Piracy In The Video Game Market Term Paper

PAGES
4
WORDS
982
Cite
Related Topics:

Piracy in the Video Game Market Sales of counterfeit video games are increasing worldwide. In 2003, video game executives joined a coalition of movie, software and music companies to appeal for help from the United States government, citing that they had lost a combined $20 billion due to piracy in 2002 (Kent, 2003).

Video game piracy "is more than a $1 billion industry," according to Douglas Lowenstein, president of the Interactive Digital Software Association, the trade organization that represents the games industry (Kent, 2003). "It is well over $2 billion worldwide if you include all piracy, which would include PC games."

For Microsoft Corp. And Sony Computer Entertainment, which respectively make the Xbox and PlayStation 2, piracy is a major problem. "Given the popularity of consoles on a worldwide basis, certainly a significant share of the losses is coming from the console side," Lowenstein said (Kent, 2003).

Worldwide, console piracy is a huge problem and is one that takes many different forms. Hard goods are a major problem overseas -- pirated discs being available in scores of markets from Asia to South America to Eastern Europe to the Middle East. You would be hard-pressed to find a major country, outside of the industrialized world, where there was not a huge level of piracy," adds Lowenstein (Kent, 2003). "In fact, you would be hard pressed to find a country in which the pirate market does not dwarf the legitimate market.

Game companies can take measures to prevent unauthorized use of their games and hardware (Kent, 2003). For example,...

...

The non-standard DVD format is a major disappointment to customers who hoped to also use the game machine to play movies, but so far, the GameCube has not been successfully hacked.
Still companies like Sony or Microsoft both use standard DVDs in their consoles, supporting a thriving market in pirated PlayStation 2 and Xbox games (Kent, 2003). With video games, a medium that revolves around proprietary hardware, piracy comes in two forms -- "modding" and counterfeit software.

Modding simply adds chips to game consoles to disable the security precautions manufacturers built into their systems (Kent, 2003). Theoretically speaking, only Microsoft-authorized discs will run on an Xbox and only Sony-authorized games can play on a PlayStation 2. However, by adding mod chips to these consoles, owners can play non-authorized games.

Both the software association and its members have turned to foreign nations to fight companies that make pirated games. In the U.S., however, the association assumes a different approach, concentrating on pulling out the weeds of piracy rather than digging out the roots. American efforts rely on a statute in the Digital Millennium Copyright Act that allows it to shut down Web sites promoting mod chips and counterfeit games.

"It's called 'notice and takedown,'" Lowenstein said (Kent, 2003). "We notify [Internet service providers] that we have reason to believe that particular sites are selling illegal games. The ISP…

Sources Used in Documents:

BIBLIOGRAPHY

Kent, S. (July 3, 2003). Console Piracy: Poking Holes in Good Systems. GameSpy.com.

Kent, S. (July 19, 2003). Video game giants battle a mutual enemy: pirates. Chicago Tribune.

Reuters. (February 10, 2005). WTO Action Sought in Piracy Battle. Retrieved from the Internet at: http://www.latimes.com/business/la-fi-wto10feb10,1,2060263.story?coll=la-utilities-technology&; ctrack=3& cset=true.


Cite this Document:

"Piracy In The Video Game Market" (2005, February 19) Retrieved April 19, 2024, from
https://www.paperdue.com/essay/piracy-in-the-video-game-market-62435

"Piracy In The Video Game Market" 19 February 2005. Web.19 April. 2024. <
https://www.paperdue.com/essay/piracy-in-the-video-game-market-62435>

"Piracy In The Video Game Market", 19 February 2005, Accessed.19 April. 2024,
https://www.paperdue.com/essay/piracy-in-the-video-game-market-62435

Related Documents

Piracy, Counterfeiting, Patent Violation, The Price You Pay for Outsourcing China Piracy, Counterfeiting and Patent violation In this paper we will focus on piracy, counterfeiting and patent violation taking note of latest cases towards items such as in software, books, music and other related things. Here a huge emphasis will be given on China and how many different industries across the globe suffer losses due to the illegal practices carried out by

They also claim to have worked on more than 1,400 mobile applications. (www.babelmedia.com) Beta Breakers is a relatively new entrant into the market but has achieved $7.7 million in revenues. Their focus is games and multi-media testing, but they seem to be focused primarily on PC and Mac games (not console), as well as peripheral device testing. Their rapid growth could be attributable to a dedicated focus on this particular

Stop Online Piracy Act in
PAGES 9 WORDS 2528

Thus the workings of the bill should it become law could also be frustrated by numerous demonstrations carried out by Americans unhappy with the utilization of their tax dollars. Also, given other more important priorities, I doubt whether the government would be willing to expend enormous resources to make such a law fully functional. Hence in my opinion, resource constraints may end up frustrating SOPA's resolve to address online

Chinese Piracy of U.S. Products China, with a population of more than 1.3 billion, represents the largest consumer market in the world. Business interests in this market and the opening of China in the 1970s have lead to China's membership in the World Trade Organization as well as increased cooperation and interaction between the Chinese government, Chinese businesses and the international political and business community. This engagement has focused attention on

Online Gaming
PAGES 2 WORDS 646

Online Gaming Although video games began to attract players around forty years ago, technological advances in the last ten years made gaming especially popular. The use of sophisticated auditory and visual characteristics, the ability to multi-play online, incorporation of color-rich graphics, and the increased speed have changed the gaming industry dramatically in the last decade (Sublette & Mullan, 2012). Online gaming has built its own virtual world where players possess virtual

Cross Platform Mobile and Web
PAGES 63 WORDS 17284

82). Both desktop and Web widgets have the same basic components. Fundamentally, they use Web compatible formats, even if intended to run in a desktop environment. This means that the core of the widget is HTML and CSS code which contains the actual content of the widget, namely text, linked images/video or content pulled from a server of Web service. Alternatively, the widget content can be created using Flash, although