It's always funny for me how the lost profits they calculate are inflated as hell.
Here for example, they state that the US economy lost 29B$ due to piracy. In majority of the cases people who downloaded some of these shows/music would never buy all of these at full price.
I personally subscribe to 3-5 streaming services and still if I'm looking for something classic (e.g. 1995 Heat) it always turns out to be either unavailable in my region or only provided on some niche platform I've never heard of. If you're just watching what's hot right now then everything works fine, but any other case you're in trouble and have to dig through the internet just like in the old days of pirate bay.
> It's always funny for me how the lost profits they calculate are inflated as hell.
It's also funny they don't account for the free distribution, reach, branding, and market penetration that Piracy gives them.
We've had the release of the GTA VI trailer a few days ago and it reminded me of how me and my friends became truly fans of the series with GTA Vice City.
We were kids and couldn't afford it so we had to play it in some other way - plus with the modding scene bringing Multi Theft Auto (MTA) we could play GTA Vice City online with friends.
If it wasn't for that there are plenty of people who wouldn't have helped make the franchise into what it became. They got fans for free, who wouldn't be able to play the game either way, thanks to mass distribution. Those folks ended up becoming paying customers into the franchise later down the line.
Minecraft is a good example of that, they never really cracked down on the piracy before the Microsoft acquisition. But since its advertisement was word-to-mouth, that huge pirate userbase probably brought a lot of paying users