Piracy and Casual Games

A couple of weeks ago, Reflexive's director of marketing Russell Carrol issued a 'startling installment' of his regular Gamasutra column. The issue? Piracy, DRM and casual games. His conclusion, based on data from Reflexive, was that 'for every 1,000 pirated copies we eliminated, we created 1 additional sale.' Well, some people had a hissy fit and he's back with some more data and discussion of the issue of piracy:

The 1000:1 ratio is really, I think, the key takeaway of the article. Several people have grasped that and started applying it to different numbers in the industry, and the results are very disappointing.

Clearly, if we could always have a big gain from a fix that maintains itself, it is worth spending the time to fight piracy. However, since that isn't always the case, it can sometimes (often?) be pretty discouraging to try and stop piracy.

One of my favorite blogs deals with the issue of piracy relatively frequently, and I'm interested in the pirated goods market in Asia - but Mainland bootleggers are the least of some companies' worries. I think as long as people are selling things, there are going to be people out there trying to figure out how to get it for free; but I'd be curious to know what companies have found to be most successful in terms of trying to stem the tide.

Piracy & Casual Games - The Follow-Up [GameSetWatch]


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