| >"oh content creators never would have made any money anyways" Are you referring to the "lost sale fallacy"? That's one argument, but another is that the content creators DO make money anyways. Particularly, if you make your content affordable (see textbook prices) and usable in whatever way I want (e.g., I can't play iTunes shows in MPC and have to rely on the platform I bought them on), my incentive to pirate your content goes down dramatically. Doing the latter is absurd, though; how do you protect your content from being shared? I don't know either. I guess I'll pirate decrypted copies of it. It IS "wrong", I don't pretend otherwise, but it's cutting the Gordian knot of unfavorable economic paradigms. Kind of like slavery. Except way less worse. See lost sale fallacy. |
A large part of Steam's success is that they built a better product than the one offered by piracy. That's worth paying for.
Granted, this isn't a cure-all. I'm sure some people still pirate games, and it's probably impossible to estimate how many represent "lost sales." Moreover, games are one of the trickier things to pirate, often requiring some technical knowledge (using disk images, keygens, cracks, etc.). Music is obviously much easier to pirate.