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Estimating Game Piracy More Accurately

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Old 05-06-2010, 12:35   #1
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rss Estimating Game Piracy More Accurately

An anonymous reader tips a post up at the Wolfire blog that attempts to pin down a reasonable figure for the amount of sales a game company loses due to piracy. We've commonly heard claims of piracy rates as high as 80-90%, but that clearly doesn't translate directly into lost sales. The article explains a better metric: going on a per-pirate basis rather than a per-download basis. Quoting:"iPhone game developers have also found that around 80% of their users are running pirated copies of their game (using jailbroken phones). This immediately struck me as odd - I suspected that most iPhone users had never even heard of 'jailbreaking.' I did a bit more research and found that my intuition was correct - only 5% of iPhones in the US are jailbroken. World-wide, the jailbreak statistics are highest in poor countries - but, unsurprisingly, iPhones are also much less common there. The highest estimate I've seen is that 10% of worldwide iPhones are jailbroken. Given that there are so few jailbroken phones, how can we explain that 80% of game copies are pirated? The answer is simple - the average pirate downloads a lot more games than the average customer buys. This means that even though games see that 80% of their copies are pirated, only 10% of their potential customers are pirates, which means they are losing at most 10% of their sales."


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Old 05-09-2010, 13:33   #2
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Very interesting, good that someone got the figures for something realistic.
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Old 05-11-2010, 06:25   #3
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I lot of people here in Canada have old generation iPhones that have been jailbroken simply so that they can use them as well. For the longest time people could not use their US purchased iPhones in Canada.
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Old 05-13-2010, 03:58   #4
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Quote:
Originally Posted by Grading View Post
I lot of people here in Canada have old generation iPhones that have been jailbroken simply so that they can use them as well. For the longest time people could not use their US purchased iPhones in Canada.
That sounds pretty crap.
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Old 06-25-2010, 01:15   #5
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The article explains a better metric: going on a per-pirate basis rather than a per-download basis. Quoting:"iPhone game developers have also found that around 80% of their users are running pirated copies of their game.....kinky community
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Old 08-27-2011, 08:45   #6
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The maximal approximation I've seen is that 10% of worldwide iPhones are jailbroken. Surrendered that there are so few jailbroken phones, how can we explicate that 80% of strategy copies are pirated? The reply is smooth - the ordinary looter downloads a lot much games than the compute consumer buys. This capital that justified though games see that 80% of their copies are pirated, exclusive 10% of their possibility customers are pirates, which implementation they are losing at most 10% of their income."
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Old 09-08-2011, 06:13   #7
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I lot of grouping here in Canada bonk old propagation iPhones that individual been jailbroken but so that they can use them as cured. For the longest reading group could not use their US purchased iPhones in Canada.
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Old 09-10-2011, 16:17   #8
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The say is fast - the average looter downloads a lot often games than the compute consumer buys. This capital that justified though games see that 80% of their copies are pirated, story 10% of their theory customers are pirates,
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