Preview

The Pros And Cons Of Video Game Piracy

Satisfactory Essays
Open Document
Open Document
212 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
The Pros And Cons Of Video Game Piracy
In all its glory, the video games industry does face some impending risks and challenges. The most prominent one being software piracy. This issue has been around for decades, but is becoming increasingly relevant as the industry grows bigger. From 2006 to 2010 alone, video games piracy in the UK has grown by almost 20%, as highlighted in Figure 7. Assessing the true damage that piracy deal to the industry is highly difficult, however one cannot deny that the increasing trend of online torrents will not affect the sales of video games. A survey conducted by TIGA in 2009 stated that 60% of those interviewed feel that piracy poses a significant problem for their business and 90% feels that the influence it has is rising. Thus, developers have

You May Also Find These Documents Helpful

  • Better Essays

    Video games have been around for years with many different types of consoles and games. The video game industry has grown into a $20 billion dollar industry over the past ten years, and it only shows signs of growing larger in the years to come. In the United States alone, the market has grown considerably where 60% of all Americans play video games, 40% are women, and 60% of all gamers are between the ages of 25 through 44 years old (games-advertising.com). According to an article on Gamespot.com, analysts estimate that the video game category will have about 50 to 55 more square feet of shelve space in Best Buy by the year 2007.…

    • 1058 Words
    • 5 Pages
    Better Essays
  • Good Essays

    MGT5015 Term Paper

    • 6822 Words
    • 19 Pages

    This has resulted in video game impacting American politics, television, pop music and Hollywood. However, in the past decade, there have been countless controversies surrounding the production of video games, especially games of a violent nature such as the very popular “Grand Theft Auto” and "Need for Speed" that are marketed to children and teenagers. The controversy lies on the matter of responsibility—specifically, are marketers and video games producers responsible for the contents of video games or are parents responsible for ensuring their adolescent children do not have access to games made for mature audiences. Through an objective examination of the legal, moral, and social responsibility of producing violent video games, this paper will present a thorough analysis of both sides of the debate on the matter.…

    • 6822 Words
    • 19 Pages
    Good Essays
  • Satisfactory Essays

    Executive Summary nintendo

    • 1043 Words
    • 4 Pages

    The video game industry has grown substantially since 1995. (See exhibit 1) and the prospects of growth look great going forward. Three main players dominate the current market: Microsoft, PlayStation 3, and Nintendo. Furthermore, based on porter’s five forces, the threat of new entry is low. (Exhibit 2) Nintendo is outselling Sony 2 to 1 by going after customers currently out of the video game market share. This threat shouldn’t be as much of a concern as an opportunity; the two companies are competing in different realms. (Exhibit 3)…

    • 1043 Words
    • 4 Pages
    Satisfactory Essays
  • Better Essays

    Opportunities Sne Ps3

    • 776 Words
    • 4 Pages

    some of the most innovative, quality products as apart of mainstream culture. The SWOT analysis provides a snapshot of the Strengths, Weaknesses, Opportunities, and Threats for not only Playstation, but also examines certain aspects of the video game industry along with the entertainment industry as a whole.…

    • 776 Words
    • 4 Pages
    Better Essays
  • Powerful Essays

    Nintendo Marketing Plan

    • 8431 Words
    • 34 Pages

    We focus our area of expertise which is to entertain everyone, especially the household. We do not enter the segment that we don’t excel such as hardcore video games (wars, violence, etc.)…

    • 8431 Words
    • 34 Pages
    Powerful Essays
  • Good Essays

    In 2010, the video game market’s revenue was US $ 62.7 billion of which game software revenue accounted for US $ 29.8 billion. The video game industry was mainly made up of 4 segments: PC gaming, console gaming, handheld gaming and mobile gaming. The video game industry had seen a transition from traditional gaming to multiplayer gaming, social network gaming, free online games and freemium games where full versions required purchase. The consumers now prefer buying games online and getting them digitally delivered via downloads from the internet rather than stored in physical disc formats. The companies now believed in extending the game console’s life cycle by bring in peripherals and add-ons rather than developing an entirely new console.…

    • 617 Words
    • 3 Pages
    Good Essays
  • Powerful Essays

    Pros and Cons of Piracy

    • 2574 Words
    • 8 Pages

    Media piracy can be defined as the process of the distribution of someone else’s work without their legal consent. Karaginis (2011, p1) believes that piracy has arisen as the consequence of a ‘global pricing problem’. Panethiere (2005, p9) refers to piracy as ‘the activity of manufacturing unauthorised copies of protected material and dealing with such copies by way of distribution and sale.’ As the prices of media goods have risen, so have the issues surrounding piracy, due to the demand of consumers for sourcing cheaper and more cost efficient means of accessibility. Lessig (2004, p62) states that ‘the recording industry estimate that it loses about $4.6 billion every year to physical piracy’. This emphasises just how serious an issue piracy is, due to the fact that many media distribution companies are losing out on large amounts of income.…

    • 2574 Words
    • 8 Pages
    Powerful Essays
  • Good Essays

    Researchers, parents and educators are all discussing the controversy around violent video games and their influence on kids. The audience seems to be divided into two large groups: one is in favor of restricting or even banning violent video games as they make children (and, arguably, adults as well) more prone to aggressive behavior, like that seen on the screen. Opponents of this view claim that video games do not cause violent behavior in real life and are, in fact, a safe outlet to natural aggression and frustration. Representatives of the first group such as John Leo, in his article “When Life Imitates Video” argue that watching countless deaths and identifying with killers would undoubtedly lead to people feeling more comfortable about violence and suffering in their everyday life. He even goes so far as to say that playing games that involve shooting people is akin to undergoing training to kill (in other words, it is like a “dress rehearsal” of potential murders).(Leo 1999). On the other hand, there are claims that violent media are beneficial (Jones), because in the present world kids are at a higher risk of growing up passive and weak than violent and riotous, and when they see examples of rebellion, domination and well, violence, they are able to channel their suppressed feelings and deal with issues that otherwise remain unresolved.…

    • 1086 Words
    • 5 Pages
    Good Essays
  • Good Essays

    Copyright Infringement

    • 812 Words
    • 3 Pages

    Nearly a quarter of a trillion dollars will be lost by 2015 from pirated content. With sites like The Pirate Bay and Kickass torrents making it as simple as a few clicks away, downloading illegal copies of music, TV shows, movies and other software has never been easier. In the second quarter of 2014, an estimated 10 billion movies, TV shows and many other files had been downloaded worldwide. Six percent of that was illegal downloads, 600 million illegal downloads in just a three month period. Copyright infringement is one of the many horrible things that happens today and we need to come up with a better way to prevent it.…

    • 812 Words
    • 3 Pages
    Good Essays
  • Better Essays

    Like any industry, the video game industry certainly has its fair share of ongoing ethical debates regarding the sort of content that designers should be allowed to place in their games. The issues themselves are indeed ethically questionable issues, with potentially consequential results. I have chosen four that highlight the importance and nature of some of these debates.…

    • 1112 Words
    • 5 Pages
    Better Essays
  • Good Essays

    The video-gaming industry is a multi-billion dollar industry, top selling games producing millions of dollars in their first few days of release. But the industry’s biggest sellers are violent video games (LeClaire, 2006). These days, people are desensitized towards violence that they practically walk past violent events in the street or helpless, injured people without thinking twice or casting a second glance (cyh.com, 2010). Are video games the cause for increased violent behaviour in younger adult generations, as well as the desensitization towards violence? There have been extensive studies on how video games affect young adult’s behaviour, social life, health and attitude towards real-life violence. On the other hand, the positives of video games may outweigh the negative effects. Video games are can be powerful educational tools, among other positive things. It cannot be easily determined if video games overall have positive or negative effects on the behaviour and health of the players.…

    • 1005 Words
    • 5 Pages
    Good Essays
  • Powerful Essays

    The act of illegal downloading and its effect on the entertainment industry is an argument that has provoked many different reactions and opinions from many people in many different industries around the globe. In this essay the author will examine the different aspects to this argument, both positive and negative, and also share their own opinions and experiences. However, the main focus of the essay is on the side of the file sharer. How has illegal downloading really affected the entertainment industry? Is it true that all recording artists, movie directors and writers are better off without illegal downloading? The author of this essay suggests that this may not be the case.…

    • 2404 Words
    • 10 Pages
    Powerful Essays
  • Better Essays

    The topic of this case study deals with the problem of online piracy and copyright infringement. In this paper, a discussion will be made on the problems with the topic. A list of alternatives to the problem will be displayed, a possible resolution to the problem, followed by a contingency plan to further implement problem solving ideas. The purpose of this case study is to bring awareness to this devastating issue of the selling of copyrighted materials and products without owner compensation. An understanding of the seriousness of the problem must be understood and dealt with in order to protect companies and individuals from their right to market, sell and profit from their talent and ideals.…

    • 1466 Words
    • 4 Pages
    Better Essays
  • Good Essays

    Cis333 Assignment 1

    • 987 Words
    • 4 Pages

    As we know, video games have been around for many years, beginning with the simpler DOS based games to the more advanced internet role playing games. As technology has progressed, so have the security risks that come with online gaming. If we look at the number of households in America which play video games, we see the increased risk of information security.…

    • 987 Words
    • 4 Pages
    Good Essays
  • Satisfactory Essays

    When it comes to looking at the legal issues, we can that there are loads of them. The cause of legal issues rise when a specific games company copies other people's work or they take what other games without permission.…

    • 448 Words
    • 2 Pages
    Satisfactory Essays