Is There a Light at theEnd of the Tunnel?
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Available at: http://works.bepress.com/maxim_tsotsorin/2
The content of this paper is licensed under a Creative Commons Attribution 3.0 License.
Piracy and Video Games: Is There a Light at the End of the Tunnel?
I. Introduction ................................................................
II. Videogame Piracy: A Global and Expensive Problem
A. A Bit of History ................................
B. Market Segments and Platforms
1. PC Video Games ................................
2. Video Games for Consoles ................................
3. Mobile Game Apps ................................
D. Foreign Markets ................................
II. Possible Solutions ................................
A. A Legal Solution: Anti-Piracy Laws and Enforcement
1. Legislative Framework ................................
2. Enforcement ................................
B. A Business Solution: Open Pricing and F2P
C. A Technological Solution: Digital Rights Management
D. Two Case Studies ................................
1. Valve in Russia and the Value of Customer Service
2. Game Dev Tycoon and the Power of Education
III. Conclusion ................................
The content of this paper is licensed under a Creative Commons Attribution 3.0 License.
1
Piracy and Video Games: Is There a Light at the End of the Tunnel?
Maxim V. Tsotsorin
Table of Contents
................................................................................................
II. Videogame Piracy: A Global and Expensive Problem ................................................................
................................................................................................................................
B. Market Segments and Platforms................................................................................................
...............................................................................................................................
................................................................................................
................................................................................................
................................................................................................................................
................................................................................................................................
Piracy Laws and Enforcement ................................................................
................................................................................................
................................................................................................................................
B. A Business Solution: Open Pricing and F2P ................................................................
C. A Technological Solution: Digital Rights Management ................................................................
...............................................................................................................................
1. Valve in Russia and the Value of Customer Service ................................................................
and the Power of Education ................................................................
................................................................................................................................
Piracy and Video Games: Is There a Light at the End of the Tunnel?
............................................... 2
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............................................... 6
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..................................... 11
................................................... 11
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The content of this paper is licensed under a Creative Commons Attribution 3.0 License.
I. Introduction
“For as long as there has been stuff, people have wanted that stuff for free.”
idea is the driving force behind the problem that has haunted businesses on every side of the
spectrum: designer knock-offs, pirated movies, illegally downloaded music MP3s, and
video games. Yes, stolen as in “theft
of video games from bit-torrents is
copy making it available to others for download, or a
find illegal – but free – games. Either way, videogame piracy is a crime
countries provide severe civil2 and criminal penalties for violating those laws.
In addition to being unlawful in many countries around the globe, videogame piracy
seems to benefit the end user who receives a game for free and can enjoy it without any costs
incurred. While this is definitely one of the major driving forces behind the w
piracy, the bigger picture reveals that the only party that benefits from piracy is the pirate him
herself. While it is pretty clear the game developers lose
their releases, what it means in the
gamer would spend on a legitimate
graphics, better sound effects, better interface, better storyline, and better overall user
experience. In essence, buying games in the open market subsidizes game development; buying
illegal copies under the table subsidized only the maker of the illegal copy
makers out of business.
Over the past couple decades piracy has become a relat
available technology has made making a copy
on your personal laptop – with a click of a button
look better than originals, and printing t
stickers. In the Internet universe, multitude of bit
provide videogame pirates with an unlimited distribution m
industry’s countermeasures, however, also has not stayed still.
broad array of preventive and enforcement measures targeting different facets of the problem.
1 David Houghton, A Brief History of Video Games
brief-history-of-video-game-piracy/. 2 Civil remedies typically include those afforded for copyright and trademark infringement. See 17 U.S.C. § 501
(2011) (copyright infringement and applicable r
and applicable remedies). 3 See, e.g., Agreement on Trade-Related Aspects of Intellectual Property Rights
299, 33 I.L.M. 1197 (1994). In the United States,
violations. See 17 U.S.C. § 506. 4 Bruce Everiss, The History of Software Piracy
http://gametheoryonline.com/2010/08/17/history
The content of this paper is licensed under a Creative Commons Attribution 3.0 License.
2
“For as long as there has been stuff, people have wanted that stuff for free.”
idea is the driving force behind the problem that has haunted businesses on every side of the
offs, pirated movies, illegally downloaded music MP3s, and
as in “theft.” Creating pirated CDs/DVDs or downloading illegal copies
torrents is against the law – whether you are the creator of a pirate
making it available to others for download, or a user scouring dark corners of the Internet to
games. Either way, videogame piracy is a crime, and laws of many
and criminal penalties for violating those laws.3
In addition to being unlawful in many countries around the globe, videogame piracy
seems to benefit the end user who receives a game for free and can enjoy it without any costs
incurred. While this is definitely one of the major driving forces behind the widespread nature of
piracy, the bigger picture reveals that the only party that benefits from piracy is the pirate him
herself. While it is pretty clear the game developers lose money and do not make much profit on
in the long run is that no profit equals no games.
imate copy would have gone to developing new games: with better
graphics, better sound effects, better interface, better storyline, and better overall user
In essence, buying games in the open market subsidizes game development; buying
illegal copies under the table subsidized only the maker of the illegal copy and drives videogame
Over the past couple decades piracy has become a relatively low-
has made making a copy of a videogame as easy as ripping off a music CD
with a click of a button. Digital color copiers make CD inserts that
look better than originals, and printing technology allows printing on CDs without messy
In the Internet universe, multitude of bit-torrents and peer-to-peer sharing platforms
provide videogame pirates with an unlimited distribution market and low cost operations.
industry’s countermeasures, however, also has not stayed still. The game developers employ a
broad array of preventive and enforcement measures targeting different facets of the problem.
A Brief History of Video Games, GAMESRADAR (Aug. 30, 2010), http://www.gamesradar.com/a
Civil remedies typically include those afforded for copyright and trademark infringement. See 17 U.S.C. § 501
(2011) (copyright infringement and applicable remedies); 15 U.S.C. § 1111-1125 (2011) (trademark infringement
Related Aspects of Intellectual Property Rights art. 6, Apr. 15, 1994, 1869 U.N.T.S.
. In the United States, criminal copyright infringement is used for “willful and for profit”
The History of Software Piracy, GAME THEORY (Aug. 17, 2010),
http://gametheoryonline.com/2010/08/17/history-video-game-piracy-pc-ps3-wii-xbox-free-download/
“For as long as there has been stuff, people have wanted that stuff for free.”1 This basic
idea is the driving force behind the problem that has haunted businesses on every side of the
offs, pirated movies, illegally downloaded music MP3s, and stolen
downloading illegal copies
the creator of a pirated
scouring dark corners of the Internet to
and laws of many
In addition to being unlawful in many countries around the globe, videogame piracy
seems to benefit the end user who receives a game for free and can enjoy it without any costs
idespread nature of
piracy, the bigger picture reveals that the only party that benefits from piracy is the pirate him- or
money and do not make much profit on
no profit equals no games.4 Every dollar a
copy would have gone to developing new games: with better
graphics, better sound effects, better interface, better storyline, and better overall user
In essence, buying games in the open market subsidizes game development; buying
and drives videogame
-cost business –
as easy as ripping off a music CD
Digital color copiers make CD inserts that
echnology allows printing on CDs without messy
peer sharing platforms
arket and low cost operations. The
The game developers employ a
broad array of preventive and enforcement measures targeting different facets of the problem.
http://www.gamesradar.com/a-
Civil remedies typically include those afforded for copyright and trademark infringement. See 17 U.S.C. § 501-505
1125 (2011) (trademark infringement
, Apr. 15, 1994, 1869 U.N.T.S.
criminal copyright infringement is used for “willful and for profit”
download/.
The content of this paper is licensed under a Creative Commons Attribution 3.0 License.
This paper provides a brief overview of the videogame piracy pro
then samples the solution landscape with
specific aspects of game development and publishing
a well-balanced approach targeting the
consider a number of enforcement and preventive measures that could be extremely effective if
combined.
II. Videogame Piracy: A Global and Expensive Problem
A. A Bit of History
The videogame piracy has been a problem since the development of the first video game
that could have been copied and resold
years of personal computers.5 The first video games were sold on audio compact cassettes, whi
were extremely easy to copy because of mass proliferation of dual cassette players
needed was a blank tape.6 During the early days, many game publishers around the world went
out of business for this exact reason
inventing and implementing various technical anti
tapes, such as Lenslok.8
Then came the game consoles
Commodore, and followed by Nintendo and Sega
cartridges9: simply speaking, a removable circuit board
modules. Those cartridges were extremely expensive to manufacture, but they were also very
expensive to copy – one would pretty much need to replicate the full manufacturing process.
Instead, the game pirates switched their focus to consoles themselves
compatible consoles accepting unlicensed games were as common as the legitimate ones.
Nevertheless, during this period many of the game developers we know today established and
grew their operations.
Both the costs of producing the cartridges and
as the games became more and more complex. The industry embraced the greater capacity and 5 See generally Sandra Leigh King, While You Were Sleeping
6 Everiss, supra note 4; Houghton, supra
7 Everiss, supra note 4.
8 Lenslok, WIKIPEDIA, http://en.wikipedia.org/wiki/Lenslok
9 See Game Cartridge, WIKIPEDIA, http://en.wikipedia.org/wiki/Game_cartridge
10 Everiss, supra note 4; Miodrag Kovacevic,
http://deltagamer.com/20973/a-brief-
such an expensive process that pirates promptly stopped bothering with it and moved on to the PlayStation.”).11
Houghton, supra note 1.
The content of this paper is licensed under a Creative Commons Attribution 3.0 License.
3
This paper provides a brief overview of the videogame piracy problem and its extent
the solution landscape with particular focus on those countermeasures that target
game development and publishing. The anti-piracy efforts should certainly be
balanced approach targeting the black market in every possible manner, so it is helpful to
consider a number of enforcement and preventive measures that could be extremely effective if
Global and Expensive Problem
piracy has been a problem since the development of the first video game
that could have been copied and resold—or simply shared, as it was happening in the yearly
The first video games were sold on audio compact cassettes, whi
were extremely easy to copy because of mass proliferation of dual cassette players
During the early days, many game publishers around the world went
for this exact reason.7 During this period, the industry has gone to great trouble
inventing and implementing various technical anti-piracy solutions to prevent copying cassette
Then came the game consoles that brought temporary relief – starting with
ed by Nintendo and Sega. The games were embodied in
a removable circuit board with preinstalled software and hardware
Those cartridges were extremely expensive to manufacture, but they were also very
one would pretty much need to replicate the full manufacturing process.
Instead, the game pirates switched their focus to consoles themselves – for exam
compatible consoles accepting unlicensed games were as common as the legitimate ones.
uring this period many of the game developers we know today established and
Both the costs of producing the cartridges and the limited storage space posed problems
as the games became more and more complex. The industry embraced the greater capacity and
While You Were Sleeping, 11 SMU SCI. & TECH. L. REV. 3 (2007).
supra note 1.
http://en.wikipedia.org/wiki/Lenslok (last visited May 3, 2013).
http://en.wikipedia.org/wiki/Game_cartridge (last visited May 3, 2013).
note 4; Miodrag Kovacevic, A Brief Overview of Console Piracy, DELTAGAMER (Nov. 27, 2011),
-overview-of-console-piracy (“[M]anufacturing a pirate N64 cartridge was
such an expensive process that pirates promptly stopped bothering with it and moved on to the PlayStation.”).
and its extent, and
focus on those countermeasures that target
piracy efforts should certainly be
black market in every possible manner, so it is helpful to
consider a number of enforcement and preventive measures that could be extremely effective if
piracy has been a problem since the development of the first video game
as it was happening in the yearly
The first video games were sold on audio compact cassettes, which
were extremely easy to copy because of mass proliferation of dual cassette players – all you
During the early days, many game publishers around the world went
gone to great trouble
to prevent copying cassette
starting with Atari and
were embodied in game
with preinstalled software and hardware
Those cartridges were extremely expensive to manufacture, but they were also very
one would pretty much need to replicate the full manufacturing process.10
for example, NES-
compatible consoles accepting unlicensed games were as common as the legitimate ones.11
uring this period many of the game developers we know today established and
the limited storage space posed problems
as the games became more and more complex. The industry embraced the greater capacity and
(2007).
(last visited May 3, 2013).
(Nov. 27, 2011),
(“[M]anufacturing a pirate N64 cartridge was
such an expensive process that pirates promptly stopped bothering with it and moved on to the PlayStation.”).
The content of this paper is licensed under a Creative Commons Attribution 3.0 License.
lower cost of recordable optical media
publishers anticipated increased
protective measures.12 It was, however, a losing game at the outset. Technology was developing
so quickly, many companies simply could not keep up with the tools available to the public (and,
thus, the pirates). Shortly after CD
burners became commonplace in many households
homes.13 Video game pirates, unable to fully utilize still growing
offering illegal copies literally going door
companies started programming their consoles to accept only authentic CDs with original game
copies and implementing other technical barriers to copying
immediately circumvented by “modding”
its abilities.15 All of this resulted in
With the wide adoption of
Instead of going door-to-door looking for customers, the pirates now would only needed to
upload the files and post them online.
illegal copies, offer search engines for marketing efforts, collect payments etc.
virtually anonymous and staying under the enforcement radar
Additionally, there was no longer a need to distribute a physical medium containing a video
game – a click of a button would upload an illegal copy to the Internet, and another click would
pay for and download the game on
B. Market Segments and Platforms
Video games exist in our lives in every shape and form, and they typically use some kind
of a platform. The most popular and established categories of video games by platform are: (1)
console games made for consoles like Sony PlayStation, Xbox, or Nintendo
made for personal computers; and
devices such as smartphones. In recent years, there has also been an emergence of private servers
– also called “grey shards” – that allow “playe
12
See, e.g., Everiss, supra note 4. The first was Sony which used CD13
See Houghton, supra note 1. 14
Everiss, supra note 4. 15
See generally Phillip A. Harris Jr., Mod Chips and Homebrew: A Recipe for Their Continued Use in the Wake of
Sony v. Divineo, 9 N.C. J.L. & TECH. 113 (2007).
HUBPAGES (last updated Jan. 31, 2013); Houghton, 16
See generally Koroush Ghazi, PC Game Piracy Examined
http://www.tweakguides.com/Piracy_1.html17
Houghton, supra note 1. 18
Andrew V. Moshirinia, Giant Pink Scorpions: Fighting Piracy with Novel Digital Rights Management Technology
23 DEPAUL J. ART TECH & INTELL. PROP. L. 1,
The content of this paper is licensed under a Creative Commons Attribution 3.0 License.
4
optical media – CR-ROM, and later DVD-ROM. With that, m
publishers anticipated increased piracy concerns and thus developed and implemented numerous
It was, however, a losing game at the outset. Technology was developing
so quickly, many companies simply could not keep up with the tools available to the public (and,
. Shortly after CD-ROMs were introduced for mass consumption, the CD
in many households allowing users makes copies in their own
ideo game pirates, unable to fully utilize still growing Internet popularity,
illegal copies literally going door-to-door looking for customers.14 As soon as the game
companies started programming their consoles to accept only authentic CDs with original game
and implementing other technical barriers to copying, most of them were almost
circumvented by “modding” – physical altering of the console to perform outside of
All of this resulted in a dramatic drop in sales and industry-wide layoffs.
With the wide adoption of the Internet, the videogame industry suffered yet again.
door looking for customers, the pirates now would only needed to
upload the files and post them online.17 “The Internet” would do the rest - provide storage for
h engines for marketing efforts, collect payments etc.
virtually anonymous and staying under the enforcement radar at a very low expense
Additionally, there was no longer a need to distribute a physical medium containing a video
click of a button would upload an illegal copy to the Internet, and another click would
onto the user’s personal computer.18
and Platforms
Video games exist in our lives in every shape and form, and they typically use some kind
of a platform. The most popular and established categories of video games by platform are: (1)
console games made for consoles like Sony PlayStation, Xbox, or Nintendo Wii; (2) PC games
and (3) mobile games, which are basically apps made for mobile
In recent years, there has also been an emergence of private servers
that allow “players of cloud-based entertainment software access
note 4. The first was Sony which used CD-ROMs for its PlayStation console.
Mod Chips and Homebrew: A Recipe for Their Continued Use in the Wake of
(2007). See also Martene Battle, Mod Chipping for Video Game Consoles
(last updated Jan. 31, 2013); Houghton, supra note 1.
PC Game Piracy Examined, TWEAKGUIDES (Apr. 2012),
http://www.tweakguides.com/Piracy_1.html.
Giant Pink Scorpions: Fighting Piracy with Novel Digital Rights Management Technology
1, 2 (2012).
With that, many game
piracy concerns and thus developed and implemented numerous
It was, however, a losing game at the outset. Technology was developing
so quickly, many companies simply could not keep up with the tools available to the public (and,
ROMs were introduced for mass consumption, the CD
allowing users makes copies in their own
Internet popularity, were
As soon as the game
companies started programming their consoles to accept only authentic CDs with original game
most of them were almost
physical altering of the console to perform outside of
wide layoffs.
the videogame industry suffered yet again.16
door looking for customers, the pirates now would only needed to
provide storage for
h engines for marketing efforts, collect payments etc. – all while being
at a very low expense.
Additionally, there was no longer a need to distribute a physical medium containing a video
click of a button would upload an illegal copy to the Internet, and another click would
Video games exist in our lives in every shape and form, and they typically use some kind
of a platform. The most popular and established categories of video games by platform are: (1)
Wii; (2) PC games
apps made for mobile
In recent years, there has also been an emergence of private servers
based entertainment software access
ROMs for its PlayStation console. Id.
Mod Chips and Homebrew: A Recipe for Their Continued Use in the Wake of
Mod Chipping for Video Game Consoles,
Giant Pink Scorpions: Fighting Piracy with Novel Digital Rights Management Technology,
The content of this paper is licensed under a Creative Commons Attribution 3.0 License.
these unauthorized serve3rs to play copyrighted video games that are made available through
hacked software and/or circumvention of the rights holders’ technological protection
measures.”19
1. PC Video Games
The most pirated platform is the PC
pirates.20 With advent of the Internet, “PC gaming took the biggest and most obvious hit.”
the widespread use of the Internet, pirates
various file sharing services, FTP locations, and Internet Relay Chat
“client base” and to remain as anonymous and as invulnerable as possible.
game publishers voiced their decision to go as
avoid publishing many titles on this platform.
While there are no reliable statistics specific to PC gaming industry
reflect pirated software,24 - overall video
the website Alexa25: huge amount of traffic on popular torrent sites places them in the top few
hundred websites in the world.26
of Canada stated that the computer game industry in North America (including Canada and the
U.S.) lose close to $3.5 billion every year to pirated video games, the number equal one
the total value of the video game market.
19
OFFICE OF THE U.S. TRADE REPRESENTATIVE
at http://www.ustr.gov/sites/default/files/05012013%202013%20Special%20301%20Report.pdf20
See generally Moshirinia, supra note 18, at 21
Houghton, supra note 1. 22
Ghazi, supra note 16. 23
See John Gauder, Pachter: Publishers Have Abandoned PC Platform Due to Piracy
http://www.gamechup.com/pachter-publishers24
In recent years, the number for United States has been around 20%.
Piracy Rate, WEBPRONEWS (May 12, 2010),
2010-05. See also SHADOW MARKET: 2011
the U.S., the lowest in the world), available at
http://globalstudy.bsa.org/2011/downloads/study_pdf/2011_BSA_Piracy_Study25
Of course, one download does not and will never eq
game unless it is free. See, e.g., United States v. Dove, 585 F. Supp. 2d 865 (2008).26
ALEXA, www.alexa.com (last visited May 4, 2013).27
Video Game Piracy Losses in North America
game-piracy-losses-in-north-america/. 28
Rob Crossley, PC Piracy Rate above 90%, Says Ubisoft
http://www.computerandvideogames.com/364271/pc
Ubisoft’s CEO, has later clarified that the rate relates to specific titles, not PC gaming industry as a total.
Phillips, Ubisoft Clarifies “93-95%” PC Piracy Rate Comments
http://www.eurogamer.net/articles/2012
The content of this paper is licensed under a Creative Commons Attribution 3.0 License.
5
these unauthorized serve3rs to play copyrighted video games that are made available through
hacked software and/or circumvention of the rights holders’ technological protection
1. PC Video Games
most pirated platform is the PC - PC market has been always targeted by the
With advent of the Internet, “PC gaming took the biggest and most obvious hit.”
the widespread use of the Internet, pirates began using to their advantage
various file sharing services, FTP locations, and Internet Relay Chat – in order to
“client base” and to remain as anonymous and as invulnerable as possible.22 More recently, some
game publishers voiced their decision to go as far as to abandon PC territory completely and
avoid publishing many titles on this platform.23
While there are no reliable statistics specific to PC gaming industry
overall video game piracy is often measured by traffic rankings on
: huge amount of traffic on popular torrent sites places them in the top few 26 As recent as last year, the Entertainment Software Association
of Canada stated that the computer game industry in North America (including Canada and the
U.S.) lose close to $3.5 billion every year to pirated video games, the number equal one
e total value of the video game market.27 Some claim that PC piracy rate is as high as 95%
EPRESENTATIVE, 2013 SPECIAL 301 REPORT 20 (May 2013) [hereinafter 301
http://www.ustr.gov/sites/default/files/05012013%202013%20Special%20301%20Report.pdf
note 18, at 21-23.
Pachter: Publishers Have Abandoned PC Platform Due to Piracy, GAMECHUP (Feb. 9, 2013),
publishers-have-abandoned-pc-platform-due-to-piracy/
In recent years, the number for United States has been around 20%. See Mike Sachoff, U.S, Has Lowest Software
(May 12, 2010), http://www.webpronews.com/us-has-lowest-software
2011 BSA GLOBAL SOFTWARE PIRACY STUDY (9th ed. May 2012) (19% piracy rate for
available at
http://globalstudy.bsa.org/2011/downloads/study_pdf/2011_BSA_Piracy_Study-Standard.pdf.
Of course, one download does not and will never equal a lost sale – some people would not even consider a
, United States v. Dove, 585 F. Supp. 2d 865 (2008).
(last visited May 4, 2013).
Video Game Piracy Losses in North America, HAVOSCOPE (Aug. 27, 2012), http://www.havocscope.com/video
PC Piracy Rate above 90%, Says Ubisoft, CVG (Aug. 22, 2012),
http://www.computerandvideogames.com/364271/pc-piracy-rate-above-90-says-ubisoft/. Yves Guillemot,
bisoft’s CEO, has later clarified that the rate relates to specific titles, not PC gaming industry as a total.
95%” PC Piracy Rate Comments, EUROGAMER (Sept. 5, 2012),
http://www.eurogamer.net/articles/2012-09-05-ubisoft-clarifies-93-95-percent-pc-piracy-rate-
these unauthorized serve3rs to play copyrighted video games that are made available through
hacked software and/or circumvention of the rights holders’ technological protection
PC market has been always targeted by the
With advent of the Internet, “PC gaming took the biggest and most obvious hit.”21 With
began using to their advantage torrents, Usenet,
in order to reach their
More recently, some
far as to abandon PC territory completely and
– most numbers
raffic rankings on
: huge amount of traffic on popular torrent sites places them in the top few
As recent as last year, the Entertainment Software Association
of Canada stated that the computer game industry in North America (including Canada and the
U.S.) lose close to $3.5 billion every year to pirated video games, the number equal one-fifth of
Some claim that PC piracy rate is as high as 95%,28
301 REPORT], available
http://www.ustr.gov/sites/default/files/05012013%202013%20Special%20301%20Report.pdf.
(Feb. 9, 2013),
U.S, Has Lowest Software
software-piracy-rate-
ed. May 2012) (19% piracy rate for
some people would not even consider a
http://www.havocscope.com/video-
. Yves Guillemot,
bisoft’s CEO, has later clarified that the rate relates to specific titles, not PC gaming industry as a total. See Tom
-comments.
The content of this paper is licensed under a Creative Commons Attribution 3.0 License.
but most believe that more realistic number is
however, can have a very high piracy rate.
2. Video Games for Consoles
In comparison to PC games, console
rate of piracy.31 For example, a simple comparison of piracy rates of the same titles on multiple
platforms consistently shows that piracy in the console territory is not as
camp.32 A recent 2011 report about the most pirated video games, TorrentFreak
breaking news about everything BitTorrent
far the most downloaded titles, with on average mo
compared to Xbox 360 and Wii releases. . . . The platforms that are not mentioned, such as the
PS3, get considerably less downloads and are excluded for that reason.”
course, are console specific, and some consoled suffer much higher piracy rates.
Consoles, of course, are not exempt from piracy
typically is not necessary with a PC. Most of the consoles must be modded or otherwise hacked
in order to accept a pirated game
and sometimes even “hunting down relatively sketchy hardware modifications
contrary, typically provides the player with a download
technical knowledge.
Some commentators also advance cultural differences in PC v. console piracy: computer
gaming grew out of hacking and sharing data, whereas console gaming from the outset was
29
Kyle Orland, Why Aren’t Console Piracy Rates Higher?
http://gametheoryonline.com/2010/08/30/console30
Ernesto, The Most Pirated Games of 2011
pirated-games-of-2011-111230/; Ghazi,
GAMASUTRA (Aug. 5, 2010),
http://www.gamasutra.com/view/news/29768/Machinarium_Dev_Saw_Up_To_95_Piracy_Rate.php31
For a great account of the demise of Sega Dreamcast console see xiaopang333,
Did It?, XIAOPANG’S GAME BLOG (May 2, 2008),
dreamcastor-did-it/. 32
Ghazi, supra note 16. 33
Ernesto, supra note 30. 34
See, e.g., Kat Bailey, Sony Calls PSP Piracy Rates “Sickening
http://www.1up.com/news/sony-calls-
Pirated Games, ELSPA Says, THE ESCAPIST
Percent-Of-American-DS-Owners-Play-35
See, e.g., Miodrag Kovacevic, A Brief Overview of Console Piracy
http://deltagamer.com/20973/a-brief-
Back Against Piracy, WIRED (Apr. 19, 2010, 12:00 PM),
http://www.wired.com/magazine/201036
Orland, supra note 29.
The content of this paper is licensed under a Creative Commons Attribution 3.0 License.
6
believe that more realistic number is around 70%,29 if not lower. Certain titles,
can have a very high piracy rate.30
2. Video Games for Consoles
In comparison to PC games, console-based video games typically suffer a
For example, a simple comparison of piracy rates of the same titles on multiple
platforms consistently shows that piracy in the console territory is not as widespread as in PC
report about the most pirated video games, TorrentFreak
breaking news about everything BitTorrent – contained the following passage: “PC games are by
far the most downloaded titles, with on average more than three times the number of downloads
compared to Xbox 360 and Wii releases. . . . The platforms that are not mentioned, such as the
PS3, get considerably less downloads and are excluded for that reason.”33 The actual numbers, of
pecific, and some consoled suffer much higher piracy rates.34
Consoles, of course, are not exempt from piracy, but they do require an extra step which
with a PC. Most of the consoles must be modded or otherwise hacked
accept a pirated game35 – but the hacking requires a fair bit of technical knowledge,
and sometimes even “hunting down relatively sketchy hardware modifications.”36
contrary, typically provides the player with a download-and-play simplicity
Some commentators also advance cultural differences in PC v. console piracy: computer
gaming grew out of hacking and sharing data, whereas console gaming from the outset was
Why Aren’t Console Piracy Rates Higher?, GAMETHEORY (Aug. 30, 2010),
http://gametheoryonline.com/2010/08/30/console-piracy-pc-game-pirate/.
The Most Pirated Games of 2011, TORRENTFREAK (Dec. 30, 2011), http://torrentfreak.com/top
; Ghazi, supra note 16; Kris Graft, Machinarium Dev Saw up to 95% Piracy Rate
amasutra.com/view/news/29768/Machinarium_Dev_Saw_Up_To_95_Piracy_Rate.php
For a great account of the demise of Sega Dreamcast console see xiaopang333, Piracy Killed the Dreamcast. . . or
(May 2, 2008), http://xiaopang333.wordpress.com/2008/05/02/piracy
Sony Calls PSP Piracy Rates “Sickening,” 1UP.COM (Apr. 22, 2009),
-psp-piracy-rates; Andy Chalk, 90 Percent of American DS Owners Play
SCAPIST (Jan. 31, 2008), http://www.escapistmagazine.com/news/view/81081
-Pirated-Games-ELSPA-Says.
rief Overview of Console Piracy, DELTAGAMER (Nov. 27, 2011),
-overview-of-console-piracy; David Kushner, Games: Console Makers Fight
(Apr. 19, 2010, 12:00 PM),
http://www.wired.com/magazine/2010/04/pl_games_bootleg/.
if not lower. Certain titles,
based video games typically suffer a much lower
For example, a simple comparison of piracy rates of the same titles on multiple
widespread as in PC
report about the most pirated video games, TorrentFreak – a weblog of
“PC games are by
re than three times the number of downloads
compared to Xbox 360 and Wii releases. . . . The platforms that are not mentioned, such as the
The actual numbers, of 34
, but they do require an extra step which
with a PC. Most of the consoles must be modded or otherwise hacked
but the hacking requires a fair bit of technical knowledge, 36 The PC, on the
play simplicity with minimal
Some commentators also advance cultural differences in PC v. console piracy: computer
gaming grew out of hacking and sharing data, whereas console gaming from the outset was
http://torrentfreak.com/top-10-most-
Dev Saw up to 95% Piracy Rate,
amasutra.com/view/news/29768/Machinarium_Dev_Saw_Up_To_95_Piracy_Rate.php.
Piracy Killed the Dreamcast. . . or
rdpress.com/2008/05/02/piracy-killed-the-
90 Percent of American DS Owners Play
http://www.escapistmagazine.com/news/view/81081-90-
(Nov. 27, 2011),
Games: Console Makers Fight
The content of this paper is licensed under a Creative Commons Attribution 3.0 License.
based on a commercial business model.
bolsters the cultural argument –
combat pirates follows the vested interest of the maker/publisher itself. Both Microsoft and Sony
have gone after not only manufacturers and distributors of cracked software and hardware, but
the players using modified consoles as well.
single centralized force that would protect “PC” as a platform
publisher is pretty much on his or her own.
3. Mobile Game Apps
The mobile space has not avoided videogame piracy.
on the Android platform as Google does not provide one, but it would be safe to guess it would
be no less than console games’ rate and likely even as high as PC games’.
titles – such as Angry Birds – would
There is some difference in platforms, however
complaints are coming from Android marketplace
explanation here is the “cultural
space was designed as and based on
penetrate as many devices as possible. Thus, Android
for piracy”40 where users expect many apps to be free
required.41 On the contrary, iOS space is much more protective of its content
pay for Apple products because of its highly proprietary nature
app on your genuine Apple device
although it is much less difficult
37
Id. 38
Daniel Terdiman, Report: Microsoft Bans 1 Million Xbox Live Players
http://news.cnet.com/8301-13772_3-1039526539
See, e.g., Matthew Lynley, Cloud-Based Video Games Will
12:33 PM), http://venturebeat.com/2011/07/14/cloud
Play Because 90% of Android Users Are Pirates
http://www.cinemablend.com/games/Dead
44969.html. 40
Matt Gemmell, Closed for Business, M
for-business/. 41
Marin Perez, Android Piracy Rates “Unbelievably High
http://www.thefullsignal.com/products/12190/android42
See iOS Jailbreaking, WIKIPEDIA, http://en.wikipedia.org/wiki/IOS_jailbreaking43
Eric Ravenscraft, Just How Bad Is App Piracy on Android Anyway? Hint: We’re Asking the Wrong Question
ANDROID POLICE (July 31, 2012), http://www.androidpolice.com/2012/07/31/editorial
on-android-anyways-hint-were-asking-
The content of this paper is licensed under a Creative Commons Attribution 3.0 License.
7
based on a commercial business model.37 The more likely answer – and the one that surely
– is that the focused effort of the console maker/publisher to
combat pirates follows the vested interest of the maker/publisher itself. Both Microsoft and Sony
manufacturers and distributors of cracked software and hardware, but
the players using modified consoles as well.38 In the PC world, however, there is simply no
single centralized force that would protect “PC” as a platform – every game developer and
isher is pretty much on his or her own.
3. Mobile Game Apps
The mobile space has not avoided videogame piracy. There is no reliable piracy statistic
on the Android platform as Google does not provide one, but it would be safe to guess it would
be no less than console games’ rate and likely even as high as PC games’. Piracy rate for popular
would easily be somewhere around 80-90%.39
difference in platforms, however – it seems that most piracy
complaints are coming from Android marketplace, and not as much from iOS space
explanation here is the “cultural factor” bolstered by the overarching “vested interest.” Android
and based on open source project, which certainly helped Google
penetrate as many devices as possible. Thus, Android and Google Play is practically “designed
where users expect many apps to be free and where no hardware
On the contrary, iOS space is much more protective of its content – people are used to
pay for Apple products because of its highly proprietary nature. In addition, runn
genuine Apple device does require some tampering – also called jailbreak
difficult than modding a console.43
Report: Microsoft Bans 1 Million Xbox Live Players, CNET (Nov. 11, 2009),
10395265-52.html.
Based Video Games Will Put Pirates out of Business, GAMESBEAT
http://venturebeat.com/2011/07/14/cloud-gaming-piracy/; William Usner, Dead Trigger
Play Because 90% of Android Users Are Pirates, GAMING BLEND (June 24, 2012, 02:42 AM),
//www.cinemablend.com/games/Dead-Trigger-Goes-Free-Play-Because-90-Android-Users
MATT GEMMELL (July 23, 2012), http://mattgemmell.com/2012/07/23/closed
ates “Unbelievably High,” THE FULL SIGNAL (July 23, 2012, 1:38 PM),
http://www.thefullsignal.com/products/12190/android-piracy-rates-unbelievably-high.
http://en.wikipedia.org/wiki/IOS_jailbreaking (last modified Apr. 30
Just How Bad Is App Piracy on Android Anyway? Hint: We’re Asking the Wrong Question
http://www.androidpolice.com/2012/07/31/editorial-just-how-bad
-the-wrong-question/.
and the one that surely
is that the focused effort of the console maker/publisher to
combat pirates follows the vested interest of the maker/publisher itself. Both Microsoft and Sony
manufacturers and distributors of cracked software and hardware, but
there is simply no
every game developer and
There is no reliable piracy statistic
on the Android platform as Google does not provide one, but it would be safe to guess it would
Piracy rate for popular
it seems that most piracy-related
, and not as much from iOS space. A possible
factor” bolstered by the overarching “vested interest.” Android
open source project, which certainly helped Google
is practically “designed
hardware tampering is
people are used to
. In addition, running an illegal
also called jailbreak42 –
AMESBEAT (July 14, 2011,
Dead Trigger Goes Free-To-
Users-Pirates-
http://mattgemmell.com/2012/07/23/closed-
(July 23, 2012, 1:38 PM),
(last modified Apr. 30, 2013).
Just How Bad Is App Piracy on Android Anyway? Hint: We’re Asking the Wrong Question,
bad-is-app-piracy-
The content of this paper is licensed under a Creative Commons Attribution 3.0 License.
The mitigating factor with
of the games are even released as free to play (F2P), where the player
copy, but some features of the game (e.g., weapons, locations, equipment) are locked and could
only be purchased. Another factor is interoperability: while most mobile devices operate on
either iOS or Android platforms, a particular game may not be available on a specific device.
some instances, there have been even reports of pira
mobile game that eventually went from zero to
online outlets within mere months
D. Foreign Markets
Pirates operating in foreign countries pose much greater risk than those in the United
States – laws differ from country to country, and so differs the enforcement.
extent of the problem on the international scale (since a high piracy
still result in smaller losses than a
breakdown of piracy losses by country:
Table 1: Video Games Piracy Losses by Country
No.
1 2 3 4 South Korea5 6 7 8 9
10
Source: International Intellectual Property Alliance, 200
44
Stuart Dredge, How Big a Problem Are Pirated Mobile Games?,
http://www.pocketgamer.co.uk/r/Mobile/feature.asp?c=278345
See, e.g., Seth Coster, How Piracy Saved Our Dying Mobile Game
http://www.gamasutra.com/blogs/SethCoster/20130208/186329/How_Piracy_Saved_Our_Dying_Mobile_Game.p
hp. 46
Crime Statistics: Software Piracy Rate (Most Recent) by Country
http://www.nationmaster.com/graph/cri_sof_pir
including video games, for almost all countries of the world). The piracy rate is the total number of units of pirated
software deployed in 2007 divided by the total units of software insta
projected loss. Id.
The content of this paper is licensed under a Creative Commons Attribution 3.0 License.
8
with mobile game piracy is the games’ relatively low price. Many
of the games are even released as free to play (F2P), where the player downloads and plays a free
copy, but some features of the game (e.g., weapons, locations, equipment) are locked and could
y be purchased. Another factor is interoperability: while most mobile devices operate on
either iOS or Android platforms, a particular game may not be available on a specific device.
some instances, there have been even reports of pirates who helped to “get the
went from zero to thousands of daily downloads through legitimate
within mere months.45
Pirates operating in foreign countries pose much greater risk than those in the United
laws differ from country to country, and so differs the enforcement. To get an idea of the
extent of the problem on the international scale (since a high piracy rate in a small country can
a lower rate in a much larger country46), Table 1 shows a
breakdown of piracy losses by country:
Table 1: Video Games Piracy Losses by Country
Country Market Value (million)
Italy 817 China 589.9 Spain 510
South Korea 461.9 Russia 282.1 Mexico 273 Taiwan 202.9 Brazil 159.3
Sweden 135.3 India 129.9
Source: International Intellectual Property Alliance, 2009.
How Big a Problem Are Pirated Mobile Games?, POCKET GAMER (Apr. 17, 2007),
http://www.pocketgamer.co.uk/r/Mobile/feature.asp?c=2783.
How Piracy Saved Our Dying Mobile Game, GAMASUTRA (Feb. 8, 2013),
http://www.gamasutra.com/blogs/SethCoster/20130208/186329/How_Piracy_Saved_Our_Dying_Mobile_Game.p
Crime Statistics: Software Piracy Rate (Most Recent) by Country, NATIONMASTER.COM (2007),
http://www.nationmaster.com/graph/cri_sof_pir_rat-crime-software-piracy-rate (listing piracy rate for software,
including video games, for almost all countries of the world). The piracy rate is the total number of units of pirated
software deployed in 2007 divided by the total units of software installed, which does not reflect the value of the
mobile game piracy is the games’ relatively low price. Many
downloads and plays a free
copy, but some features of the game (e.g., weapons, locations, equipment) are locked and could
y be purchased. Another factor is interoperability: while most mobile devices operate on
either iOS or Android platforms, a particular game may not be available on a specific device.44 In
get the word out” for a
through legitimate
Pirates operating in foreign countries pose much greater risk than those in the United
To get an idea of the
rate in a small country can
), Table 1 shows a
(million)
(Apr. 17, 2007),
http://www.gamasutra.com/blogs/SethCoster/20130208/186329/How_Piracy_Saved_Our_Dying_Mobile_Game.p
(listing piracy rate for software,
including video games, for almost all countries of the world). The piracy rate is the total number of units of pirated
lled, which does not reflect the value of the
The content of this paper is licensed under a Creative Commons Attribution 3.0 License.
A very helpful breakdown by country is made in a
United States Trade Representative.
more to protect intellectual property rights and implement anti
countries on either a priority watch list and a watch list; a number of countries (this year it is
only one country – Ukraine) is designated as “priority foreign countries”
egregious [intellectual property rights
adverse impact on the U.S. products, and that are not entering into good faith negotiations or
making significant progress in negotiations to provide adequate and effective [intellectual
property rights protection.”48
While Ukraine may not be the great
small “market share,” many countries that made the priority watch list or watch list pose
significant threat to video games and videogame piracy in those countries is rampant.
Entertainment Software Association (ESA) commented on those country placements supported
by the game industry as follows:
Spain will be subject to an [intermediate review]
returned to the “Watch List” for falling short on commitments made in
mechanisms to address rampant online piracy.
Russia is to be retained on the “Priority Watch List.” During 2012, Russia led all other
countries in peer-to-peer piracy of ESA member game titles, highlighting the need for a
legal framework to address online piracy problems.
Brazil is to be retained on the “Watch List.” During 2012, for a second year in a row,
Brazil ranked second in the world in peer
not put in place needed online remedies nor pr
violations.
Mexico is to be retained on the “Watch List.” Deficiencies in Mexico’s copyright laws
combined with a lack of enforcement of its existing laws have allowed hard goods game
piracy to flourish while cont
legislation outlawing the trafficking in circumvention devices and technologies and to
take serious steps to address growing online piracy.
Of course, there are many factors that result in high p
example, video game consoles are banned outright
from playing, and many bring their consoles from overseas, or purchase at gray goods
47
301 REPORT, SUPRA NOTE 19. 48
Id. at 5-7. 49
See id. at 28-56. 50
ESA Applauds Administration for International Copyright Protection
http://www.theesa.com/newsroom/release_detail.asp?releaseID=19951
See generally Frank Lin, Piracy in China: Identifying the Problem and Implementing Solutions
TRADE L.J. 83 (2005).
The content of this paper is licensed under a Creative Commons Attribution 3.0 License.
9
A very helpful breakdown by country is made in a recent report of the Office of the
United States Trade Representative.47 The report, which lists countries that could have done
more to protect intellectual property rights and implement anti-piracy measures,
atch list and a watch list; a number of countries (this year it is
Ukraine) is designated as “priority foreign countries” – those “with the most
egregious [intellectual property rights-related] acts, policies and practices with the great
adverse impact on the U.S. products, and that are not entering into good faith negotiations or
making significant progress in negotiations to provide adequate and effective [intellectual
While Ukraine may not be the greatest threat to video game industry due to its relatively
small “market share,” many countries that made the priority watch list or watch list pose
significant threat to video games and videogame piracy in those countries is rampant.
Association (ESA) commented on those country placements supported
[intermediate review] to determine whether Spain should be
returned to the “Watch List” for falling short on commitments made in 2012 to improve
mechanisms to address rampant online piracy.
Russia is to be retained on the “Priority Watch List.” During 2012, Russia led all other
peer piracy of ESA member game titles, highlighting the need for a
address online piracy problems.
Brazil is to be retained on the “Watch List.” During 2012, for a second year in a row,
Brazil ranked second in the world in peer-to-peer piracy of ESA member titles, but it has
not put in place needed online remedies nor prosecuted any site operators for copyright
Mexico is to be retained on the “Watch List.” Deficiencies in Mexico’s copyright laws
combined with a lack of enforcement of its existing laws have allowed hard goods game
piracy to flourish while contributing to online piracy problems. Mexico is urged to pass
legislation outlawing the trafficking in circumvention devices and technologies and to
take serious steps to address growing online piracy.50
Of course, there are many factors that result in high piracy rates. In China,
example, video game consoles are banned outright. This, however, does not stop gamers
from playing, and many bring their consoles from overseas, or purchase at gray goods
ESA Applauds Administration for International Copyright Protection, ENTM’T SOFTWARE ASS’N (May 1, 2013),
http://www.theesa.com/newsroom/release_detail.asp?releaseID=199.
Piracy in China: Identifying the Problem and Implementing Solutions, 14
recent report of the Office of the
The report, which lists countries that could have done
piracy measures, places reviewed
atch list and a watch list; a number of countries (this year it is
those “with the most
related] acts, policies and practices with the greatest
adverse impact on the U.S. products, and that are not entering into good faith negotiations or
making significant progress in negotiations to provide adequate and effective [intellectual
est threat to video game industry due to its relatively
small “market share,” many countries that made the priority watch list or watch list pose
significant threat to video games and videogame piracy in those countries is rampant.49
Association (ESA) commented on those country placements supported
to determine whether Spain should be
2012 to improve
Russia is to be retained on the “Priority Watch List.” During 2012, Russia led all other
peer piracy of ESA member game titles, highlighting the need for a
Brazil is to be retained on the “Watch List.” During 2012, for a second year in a row,
peer piracy of ESA member titles, but it has
osecuted any site operators for copyright
Mexico is to be retained on the “Watch List.” Deficiencies in Mexico’s copyright laws
combined with a lack of enforcement of its existing laws have allowed hard goods game
ributing to online piracy problems. Mexico is urged to pass
legislation outlawing the trafficking in circumvention devices and technologies and to
In China,51 for
. This, however, does not stop gamers
from playing, and many bring their consoles from overseas, or purchase at gray goods
(May 1, 2013),
, 14 CURRENTS: INT’L
The content of this paper is licensed under a Creative Commons Attribution 3.0 License.
markets. Most games are pirated because they are simply
stores, and with the ease of Internet download may be copied relatively cheap.
other countries – mostly African
a copy of the game they would like to purchase.
In Russia – and many other countries as well
most people simply cannot afford them.
to the problem of being safe havens for pirates
burn copies of a game (both console and PC)
official retailers pirating games from official copies
well as breaking street dates by releasing games much earlier than
publisher), and anti-industry mentality
simply to “let the stupid Americans pay for the games.”
Nevertheless, if left unaddressed by local governments, videogame piracy will be
hurting game developers and publishers around the world
someone pirates a game because they want to, or because they have to. Whatever pirates’
motivations are, lost revenue is lost revenue.
II. Possible Solutions
The solutions to video game piracy are
solutions are legal – establishing clear legislative framework and implementing consistent
enforcement; some are business
purchases, or offering open pricing
Other solutions are technological (known as DRM)
protecting physical medium from copying, or even requiring the players to keep the video game
always online so the server can continuously verify the authenticity of the copy. Many other
solutions are political, cultural, psychological etc. Of course, it can take a large amount of time to
discuss all of them in this short paper. Thus, it appears
them in three major categories: (1) legal, (2) business, and (3) technological.
52
See Eric Jou, Bootleggers Explain Why There’s So Muc
AM), http://kotaku.com/5988244/bootleggers53
See. e.g., Crime Statistics, supra note 46 54
See Timur Seyfelmliukov, Welcome to Russia, Where Most of Your Friends Are Video Game Pirates
29, 2012, 9:15 AM), http://kotaku.com/5955739/welcome
pirates. 55
See id.
The content of this paper is licensed under a Creative Commons Attribution 3.0 License.
10
markets. Most games are pirated because they are simply unavailable through legitimate
stores, and with the ease of Internet download may be copied relatively cheap.52
mostly African – there is simply no potion for gamers to pay online for
a copy of the game they would like to purchase.53
and many other countries as well – video games are expensive
not afford them.54 In addition, however, there are multiple layers
safe havens for pirates – relative ease to hack a console and t
(both console and PC), complete lack of enforcement (that allows
from official copies to sell them at a much lower
reaking street dates by releasing games much earlier than requested by the game
industry mentality – either because the industry is “too greedy,” or
“let the stupid Americans pay for the games.”55
Nevertheless, if left unaddressed by local governments, videogame piracy will be
hurting game developers and publishers around the world – regardless of whether
someone pirates a game because they want to, or because they have to. Whatever pirates’
ions are, lost revenue is lost revenue.
The solutions to video game piracy are many; some effective and some are not. Some
establishing clear legislative framework and implementing consistent
enforcement; some are business – offering games as F2P and receiving revenue through in
pricing – the player pays what he player thinks the game is worth.
Other solutions are technological (known as DRM) – making illegal copies unplayable, or
protecting physical medium from copying, or even requiring the players to keep the video game
online so the server can continuously verify the authenticity of the copy. Many other
solutions are political, cultural, psychological etc. Of course, it can take a large amount of time to
discuss all of them in this short paper. Thus, it appears to be more beneficial to sample a few of
them in three major categories: (1) legal, (2) business, and (3) technological.
Bootleggers Explain Why There’s So Much Video Game Piracy in China, KOTAKU (Mar. 4, 2013, 7:45
http://kotaku.com/5988244/bootleggers-explain-why-theres-so-much-video-game-piracy
note 46 (comments below).
o Russia, Where Most of Your Friends Are Video Game Pirates
http://kotaku.com/5955739/welcome-to-russia-where-most-of-your-friends
unavailable through legitimate
In some
there is simply no potion for gamers to pay online for
video games are expensive, and
In addition, however, there are multiple layers
relative ease to hack a console and to
that allows
lower price, as
ted by the game
industry is “too greedy,” or
Nevertheless, if left unaddressed by local governments, videogame piracy will be
regardless of whether
someone pirates a game because they want to, or because they have to. Whatever pirates’
many; some effective and some are not. Some
establishing clear legislative framework and implementing consistent
offering games as F2P and receiving revenue through in-game
the player pays what he player thinks the game is worth.
making illegal copies unplayable, or
protecting physical medium from copying, or even requiring the players to keep the video game
online so the server can continuously verify the authenticity of the copy. Many other
solutions are political, cultural, psychological etc. Of course, it can take a large amount of time to
e beneficial to sample a few of
(Mar. 4, 2013, 7:45
piracy-in-china.
o Russia, Where Most of Your Friends Are Video Game Pirates, KOTAKU (Oct.
friends-are-video-game-
The content of this paper is licensed under a Creative Commons Attribution 3.0 License.
A. A Legal Solution: Anti
1. Legislative Framework
In the United States, anti-
and, to some extent, Trademark Act of 1946
without copyright holder’s permission
holders’ exclusive rights58 to reproduce, distri
any part of it.59 The remedies provided are injunctions,
infringing articles,61 damages and profits,
also provides for criminal penalties
The trademark law is also very important in video game industry.
brand name – allows consumers distinguish goods or services of one sel
those of many others. Thus, developer names, console names, as well as video game title
typically trademarks. While with the widespread use of the Internet trademark infringement is
usually left to the physical – counterfeit
56
See 17 U.S.C. § 501-505 (2011). 57
See 15 U.S.C. § 1111-1125 (2011). 58
Exclusive rights include the following rights:
(1) to reproduce the copyrighted work in copies or phonorecords;
(2) to prepare derivative works based upon the copyrighted work;
(3) to distribute copies or phonorecords of
transfer of ownership, or by rental, lease, or lending;
(4) in the case of literary, musical, dramatic, and choreographic works, pantomimes, and motion
pictures and other audiovisual works, to perform the
(5) in the case of literary, musical, dramatic, and choreographic works, pantomimes, and
pictorial, graphic, or sculptural works, including the individual images of a motion picture or
other audiovisual work, to display the copy
(6) in the case of sound recordings, to perform the copyrighted work publicly by means of a
digital audio transmission.
17 USC § 106. 59
See 17 U.S.C. ch. 5 §§ 501-513. 60
Id. § 502. 61
Id. § 503. 62
Id. § 504. 63
Id. § 505. 64
Id. § 506(a). 65
See generally PAUL R. PARADISE, TRADEMARK
ECONOMY 154-59 (1999).
The content of this paper is licensed under a Creative Commons Attribution 3.0 License.
11
Legal Solution: Anti-Piracy Laws and Enforcement
1. Legislative Framework
-piracy laws are based on provisions of Copyright Act of 1976
Trademark Act of 1946.57 Copyright infringement is the unauthorized
without copyright holder’s permission - use of copyrighted material that infringe copyright
to reproduce, distribute, display, or perform a copyrighted work or
The remedies provided are injunctions,60 impounding and disposition of
damages and profits,62 and costs and attorney’s fees.63 The Copyright Act
also provides for criminal penalties for willful infringement for commercial gain.
The trademark law is also very important in video game industry.65 A trademark
allows consumers distinguish goods or services of one seller or provider from
those of many others. Thus, developer names, console names, as well as video game title
typically trademarks. While with the widespread use of the Internet trademark infringement is
counterfeit – copies of a game, it is still being used by many large
Exclusive rights include the following rights:
to reproduce the copyrighted work in copies or phonorecords;
to prepare derivative works based upon the copyrighted work;
to distribute copies or phonorecords of the copyrighted work to the public by sale or other
transfer of ownership, or by rental, lease, or lending;
in the case of literary, musical, dramatic, and choreographic works, pantomimes, and motion
pictures and other audiovisual works, to perform the copyrighted work publicly;
in the case of literary, musical, dramatic, and choreographic works, pantomimes, and
pictorial, graphic, or sculptural works, including the individual images of a motion picture or
other audiovisual work, to display the copyrighted work publicly; and
in the case of sound recordings, to perform the copyrighted work publicly by means of a
RADEMARK COUNTERFEITING, PRODUCT PIRACY, AND THE BILLION DOLLAR
of Copyright Act of 1976,56
Copyright infringement is the unauthorized –
copyrighted material that infringe copyright
bute, display, or perform a copyrighted work or
impounding and disposition of
The Copyright Act
for willful infringement for commercial gain.64
A trademark – a
ler or provider from
those of many others. Thus, developer names, console names, as well as video game titles, are
typically trademarks. While with the widespread use of the Internet trademark infringement is
pies of a game, it is still being used by many large
the copyrighted work to the public by sale or other
in the case of literary, musical, dramatic, and choreographic works, pantomimes, and motion
in the case of literary, musical, dramatic, and choreographic works, pantomimes, and
pictorial, graphic, or sculptural works, including the individual images of a motion picture or
in the case of sound recordings, to perform the copyrighted work publicly by means of a
OLLAR THREAT TO THE U.S.
The content of this paper is licensed under a Creative Commons Attribution 3.0 License.
companies such as Nintendo, Sony,
injunctions,67 damages,68 and destruction of infringing articles.
Another important law is the Digital Millennium Copy
signed by President Bill Clinton in October 1998. The main reason of the law was to impose
stiffer penalties on online pirates, which is achieved by adding serious fines and criminal
penalties for anyone who circumvents the technology that preve
According to the law and its anticircumvention provisions, any attempt to bypass a copy
protection technology may be actionable and result in severe penalties.
No Electronic Theft Act
copyright protection and anti-piracy legislation. Before this act people could distribute video
games by giving them away for free
The act provided for criminal prosecution under
no profit was ever made. The penalties were also raised: statutory damages were increased by
50%; maximum penalties included five years of incarceration and up to $250,000 in fines.
On the international scale, the most important document
Intellectual Property Rights (
participates in both of these (both documents have overlapping provisions
copyright is enforceable in over 100 countries who are also signatories to these agreements.
TRIPs specifically provides for protection of software (including, of course, video games)
its provisions require the members
intellectual property across the globe
66
See, e.g., Frequently Asked Questions
5, 2013). 67
15 U.S.C. § 1116 (2011). 68
Id. § 1117. 69
Id. § 1118. 70
Digital Millennium Copyright Act, Pub. L. 10571
See generally Corinne L. Miller, Comment,
Reconciling Gaming Culture Norms with the Anti
453 (2008). 72
No Electronic Theft (NET) Act of 1997, H.R. 2265, 105th Cong. (1997).73
United States v. LaMacchia, 871 F. Supp. 535 (D. Mass.
time that copyright infringement for non74
Agreement on Trade-Related Aspects of Intellectual Property Rights, Apr. 15, 1994, 1869 U.N.T.S.
1197 (1994). 75
Berne Convention for the Protection of Literary and Artistic Works, Sept. 9, 1886, as
828 U.N.T.S. 221, available at
http://www.wipo.int/export/sites/www/treaties/en/ip/berne/pdf/trtdocs_wo001.pdf.76
Article 10.1 of the TRIPS Agreement provides as follows: “Computer programs, whether in source or object code,
shall be protected as literary works under the Berne Convention (1971)
Intellectual Property Rights art. 10.1, Apr. 15, 1994, 1869 U.N.T.S. 299, 33 I.L.M. 1197 (1994)
The content of this paper is licensed under a Creative Commons Attribution 3.0 License.
12
companies such as Nintendo, Sony, and Electronic Arts etc.66 Typical remedies include
destruction of infringing articles.69
Another important law is the Digital Millennium Copyright Act (DMCA),
signed by President Bill Clinton in October 1998. The main reason of the law was to impose
stiffer penalties on online pirates, which is achieved by adding serious fines and criminal
penalties for anyone who circumvents the technology that prevents copyright infringement
According to the law and its anticircumvention provisions, any attempt to bypass a copy
protection technology may be actionable and result in severe penalties.71
No Electronic Theft Act of 199772 is another law designed to fill the gaps in statutory
piracy legislation. Before this act people could distribute video
games by giving them away for free – a loophole authorized by United States v. LaMacchia
The act provided for criminal prosecution under copyright laws in specific circumstances, even if
no profit was ever made. The penalties were also raised: statutory damages were increased by
50%; maximum penalties included five years of incarceration and up to $250,000 in fines.
ale, the most important documents are Trade-Related Aspects of
Intellectual Property Rights (TRIPs)74 and the Berne Convention.75 The United States
(both documents have overlapping provisions76), and thus the U.S.
enforceable in over 100 countries who are also signatories to these agreements.
TRIPs specifically provides for protection of software (including, of course, video games)
members of the Agreement to provide comprehensive pro
intellectual property across the globe.
Frequently Asked Questions, NINTENDO ANTI-PIRACY.COM, https://ap.nintendo.com/faq/
Digital Millennium Copyright Act, Pub. L. 105-304, 112 Stat. 2860 (1998).
Corinne L. Miller, Comment, The Video Game Industry and Video Game Culture Dicho
Reconciling Gaming Culture Norms with the Anti-Circumvention Measures of the DMCA, 16 Tex. Intell. Prop. L.J.
No Electronic Theft (NET) Act of 1997, H.R. 2265, 105th Cong. (1997).
United States v. LaMacchia, 871 F. Supp. 535 (D. Mass. 1994). The court ruled under the laws effective at the
time that copyright infringement for non-commercial purposes could not be criminally prosecuted.
Related Aspects of Intellectual Property Rights, Apr. 15, 1994, 1869 U.N.T.S.
Berne Convention for the Protection of Literary and Artistic Works, Sept. 9, 1886, as amended Sept. 28, 1979,
http://www.wipo.int/export/sites/www/treaties/en/ip/berne/pdf/trtdocs_wo001.pdf.
ticle 10.1 of the TRIPS Agreement provides as follows: “Computer programs, whether in source or object code,
shall be protected as literary works under the Berne Convention (1971).” Agreement on Trade-Related Aspects of
, Apr. 15, 1994, 1869 U.N.T.S. 299, 33 I.L.M. 1197 (1994).
Typical remedies include
right Act (DMCA),70 which was
signed by President Bill Clinton in October 1998. The main reason of the law was to impose
stiffer penalties on online pirates, which is achieved by adding serious fines and criminal
nts copyright infringement.
According to the law and its anticircumvention provisions, any attempt to bypass a copy
the gaps in statutory
piracy legislation. Before this act people could distribute video
United States v. LaMacchia.73
copyright laws in specific circumstances, even if
no profit was ever made. The penalties were also raised: statutory damages were increased by
50%; maximum penalties included five years of incarceration and up to $250,000 in fines.
Related Aspects of
The United States
, and thus the U.S.
enforceable in over 100 countries who are also signatories to these agreements.
TRIPs specifically provides for protection of software (including, of course, video games), and
to provide comprehensive protection of
https://ap.nintendo.com/faq/ (last visited May
The Video Game Industry and Video Game Culture Dichotomy:
, 16 Tex. Intell. Prop. L.J.
1994). The court ruled under the laws effective at the
commercial purposes could not be criminally prosecuted. Id.
Related Aspects of Intellectual Property Rights, Apr. 15, 1994, 1869 U.N.T.S. 299, 33 I.L.M.
amended Sept. 28, 1979,
ticle 10.1 of the TRIPS Agreement provides as follows: “Computer programs, whether in source or object code,
Related Aspects of
The content of this paper is licensed under a Creative Commons Attribution 3.0 License.
While there is arguably
Congress recognizes a continuous need to improve it to account for
bills was a controversial Stop Online Piracy Act (SOPA).
online copyright infringement and online t
ability to bar advertising networks and payment facilities from conducting business with
infringing websites, to bar search engines from linking to infringing websites, and to require ISPs
to block access to infringing websites.
both the public and the Internet companies as being too broad
would be exposed to liability under the new law.
with no prospect for moving forward.
lawmaking failures clearly show that while news laws are necessary, they should be carefully
drafted and embody a balanced approach to the interests of different stakeholders.
2. Enforcement
Enforcement of the copyright is typically on the copyright holder.
typically monitor the Internet for online activity regarding their games (e.g., with Google Alerts
or periodically checking online forums), some
copies are still commonplace –
catches their eye. As soon as the violation is identified, a typical first step is to send a seize
desists letter in hopes the piracy will stop. If there is no response and the infringement is
ongoing, the next step would be a consideration to institute a lawsuit and request an injunction
and damages.
A specific mechanism, of course, depends on who is the copyright holder, who is the
infringer and where the infringer is located, the extent of infringemen
copyright in the United States is typically enforced through a civil lawsuit, it might be a
considerable cost for a small indie developer; a larger company would likely file a suit for a local
(i.e., U.S.-based) pirate who is able to
77
Stop Online Piracy Act, H.R. 3261, 112th Cong. (2011).78
See generally Jeffrey A. Lindebaum & David Ewen,
Measures and Proposed Legislation to Combat the Sale of Coun
(2012). 79
Mahakali Overdrive, SOPA’s Assault on Libraries, Students, and the Global Flow of Knowledge
2012, 4:37 PM), http://www.dailykos.com/story/2012/01
the-Global-Flow-of-Knowledge. 80
Bill Summary & Status, THE LIBRARY OF
visited May 5, 2013). 81
See, e.g., Annemarie Birdy, Copyright
Persepctive on ACTA, SOPA, and PIPA, 30
SOPA, PIPA, and the Fight over Online Piracy82
See 17 U.S.C. §§ 411, 501(b) (2011).
The content of this paper is licensed under a Creative Commons Attribution 3.0 License.
13
is arguably a somewhat effective anti-piracy legislative framework, the
s a continuous need to improve it to account for Internet piracy
Stop Online Piracy Act (SOPA).77 This bill was introduced to combat
online copyright infringement and online trafficking in counterfeit goods; its provisions included
ability to bar advertising networks and payment facilities from conducting business with
infringing websites, to bar search engines from linking to infringing websites, and to require ISPs
to block access to infringing websites.78 The bill has received an extremely vocal protest from
both the public and the Internet companies as being too broad – even libraries had concern they
would be exposed to liability under the new law.79 The bill did not pass and is currently stalled
with no prospect for moving forward.80 Other similar bills also had the same fate.
how that while news laws are necessary, they should be carefully
drafted and embody a balanced approach to the interests of different stakeholders.
Enforcement of the copyright is typically on the copyright holder.82 Many companies
typically monitor the Internet for online activity regarding their games (e.g., with Google Alerts
or periodically checking online forums), some – especially in other countries where “physical”
occasionally visit gray markets and retailers to see if anything
catches their eye. As soon as the violation is identified, a typical first step is to send a seize
desists letter in hopes the piracy will stop. If there is no response and the infringement is
the next step would be a consideration to institute a lawsuit and request an injunction
A specific mechanism, of course, depends on who is the copyright holder, who is the
infringer and where the infringer is located, the extent of infringement and losses. Since a
copyright in the United States is typically enforced through a civil lawsuit, it might be a
considerable cost for a small indie developer; a larger company would likely file a suit for a local
is able to affect the revenue stream significantly.
Stop Online Piracy Act, H.R. 3261, 112th Cong. (2011).
Jeffrey A. Lindebaum & David Ewen, Catch Me If You Can: An Analysis of New Enforcement
to Combat the Sale of Counterfeit Products on the Internet,
SOPA’s Assault on Libraries, Students, and the Global Flow of Knowledge
http://www.dailykos.com/story/2012/01/18/1056117/-SOPA-s-Assault-on-Libraries
IBRARY OF CONGRESS, http://thomas.loc.gov/cgi-bin/bdquery/z?d112:h.r.3261:
Copyright Policymaking as Procedural Democratic Process: A Discourse
30 CARDOZO ARTS & ENTM’T L.J. 153 (2012); Mike Belleville, Note,
SOPA, PIPA, and the Fight over Online Piracy, 26 TEMPLE INT’L & COMPARATIVE L.J. 303 (2012).
piracy legislative framework, the
piracy. On of such
This bill was introduced to combat
rafficking in counterfeit goods; its provisions included
ability to bar advertising networks and payment facilities from conducting business with
infringing websites, to bar search engines from linking to infringing websites, and to require ISPs
The bill has received an extremely vocal protest from
even libraries had concern they
The bill did not pass and is currently stalled
Other similar bills also had the same fate.81 These recent
how that while news laws are necessary, they should be carefully
drafted and embody a balanced approach to the interests of different stakeholders.
Many companies
typically monitor the Internet for online activity regarding their games (e.g., with Google Alerts
especially in other countries where “physical”
sit gray markets and retailers to see if anything
catches their eye. As soon as the violation is identified, a typical first step is to send a seize-and-
desists letter in hopes the piracy will stop. If there is no response and the infringement is
the next step would be a consideration to institute a lawsuit and request an injunction
A specific mechanism, of course, depends on who is the copyright holder, who is the
t and losses. Since a
copyright in the United States is typically enforced through a civil lawsuit, it might be a
considerable cost for a small indie developer; a larger company would likely file a suit for a local
ffect the revenue stream significantly. A smaller
Catch Me If You Can: An Analysis of New Enforcement
, 32 PACE L. REV. 567
SOPA’s Assault on Libraries, Students, and the Global Flow of Knowledge, DAILY KOS (Jan. 18,
Libraries-Students-and-
bin/bdquery/z?d112:h.r.3261: (last
Policymaking as Procedural Democratic Process: A Discourse-Theoretic
(2012); Mike Belleville, Note, IP Wars:
The content of this paper is licensed under a Creative Commons Attribution 3.0 License.
company – or a larger company,
letter written by a lawyer hoping it will have some effect.
In case of criminal infringement, however, the e
government and its agencies.83 Anyone
may make a report to FBI, USCIS, or any other enforcement agency to enforce a copyright and
stop an infringing violator.84 In
operations.85
Around the globe, however, some countries have sophisticated anti
enforcement mechanisms, and some don’t.
but they are rarely enforced. China is another example where enforcement could have been
better. Some countries, nevertheless
laws;86 one would only hope an effective enforcement of these laws would follow.
B. A Business Solution: Open Pricing
The open pricing approach has long been used in music industry, the most well
example being Radiohead.87 In 2007 the band released a new album exclusively online
allowed their fans to set the price paid.
study estimated that 38% of users paid for the album, and, factoring in those who downloaded
the album for free, the average amount paid was $2.26.
In video game space there ha
which proved successful.90 A Humble Bundle
downloads of independently published games with no set price, with the minimum being one
cent; the stated goal of $1 million was successfully exceeded.
138,813 times with an average price paid of $9.18.
83
Id. § 506. 84
See, e.g., Filing a Complaint with the IC385
See Jason Ankeny, Feds Seize Android App Marketplaces Applanet,
FierceMobileContent, FIERCE MOBILE (Aug. 22, 2012),
android-app-marketplaces-applanet-appbucket86
Anti-Internet Piracy Law Adopted by Spanish Government
http://www.bbc.co.uk/news/technology87
Moshirinia, supra note 18, at 39-40. 88
Id. at 40. 89
Id. 90
See generally id. at 41-44. 91
Id. at 41-42. 92
Id. at 42.
The content of this paper is licensed under a Creative Commons Attribution 3.0 License.
14
, for a smaller violation – would likely settle for a legal demand
letter written by a lawyer hoping it will have some effect.
In case of criminal infringement, however, the enforcement is through the federal
Anyone – including the copyright holder as well as a third party
may make a report to FBI, USCIS, or any other enforcement agency to enforce a copyright and
In some instances, the federal investigators even conducted sting
Around the globe, however, some countries have sophisticated anti-
enforcement mechanisms, and some don’t. In Russia, for example, there are law
t they are rarely enforced. China is another example where enforcement could have been
nevertheless, has recently stepped up their efforts and revised anti
one would only hope an effective enforcement of these laws would follow.
Business Solution: Open Pricing and F2P
The open pricing approach has long been used in music industry, the most well
In 2007 the band released a new album exclusively online
allowed their fans to set the price paid.88 Although no figures were released by Radiohead, one
study estimated that 38% of users paid for the album, and, factoring in those who downloaded
um for free, the average amount paid was $2.26.89
In video game space there has been a number of experiments with open pricing
Humble Bundle is a limited time release of bundled DRM
downloads of independently published games with no set price, with the minimum being one
cent; the stated goal of $1 million was successfully exceeded.91 The bundle was purchased
rice paid of $9.18.92 An interesting caveat is that while the open
Filing a Complaint with the IC3, INTERNET CRIME COMPLAINT CTR. (IC3), http://www.ic3.gov/default.aspx
Feds Seize Android App Marketplaces Applanet, AppBucket in Piracy Sting,
(Aug. 22, 2012), http://www.fiercemobilecontent.com/story/feds
appbucket-piracy-sting/2012-08-22.
Internet Piracy Law Adopted by Spanish Government, BBC NEWS (Jan. 3, 2012, 2:06 PM),
http://www.bbc.co.uk/news/technology-16391727.
would likely settle for a legal demand
nforcement is through the federal
including the copyright holder as well as a third party –
may make a report to FBI, USCIS, or any other enforcement agency to enforce a copyright and
the federal investigators even conducted sting
-piracy laws and
laws against piracy,
t they are rarely enforced. China is another example where enforcement could have been
, has recently stepped up their efforts and revised anti-piracy
one would only hope an effective enforcement of these laws would follow.
The open pricing approach has long been used in music industry, the most well-known
In 2007 the band released a new album exclusively online and
Although no figures were released by Radiohead, one
study estimated that 38% of users paid for the album, and, factoring in those who downloaded
been a number of experiments with open pricing, most of
is a limited time release of bundled DRM-free
downloads of independently published games with no set price, with the minimum being one
The bundle was purchased
An interesting caveat is that while the open
http://www.ic3.gov/default.aspx.
AppBucket in Piracy Sting,
http://www.fiercemobilecontent.com/story/feds-seize-
The content of this paper is licensed under a Creative Commons Attribution 3.0 License.
price strategy generated sufficient revenue, the bundle itself was widely pirated.
success in this particular instance, however, the open pricing model will suit only a limited
number of game developers – users would prefer to pay for an established game developer name
and for a well-regarded title that user feel personally connected to.
A better solution to piracy
pricing model – is the “free to play” (F2P) release. F2P refers to any video game that has an
option of allowing its players to download and play it for free.
price model – or variation of it, -
or the in-game equipment/weapons only begins after the game is played for some time and the
player is “sucked in” into the gaming experience. This model has been effectively utilized by a
large percentage of PC and mobile gam
C. A Technological Solution: D
There is a large number of
hardware- and software-based.97
that includes “any technology that inhibits uses of digital content that are not desired or intended
by the content provider.”98 It has become an industry standard aided by multiple laws and
regulations granting special protection to DRM.
non-game-based such as entering a serial number from an included manual, to
sophisticated software detecting an illegal copy
There is, however, a significant backlash in the gamers’ community.
implementations, while being a great idea in principle, makes playing even a legitimate copy a
hassle. For example, Electronic Art’s
possible, essentially turning legitimate purchases into long
players to be constantly connected to its servers in order to play.
93
Id. at 42-43. 94
See id. at 44. 95
See Free-To-Play, WIKIPEDIA, http://en.wikipedia.org/wiki/Free96
See, e.g., Kyle Orland, Ubisoft Boss: Free
2012, 1:03 PM), http://arstechnica.com/gaming/2012/08/u
piracy-rates/. 97
See generally Ginger Myles, V1N3: Preventing Piracy within the Video Game Industry
ASS’N (Mar. 11, 2013), http://idmaa.org/?post_type=journalarticle&p=69598
Digital Rights Management, WIKIPEDIA
4, 2013). 99
See, e.g., Digital Millennium Copyright Act, Pub. L. 105100
See, e.g., Moshirinia, supra note 18, at 101
Houghton, supra note 1.
The content of this paper is licensed under a Creative Commons Attribution 3.0 License.
15
price strategy generated sufficient revenue, the bundle itself was widely pirated.93
success in this particular instance, however, the open pricing model will suit only a limited
users would prefer to pay for an established game developer name
regarded title that user feel personally connected to.94
A better solution to piracy – and certainly having an advantage over “traditional” open
is the “free to play” (F2P) release. F2P refers to any video game that has an
option of allowing its players to download and play it for free.95 Thus, it is in essence an open
- but the choice of the user about how much to pay for the extras
game equipment/weapons only begins after the game is played for some time and the
player is “sucked in” into the gaming experience. This model has been effectively utilized by a
large percentage of PC and mobile game developers.96
Technological Solution: Digital Rights Management
There is a large number of technical ways to prevent piracy of a video game
Digital Rights Management (DRM) is an overarching concept
es “any technology that inhibits uses of digital content that are not desired or intended
It has become an industry standard aided by multiple laws and
regulations granting special protection to DRM.99 The DRM methods range from conventional,
based such as entering a serial number from an included manual, to highly
sophisticated software detecting an illegal copy.
There is, however, a significant backlash in the gamers’ community.100 Some
, while being a great idea in principle, makes playing even a legitimate copy a
hassle. For example, Electronic Art’s Spore DRM “greatly limits the number of installations
possible, essentially turning legitimate purchases into long-term rentals,” while Ubisoft forces
players to be constantly connected to its servers in order to play.101 Steam – an online
http://en.wikipedia.org/wiki/Free-to-play (last modified Apr. 17, 2013).
Ubisoft Boss: Free-To-Play a Natural Reaction to High Piracy Rates, ARS
http://arstechnica.com/gaming/2012/08/ubisoft-boss-free-to-play-a-natural-reaction
V1N3: Preventing Piracy within the Video Game Industry, INT’L DIGITAL
http://idmaa.org/?post_type=journalarticle&p=695.
IKIPEDIA, http://en.wikipedia.org/wiki/Digital_rights_management
Digital Millennium Copyright Act, Pub. L. 105-304, 112 Stat. 2860 (1998).
note 18, at 34-38.
93 Despite the
success in this particular instance, however, the open pricing model will suit only a limited
users would prefer to pay for an established game developer name
and certainly having an advantage over “traditional” open
is the “free to play” (F2P) release. F2P refers to any video game that has an
Thus, it is in essence an open-
how much to pay for the extras
game equipment/weapons only begins after the game is played for some time and the
player is “sucked in” into the gaming experience. This model has been effectively utilized by a
game – both
Digital Rights Management (DRM) is an overarching concept
es “any technology that inhibits uses of digital content that are not desired or intended
It has become an industry standard aided by multiple laws and
The DRM methods range from conventional,
highly
Some DRM
, while being a great idea in principle, makes playing even a legitimate copy a
DRM “greatly limits the number of installations
while Ubisoft forces
an online
(last modified Apr. 17, 2013).
RS TECHNICA (Aug. 22,
reaction-to-high-
IGITAL MEDIA AND ARTS
http://en.wikipedia.org/wiki/Digital_rights_management (last visited May
The content of this paper is licensed under a Creative Commons Attribution 3.0 License.
distribution service, - on the other hand, was embraced by gamers due to secure downloads,
permanent product registration, and
The DRM criticism made some developers to move away from it
some are utilizing non-invasive DRM that simply detects an illegal copy and notifies the game
developer if the game copy was pirated
endogenous DRM – “a piracy deterrence method that uses in
experience of users who run unlicensed copies.”
game elements, and triggering of d
D. Two Case Studies
Videogame distributors and publishers alike recognize the importance of combating
piracy by any means. Some focus on a particular approach, most combine a number of them to
increase effectiveness. A few, however, ha
approaches to combat videogame piracy
players’ freedom even further, but by innovative measures
services Valve provides for Russian gamers, and
developer decided to undertake.
1. Valve in Russia
A great example of how a game company can operate a successful business in Rus
one of the places in the world where piracy is a way of life
Valve for its Steam distribution system
The easiest way to stop piracy is not by putting antipiracy technology to work. It’
giving those people a service that’s better than what they’re receiving from the pirates.
For example, Russia. You say, oh, we’re going to enter Russia, people say, you’re
doomed, they’ll pirate everything in Russia. Russia now outside of Germany is o
largest continental European market.
According to Mr. Newell
that they learned over the years that
102
Id. 103
Moshirinia, supra note 18, at 49-50.104
Id. at 34-38. See also infra Part II.D.2.105
Todd Bishop, How Valve Experiments with the Economics of Video Games
http://www.geekwire.com/2011/experiments
Newell with Ed Fries). 106
Id.
The content of this paper is licensed under a Creative Commons Attribution 3.0 License.
16
n the other hand, was embraced by gamers due to secure downloads,
permanent product registration, and “download-anywhere” philosophy.102
The DRM criticism made some developers to move away from its traditional forms
invasive DRM that simply detects an illegal copy and notifies the game
if the game copy was pirated, so further steps could be taken. Others employ
“a piracy deterrence method that uses in-game elements to degrade the
experience of users who run unlicensed copies.”103 Such include whimsical obstacles, redacted
game elements, and triggering of deliberate crashes.104
Videogame distributors and publishers alike recognize the importance of combating
piracy by any means. Some focus on a particular approach, most combine a number of them to
increase effectiveness. A few, however, have made headline by introducing innovative
approaches to combat videogame piracy – not by developing new DRM that inhibits legitimate
players’ freedom even further, but by innovative measures. The examples below are the value of
services Valve provides for Russian gamers, and an educational crusade a small indie game
Valve in Russia and the Value of Customer Service
A great example of how a game company can operate a successful business in Rus
one of the places in the world where piracy is a way of life – is the strategy implemented
for its Steam distribution system. Valve’s CEO, Gabe Newell, said:
The easiest way to stop piracy is not by putting antipiracy technology to work. It’
giving those people a service that’s better than what they’re receiving from the pirates.
For example, Russia. You say, oh, we’re going to enter Russia, people say, you’re
doomed, they’ll pirate everything in Russia. Russia now outside of Germany is o
largest continental European market. 105
Mr. Newell, there are a couple of factors that come into play here. One is
that they learned over the years that piracy is not a pricing issue, but a service issue.
.
Part II.D.2.
How Valve Experiments with the Economics of Video Games, GEEKWIRE (Oct. 23, 2012, 9:17 AM),
11/experiments-video-game-economics-valves-gabe-newell/ (interview of Gabe
n the other hand, was embraced by gamers due to secure downloads,
s traditional forms, and
invasive DRM that simply detects an illegal copy and notifies the game
Others employ
game elements to degrade the
Such include whimsical obstacles, redacted
Videogame distributors and publishers alike recognize the importance of combating
piracy by any means. Some focus on a particular approach, most combine a number of them to
ve made headline by introducing innovative
not by developing new DRM that inhibits legitimate
. The examples below are the value of
an educational crusade a small indie game
A great example of how a game company can operate a successful business in Russia –
strategy implemented by
The easiest way to stop piracy is not by putting antipiracy technology to work. It’s by
giving those people a service that’s better than what they’re receiving from the pirates.
For example, Russia. You say, oh, we’re going to enter Russia, people say, you’re
doomed, they’ll pirate everything in Russia. Russia now outside of Germany is our
there are a couple of factors that come into play here. One is
piracy is not a pricing issue, but a service issue.106 Pirates
(Oct. 23, 2012, 9:17 AM),
(interview of Gabe
The content of this paper is licensed under a Creative Commons Attribution 3.0 License.
may provide free video games, but they
doesn’t take much in terms of providing a better service to
factor is timing.108 The quicker one gets the game out, the less
In Mr. Newell’s words: “[P]eople who are telling you that Russians pirate everything are the
people who wait six months to localize their product into Russia
2. Game Dev Tycoon
A very interesting development has recently shaken the world of video game pirates.
While this is not really a preventive or enforcement approach, but rather an “ultimate prank” one
game developer pulled on pirates, it is worth mentioning.
On April 28, 2013, the Greenheart Games, a small indie game studio, released its first
title Game Dev Tycoon after two years of development
multiple operating systems, is a simulator that takes the player back to the 1980s with the
challenge to become a market leader by releasing new and innovative games.
is that in addition to a legitimate copy that
company also posted a copy on a well
of people downloaded the torrent copy only to find out that it was modified
authors. A few hours into the gameplay the player receives a message that the games he or she
“developed” are heavily pirated, which leads
situation leads to a quick bankruptcy that ends the game.
The game made many of those who downloaded an illegal copy upset
voiced their complaints on that very BitTo
plans of becoming the next “virtual game dev tycoon.”
rate of the illegal copy almost matched the
release there were 214 downloads of the
copy (6.4% and 93.6%, respectively).
107
Id. 108
Id. 109
Id. 110
Many other game developers also tried different tactics to get back at video game piracy
making the illegal copy unplayable, frustrating the user.
Are Screwing with Pirates, CRACKED.COM
game-designers-are-screwing-with-pirates.html111
Ernesto, Game Pirates Whine About Piracy in Game Dev Simulator
http://torrentfreak.com/game-pirates-112
Id. 113
Id. 114
See id. 115
Id.
The content of this paper is licensed under a Creative Commons Attribution 3.0 License.
17
may provide free video games, but they are lacking services that valuable to the gamers
doesn’t take much in terms of providing a better service to make pirates a non-issue
The quicker one gets the game out, the lesser the chance is it will be pirated.
eople who are telling you that Russians pirate everything are the
people who wait six months to localize their product into Russia.”109
Game Dev Tycoon and the Power of Education
interesting development has recently shaken the world of video game pirates.
While this is not really a preventive or enforcement approach, but rather an “ultimate prank” one
game developer pulled on pirates, it is worth mentioning.110
Greenheart Games, a small indie game studio, released its first
after two years of development.111 The mobile game, available for
multiple operating systems, is a simulator that takes the player back to the 1980s with the
become a market leader by releasing new and innovative games.112
is that in addition to a legitimate copy that was put on sale in the App Store, Google Play etc.
company also posted a copy on a well-known BitTorrent website. Almost immediately thousands
of people downloaded the torrent copy only to find out that it was modified –
authors. A few hours into the gameplay the player receives a message that the games he or she
“developed” are heavily pirated, which leads to rapidly decreasing funds. This “incurable”
situation leads to a quick bankruptcy that ends the game.113
The game made many of those who downloaded an illegal copy upset
voiced their complaints on that very BitTorrent website; apparently, “pirates” ruined their perfect
plans of becoming the next “virtual game dev tycoon.”114 Interesting thing is that the download
rate of the illegal copy almost matched the “storyline” – within only one day after the
there were 214 downloads of the genuine version, but 3,104 downloads of the cracked
copy (6.4% and 93.6%, respectively).115 Another interesting twist is that the game was taken
Many other game developers also tried different tactics to get back at video game piracy – most of the time
unplayable, frustrating the user. See, e.g., Kyle Nazario, Six Hilarious Ways Game Designers
COM (Apr. 22, 2011), http://www.cracked.com/article_19162_6
pirates.html.
Game Pirates Whine About Piracy in Game Dev Simulator, TORRENTFREAK (Apr. 29, 2013),
-whine-about-piracy-in-game-dev-simulator-130429/.
lacking services that valuable to the gamers: “[I]t
issue.”107 Another
it will be pirated.
eople who are telling you that Russians pirate everything are the
interesting development has recently shaken the world of video game pirates.
While this is not really a preventive or enforcement approach, but rather an “ultimate prank” one
Greenheart Games, a small indie game studio, released its first
The mobile game, available for
multiple operating systems, is a simulator that takes the player back to the 1980s with the 112 The caveat here
App Store, Google Play etc., the
immediately thousands
“cracked” by the
authors. A few hours into the gameplay the player receives a message that the games he or she
to rapidly decreasing funds. This “incurable”
The game made many of those who downloaded an illegal copy upset – some of them
pirates” ruined their perfect
Interesting thing is that the download
one day after the game
genuine version, but 3,104 downloads of the cracked
Another interesting twist is that the game was taken
most of the time
Six Hilarious Ways Game Designers
http://www.cracked.com/article_19162_6-hilarious-ways-
(Apr. 29, 2013),
The content of this paper is licensed under a Creative Commons Attribution 3.0 License.
down from the BitTorrent website and is no longer available there
virtually never respond to legal take
The authors of the game –
a notice in the cracked copy that the copy was illegal, but then decided that they “didn
pass up the unique opportunity of holding a mirror in front of [the users] and showing [the users]
what piracy can do to game developers.”
Clearly, the Greenheart Games chose an interesting and unconventional approach to
educating its user base about the dangers of piracy. Arguably, this also could be a very effective
one. Hearing about the harm piracy does to video game market is one thing; experiencing it
yourself is quite another. While the game does not make you lose real money, the time and
invested is still something measurable no one wants to lose to pirates.
III. Conclusion
Piracy in video game industry has taken root a
late start, however, it has quickly
the Internet, piracy rates rose unbelievably high
to pirates, of course, are lost revenue for game developers who might not have sufficient funds to
continue development.
The United States, as well as most of the other countries, recognizes the inherent harm
that piracy brings to the video game marketplace. Both the United States and the international
community created legislative framework to advance anti
some countries could have been more efficient. This problem is also exaggerated by multiple
other layers – pricing v. income in many countries, cultural differences, etc.
developers also embraced other solutions
DMR to prevent copying, some experiment with different pricing models.
Although some say that piracy will never stop, it certainly may be minimized. A well
balanced approach including different aspects of targeting pira
international level, a healthy collaboration among governments would certainly drive piracy rate
down. On the consumer level, learning about players’ needs and wants could be extremely
valuable in defeating piracy as it
follow the suit.
116
See Stacey Cowley, Video Game Studio Pirate
3:27 PM), http://money.cnn.com/2013/04/29/technology/innovation/game117
Ernesto, supra note 111.
The content of this paper is licensed under a Creative Commons Attribution 3.0 License.
18
down from the BitTorrent website and is no longer available there – considering torrent websites
respond to legal take-down notices and virtually never take anything down.
– both versions – noted that they originally wanted to simply put
a notice in the cracked copy that the copy was illegal, but then decided that they “didn
pass up the unique opportunity of holding a mirror in front of [the users] and showing [the users]
what piracy can do to game developers.”117
Clearly, the Greenheart Games chose an interesting and unconventional approach to
about the dangers of piracy. Arguably, this also could be a very effective
one. Hearing about the harm piracy does to video game market is one thing; experiencing it
yourself is quite another. While the game does not make you lose real money, the time and
something measurable no one wants to lose to pirates.
Piracy in video game industry has taken root after the movies and the music. Despite the
has quickly become a global and expensive problem. With the advent of
the Internet, piracy rates rose unbelievably high – close to 90% for popular titles. The
revenue for game developers who might not have sufficient funds to
ited States, as well as most of the other countries, recognizes the inherent harm
that piracy brings to the video game marketplace. Both the United States and the international
community created legislative framework to advance anti-piracy efforts, althoug
some countries could have been more efficient. This problem is also exaggerated by multiple
pricing v. income in many countries, cultural differences, etc.
embraced other solutions – business, technical, etc. Many employ some form
to prevent copying, some experiment with different pricing models.
Although some say that piracy will never stop, it certainly may be minimized. A well
balanced approach including different aspects of targeting piracy could yield positive results. On
international level, a healthy collaboration among governments would certainly drive piracy rate
down. On the consumer level, learning about players’ needs and wants could be extremely
valuable in defeating piracy as it was already shown by Steam. One only hope
Video Game Studio Pirates Its Own Game – With an Ironic Twist, CNNMONEY
http://money.cnn.com/2013/04/29/technology/innovation/game-dev-tycoon-piracy/
considering torrent websites
take anything down.116
noted that they originally wanted to simply put
a notice in the cracked copy that the copy was illegal, but then decided that they “didn’t want to
pass up the unique opportunity of holding a mirror in front of [the users] and showing [the users]
Clearly, the Greenheart Games chose an interesting and unconventional approach to
about the dangers of piracy. Arguably, this also could be a very effective
one. Hearing about the harm piracy does to video game market is one thing; experiencing it
yourself is quite another. While the game does not make you lose real money, the time and effort
fter the movies and the music. Despite the
With the advent of
close to 90% for popular titles. The sales lost
revenue for game developers who might not have sufficient funds to
ited States, as well as most of the other countries, recognizes the inherent harm
that piracy brings to the video game marketplace. Both the United States and the international
piracy efforts, although enforcement in
some countries could have been more efficient. This problem is also exaggerated by multiple
pricing v. income in many countries, cultural differences, etc. Many game
ical, etc. Many employ some form of
Although some say that piracy will never stop, it certainly may be minimized. A well-
cy could yield positive results. On
international level, a healthy collaboration among governments would certainly drive piracy rate
down. On the consumer level, learning about players’ needs and wants could be extremely
was already shown by Steam. One only hopes others would
ONEY (Apr. 29, 2013,
piracy/.