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How bad is piracy hurting the gaming industry
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Have you ever dreamed of having an unlimited number of video games at your fingertips - without paying for anything them? Given consumers’ natural demand for free products, piracy has been a topic of contention since the 1985 debut of the Nintendo Entertainment System. Although pirates commonly defend their actions by arguing that content developers receive their fair share of money through sales, the unfortunate truth is that they don’t: generally, 1 of 15 copies are pirated of your average game. Piracy affects developers extremely negatively: since their efforts are insufficiently rewarded, they lose the urge to devote the time and resources necessary to produce quality games, and stop innovating in the competition for sales. They churn out what is termed ‘shovelware’ – low-calibre games that appeal to wide mainstream audiences, usually via popular licenses – to make up lost profits, which hurts the industry in multiple ways. At the root, however, the problem lies with the consumer and the ease with which games can be pirated.
Pirating games is exceedingly easy. For example, the Nintendo DS - the world’s most popular portable video game console – needs only a flash cart (essentially an adapter that allows a memory card to be inserted) to run pirated software. Though it’s not quite as simple to pirate Sony PSP content, the task is still manageable: after making slight modifications to the memory card, users are free to run unauthorized software. Most tellingly, however, the world’s best selling console to date – the Sony PlayStation 2 – needs only a slight physical modification to enable users to run software that removes restrictions on pirated games.
Piracy’s impact on the gaming industry as a whole takes the form of ...
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...ble games and dozens of terrible game consoles. This incident could have been averted, had video game developers taken more care and showed more pride in their products.
Therefore, video game piracy will impede developers’ ability to create new games. If this trend continues, many great companies will go out of business: it would be horrific for the economy because many jobs would be lost. Piracy chokes the developer’s will to innovate and deprives them of funds that are used to create games of worth. In summary, mass video game piracy discourages the production of quality games, which in turn reduces game sales, leading to more rampant piracy. It is a vicious downward spiral towards the abyss of rubbish games from which the true game aficionados can have no deliverance. It is up to the consumer to decide whether or not it is worth it to pirate video games.
During the early 1980s, Atari was the number one video game company in America. Atari had prophesized that they would turn an extreme profit during the time between 1980 and 1985. When Steven Spielberg came to Atari in July of 1982 asking to make a game version of his famous movie E.T., Atari promised him millions of dollars in royalties—even if the game failed—and that they could make the game by September of that year—an impossible deadline. At Christmas, 1982, E.T. The Game released. By the end of 1983, Atari had lost over $500 million and Warner Bros. sold Atari that year—leaving many thinking it was due to E.T.’s commercial failure. It’s rumored that E.T. The Game was so horrible that Atari took all the returned copies of the game and dumped them in a landfill in the New Mexico desert. Obviously, cause for a mass game “burial”. (Kent, 2001)
Piracy causes people to lose the motivation to create. Companies, filmmakers, and musicians are all interested in producing and selling their products. However, many companies and people lose motivation to create products if they cannot make a profit from their products. For ex...
Video games have been around since 1958, and ever since then video games have developed more. With video games becoming a bigger industry, there have been more people purchasing and buying more and more video games. For examples, up to 2001, “roughly 79 percent of America's youth played video games, many of them for at least eight hours a week” (Layton). Furthermore, in 2008, “97% of 12-17 year olds in the US played video games” (“Video Games”). With a growing industry, there has been more competition between video game companies. The companies that make these video games try to make a huge profit by appealing to people’s likes. In 2008, “10 of the top 20 best-selling video games in the US contained violence” (“Video Games”)
Video game effects are relatively new in modern society. Even though these games are often entertaining, the content of the game has been increasingly more and more violent as technology becomes more prevalent. The popularity of violent video games has caused an increase in controversy. Parents and experts feel that some games are just too violent and they demand the government to regulate the sales of these games. However, violent video games do not cause an increase in aggression, in adolescents. The forceful plan by the government is caused by an exaggeration of the effects of violent video games and this plan are indeed pointless.
Instead of the franchises popularity having a positive impact, overtime, it infected the gaming market along with it’s consumers and developers such as Microsoft Game Studios and EA. It has become an aggrandized cancer on the face of video games everywhere, destroying franchises a...
Video games have quickly risen to a sprawling media since their first conception nearly fifty years ago. As they grew, video games have become an incredible new medium for art and design. However, video game developers, especially large ones, have collected several core problems that misconceive the potential of games. Further, this problem represses this potential by suffocating this potential artistry merit with meaningless traditions and poor business practices. These observations have led to the assertion that video games as a media are ineffective as an art form compared to other art mediums due to several problems stemming from the structure and values of the video game industry.
"4 Ways In Which Internet Piracy Can Be a Good Thing." MakeUseOf. N.p., n.d. Web. 02 Apr. 2014.
Video games have come a long way. They have evolved from the simple game of Pong into a complex, multi-platform, multi-genre, multi-billion dollar industry.
In 2008, the computer and video game industry has made $1.7 billion in revenue. Of this, 16% was made through the sale of violent video games (FYI: Video Game Statistics by the Entertainment Software Association | Critical Gaming Project). Many parents are concerned about these violent games because of how they can affect their children. Many think that these games are dangerous and should be banned. Others believe that the sale of these games should go unregulated. Whereas still others believe that there is a middle ground between these in restricting the sale or rental to minors.
There are countless websites, offering unlimited gaming opportunities to players. According to statistics, there are more than 1 million gaming sites worldwide, which contribute billions of dollars to the gaming industry every year. Of these sites, some operate illegally, without a license or any form of regulation from the appropriate authorities. In fact, statistics indicate that the majority of websites offering games to play online are not licensed or regulated by anybody. Experts warn players against participating at such websites.
Video games have two main jobs. To make money, and please their fan base. Game developers create indulging stories and a fun experience to please the customer and satisfy them with an experience that they hopefully never forget. If they please their fan base, it will grow as more people try it, and thus profits will generate for the company. This growing fan base and gaining profits also helps promote the console that it is being played on.
Online piracy is a huge problem, one which costs the U.S. economy between $200 and $250 billion per year, and is responsible for the loss of 750,000 American jobs. These numbers seem huge: $250 billion per year loss would be almost $800 for every man, woman, and child in America. And 750,000 jobs – that’s twice the number of those employed in the entire motion picture industry in 2010 (Freakonomics). In 2010, the Government Accountability Office released a report noting that these figures “can be substantiated or traced back to an underlying data source or methodology,” which in English means these figures are legitimate and that piracy really does hurt our economy.
Since their creation in 1972, video games have come a long way in our life. Originally invented for a science experiment purpose, Pong a black and white game, the video games industry turned into a bustling business thanks to technologies improvements. There is a growing body of opinion suggesting that video games improve violence within teenagers and antisocial behaviours.
According to the book “Pirate’s Dilemma,” “Are Pirates have to scupper us? Are they a threat to be battled or innovators we should compete with and learn from?” (Matt Mason 4). Piracy has and will always be a threat to the whole media industry and of course the economy. As long as people can download for free or buy never been released movies in a cheaper price, there is no way media industries can compete with that.
In the editorial “Video Games Pro Con”, author Steven Markoff gives a compelling argument and uses many ethos and logos. The information he uses helps his argument and his information is current. Using the “(2008) study Grand Theft Childhoo...