Technology news and Jobs arrow Radioactive IT arrow Video Game Piracy: The widening problem and how to stop it
Video Game Piracy: The widening problem and how to stop it E-mail
Radioactive IT - Gaming and Entertainment tech blog
by Mike Bantick   
Monday, 08 December 2008
Studies indicate that around 10 percent of video games in an average household are of the illegally obtained variety.  Observationally the practice of video game piracy is on the rise, and it is not just at  P2P sites and market stalls.

I tend to hang around with a wide spectrum of people, from affluent professionals, through your typical atomic family, to more hard-core gamers and gaming journalists.  If there is one trend that these discussions tell me, it is that the attraction of digital piracy is getting harder and harder to resist.

The recent IA9 report on the interactive entertainment industry in Australia suggested that 17 percent of the household respondents admitted to having pirated content in their collection.  10 percent of these having 20 or more illegal copies.  Overall it looks as if 4 percent of games being played are in some way pirated versions.

The four percent figure is tempered with the reports opening statement of “It is difficult to ask survey participants to confess to acting illegally. Given the degree to which Internet traffic is associated with peer-to-peer file sharing (many reports put P2P traffic at 60% of the total), the likelihood that local retailers and game developers are being undercut by piracy is very high indeed “

In fact all indications are that the 4 percent figure is closer to 10 percent, in correlation with overseas data.

Let me back up the report findings with my own cross-demographic observations.

Back in the day, it was nothing for a tech orientated individual, to copy the odd floppy disk based game, then photocopy the manual, or hack the correct file with a hex-editor to bypass the game protection.  Then it was ‘Monkey Island’ magic, here we come.

But it was a bit of a pain, not like today where broadband peer to peer networks abound, retailers opening advertise the ‘chipping’ of game consoles and all the information is just a ‘google’ away.  Sure there is some risk of downloading harmful files, as well as the voiding of any hardware warrantee you may have, but the plain fact is, that getting a free (or virtually free) copy of the latest game is pretty easy today, if you are so inclined.

Because of this ease, a growing understanding of technology in the community and the widening demographic of ‘game players’, this is an issue what won’t go away soon.  Family friendly Nintendo look to be the most popular target.

Onto Page 2


 
< Next story in category   Previous story in the category >
iTWire user statistics Visitors last 30 days
694,279
Subscribers 15,210
#1 independent technology news advertise here
  •   *  
  • Search
  • AdvSeach
  • Login
  • Events
  • FreeStuff

- Advertisement -

Featured Whitepapers

Radioactive IT - Exposure to Hazardous Interactive Entertainment
Wriggle into your Hazmat suit, pick up your Geiger counter and journey into the dangerous world of gaming and interactive entertainment. Mike Bantick will be your guide.
Follow iTWire on Twitter

About iTWire

iTWire is all about technology news, information, jobs and community for the IT and telecommunications industry professional. Subscribe to our free ICT daily newsletter