Piracy is not the problem, piracy is the catalyst
Published by Ewan Spence at 16:29 GMT, November 19th 2009
Pinch Media, who provide analytic software for developers on Apple's phones, are estimating that piracy rates are as high as 60% on the iPhone (reports Pocket Gamer). You can be sure that this number is matched on Symbian, Windows Mobile other mobile platforms. The level of piracy nowadays is incredibly high. Apple's iPhone may be pointed out here, but a little bit of exploration online and every games console can be found to be exploited. Read on for my thoughts, though.
Part of the problem isn't the raw numbers, but the perception of each platform. With a closed ecosystem, the iPhone is not as vulnerable in the press to claims of “rampant piracy” as to other platforms. Given the Nintendo DS and PSP warez scene, I'd say they were at similar levels, but the PSP carries the “I'm a pirate target” flag while the DS keeps relatively quiet.
Nokia had to deal with this in the first generation N-Gage and never really solved the problem beyond “you might not be able to connect to the Arena with a pirate copy” but the machine was tarred and feathered and never recovered from the stigma.
So what can be done? This is a tough area, because there is no magic wand, and the rule is simple. No matter how big your team, or how much you invest, there are billions of people in the world, and enough free time to crack any system. And it takes just one to break it, and the copy is then released for everyone. The internet is rather good at copying digital data once it's hosted in a single place, you know.
Something for authors and developers to consider is that the piracy scene has created a phenomenally efficient distribution system – if you want to get something out there, the quickest way to do so is have it pirated. The catch of course (rather like the NHS) is that these copies are free at the point of download; so to have some sort of income stream, the cash and the user need to be separated a little bit further down the line.
World of Warcraft does this really well. It doesn't care how you get the client software, because once you have it you'll be logging on and paying a monthly subscription.
Ad-supported software also follows this money. Yes, it's a much smaller income per user, but it does work and uses piracy to your advantage. And ad-supported is something that the iPhone ecosystem does very well – witness Google's purchase of AdMob recently as evidence that there is money out there.
Or you could go down the route of having some in-game credit system which would allow a virtual currency to be spent and traded. Second Life has a huge economy built on this principle and many social games (e.g. FarmVille on Facebook) have the ability to buy additional credits to help you advance in the game at a faster rate.
Yes, piracy is around but the answer isn't as simple as “let's just stop it.” Rather than that, it's time for the industry to get creative alongside all those people who remember that buying a developed application helps you get more applications developed.
-- Ewan Spence, Nov 2009.
Categories: Links of Interest, Editorial Thoughts
Platforms: General, N-Gage, General
News Discussion
Unregistered
...I'll never pay for Farmville cash, but my friends and I (all Aerospace majors) have become mildly addicted. You know you're an engineer when you start plotting Farmville return rates in MATLAB for various trees and animals...
Unregistered
> So what can be done?
Embrace filsharing, embrace a copying free for all, embrace piracy. Wholeheartedly with open arms. Take that step into the light. Make that your (as a content producer) founding principle. And then come up with a business model built on that foundation.
Make a business model that thrives on free copying and piracy. Go with the flow. Harness the power.
Honestly, in all seriousness, it's the only way. And the media and software industries are going to be forced to very painfully accept that if they will not do so willingly. The writing's on the wall.
noahod
How can you say pirating helps distribution for apps on Iphone when most pirated apps come from the legitimate App store, and are then copied to a pirate App store?
From the point of view of the user, the app is equally availiable from both places!
GeceBekcisi
Piracy will always exist as long as people don't have the money & motivation to buy content. Agree or not, this is one of the results of developed countries' treatment to other countries as their colonies.
Wanna example? People in far-eastern countries work as slaves for the people in western countries, now guess why piracy rates are awesome there...
svdwal
If device manufacturers and operators have an interest in selling apps, because they take a percentage, it will be in their interest to see that apps are actually sold and not nicked. It is all very nice to have a big App Store with lots of functionality, but if it is only used to distribute free apps, that is a lot of money to spend with only device sales to compensate. You would make more money if apps were harder to nick.
Up until recently, device manufacturers and operators did not have a financial interest in selling an app, but with the success of App Store, that has changed. Each additional sale of an app is additional money for the App Store owner, with no extra cost for the App Store infrastructure.
So I do not think that the paid-for standalone app is dead right now.
Unregistered
My phone( not me) needs apps, so nokia/apple needs to pay for the apps I downloaded
BobK
Piracy is also encouraged by the pricing and protection policies of a number of the software companies. I can purchase a lot of really good software on the iPhone/iPod Touch for one or two dollars. Similar quality software (if available) on S60 is often twice the price. In addition, if I buy a new S60 device, I am often faced with roadblocks to moving software I've purchased to the new device. For example, I purchased QuickOffice for an N95-1 and later wanted to move it to an N95-3. I contacted QuickOffice and they were GREAT about providing me with a new activation number. All they did was ask me to remove the copy from my old device. However, when I contacted CoreCodec about moving the copy of CorePlayer that I'd purchased, they informed me that they wouldn't do that and I'd have to purchase a new copy. The end result is I'm happy to pay for and support QuickOffice. I won't purchase CoreCodec products any more and if a pirated copy of the software finds its way on to my device, I don't feel particularly bad. I paid for it, despite the fact that the company may consider it to be a pirated version.
Unregistered
Quote:
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Embrace filsharing, embrace a copying free for all, embrace piracy. Wholeheartedly with open arms. Take that step into the light. Make that your (as a content producer) founding principle. And then come up with a business model built on that foundation.
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How convenient for you, the leech.
In the long run, if investment in content production is not rewarded, then that investment will go elsewhere. Content will still be produced by the wealthy (who do not need to be rewarded) or amateurs (who do not want to be). A lot of talent will be lost.
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