Posted January 03, 2014
low rated
Continuation from my thread a couple years ago, please see what you think and comment, if you can stand the read!
This is quite a complicated and divisive issue. I researched all relevant peer-review material I could and wrote this short literary review about the findings. In brief, DRM that is ineffective at deterring copying is detrimental to the consumer, the firm and society as a whole. DRM that is effective at deterring copying is beneficial to the gamer/consumer as they experience increased product quality, innovation and social welfare.
The 2005 GSP Report commissioned by the Business Software Alliance estimates that 35% of software is copied. Software copying rates are as high as 92% in Vietnam and 90% in China. In the United States, copying rates are estimated to be 21%. The study concludes that software copying is one of the industry’s worst problems. The study did not include the positive network effects of copying, which Hui and Png (2003) did and showed that industry estimates of lost profits because of copying more than doubled the actual losses in such a case. Although since 2011 the BSA has not included economic loss figures, rather a commercial pirated value figure, I object to and ignore such estimations due to the inherent errors involved in calculating them.
According to Jain(2008), “Many industry analysts see copying as one of the key threats to profitability and innovation. They claim that copying leads to higher prices for legitimate users, lower profits for the firms, reduced new product innovation and is generally harmful to society .” The paper continues to examine the impact of illegal copying of software and other similar intellectual properties on firms’ prices, profits, and quality choices, even when there are no network effects and the market is saturated.
Controversially, his paper actually finds a case when copying can increase firms’ profits, lead to better quality products and increase social welfare. The assertion is that there is reduced price competition in mature markets with no network externalities, applicable when, for example, markets of entertainment products mature in developing countries with large income disparities (such as China and India). Else, the converse is true with regard to copying’s effect on the firm’s profits, product quality, and social welfare.
Hill (2007) established the only effective strategic responses copyright holders can adopt to deal with pirating. His approach involved first establishing the causes of copying by prior work done (1) work on moral development (Kohlberg, 1969), (2)equity theory (Adams, 1963; Kabanoff, 1991), and (3) moral intensity (Jones, 1991). Based on the causes and economic consequences, both in a static and dynamic sense, Hill then proceeds to offer the only effective strategic responses that copyright-holders can pursue, of which there are seven. The fourth one is relevant with several games like Anno 2070, which is “offer something extra to consumers who purchase the legal good”. “One solution that can works well for computer software is to offer online services, such as periodic upgrades and security patches, to consumers who register the legal product using a security code that is unique to every legal copy of the product. Since those who purchase pirated copies do not have access to a security code, they cannot get these benefits. This strategy effectively raises the value of the legal product, decreasing the perception of inequity.”
Dinah et al. (2010), in a paper on DRM and music piracy, came to the same controversial conclusions as that of Jain 2008; that there are indeed scenarios where little or no DRM increases profits. However, like with Jain's paper you must consider first what those scenarios are and when they are applicable. In fact, according to Dinah, ‘the model thus illuminates the importance of two parameters: consumers' pirating effort and the perceived difference in value for DRM-free and DRM-protected versions. With an increase of pirating effort, retail prices for both traditional and digital versions of the product increase, piracy volume declines, demand for both traditional and digital versions increases, and, perhaps most important, the profits of both retailers and the record label increase. Increasing pirating effort is not the only leverage that a record label can use to achieve higher profits though. Smaller perceived value differences between DRM-protected and DRM-free versions have a similar effect, such that piracy volume decreases and the record label's profit increases, as does that of the digital retailer’. So DRM is beneficial for the record label (publisher) and the digital retailer (Steam, Uplay, Origin) and only in the case for the traditional retailer in the music industry, is DRM-free found to increase profits, which is likely why big record labels are utilising such tactics (Emi, Sony, Warner).
Another paper that would appear to promote the use of no DRM in the music piracy is Zhang (2013).The main argument by Zhang is that lowering search costs leads to people buying more niche, lower-selling albums, the long-tail. Meaning that she asserts, in the music industry, 'DRM's sharing restrictions likely raise search costs and hinder product discovery, which may decrease sales'. To make this applicable in the PC gaming software, we would first have to have had a significant positive coming from sharing PC games, to the point of that in the music industry. Arguably, this effect is much smaller than in the music industry, as you cannot play a game at a large social gathering i.e. a party and everyone will start asking what is this amazing song and where did you find it. Furthermore, she finds that 'relaxing sharing restrictions disproportionately increases sales of albums in the long tail significantly but does not benefit top-selling albums'. Even if we were to take this at face value, it would mean DRM is beneficial for the top sellers. But the industries in this regard are yet again different, as really digital distribution platforms also now have indie games and lesser-known games and the 'search cost' is minimal to begin with. She acknowledges the differences between the music industry and the video game industry in her own conclusions, 'My analysis is of course subject to limitations such that generalizing to other contexts should be done with caution. Other settings, such as books, movies, and video games, are different from the recorded music industry in many respects. Notably, products in these other industries take a longer time to consume compared to listening to a song'. And her finding is not applicable at all in developing with weak IP laws and enforcement: 'In settings where the legal framework is weakly enforced, it may not be optimal for firms to relax sharing restrictions, and they instead should consider alternative mechanisms to appropriate returns to innovation.'
Another interesting paper on this (Sundararajan, 2004) where an optimal choice of technological deterrence level is found in a market where sellers can influence the degree of piracy by implementing DRM systems. He finds the optimal response in market where the seller can price discriminate, is to offer lower levels of technology-based protection, to the point where the pirated good will always be inferior to the legal product whilst minimising any impact for the legal user. It would appear overly intrusive DRM, as defined previously, has been found to be detrimental to all, regardless of whether we are dealing with the music industry or the PC software industry, yet a low-level intrusive DRM seems to benefit all.
The argument that DRM increases social welfare rests on the argument that piracy results in reducing sales. If you accept that piracy results in reducing sales then the next question becomes - should content creators (and anyone else involved in the production chain such as distribution platforms like Steam) be worried about these reduced sales? Does piracy reduce overall social welfare by reducing the incentives to create content? Then, if by reverse, we argue that piracy reduces overall social welfare, then a smaller piracy level would increase overall social welfare.
The impact that digital piracy has on sales has been researched extensively. Danaher et al. (2013) collect the dozens of papers from both sides of the argument and conclude that "piracy results in a statistically significant reduction in sales, particularly in emerging digital channels". There also appears to be a sizeable market in converting pirates to purchase the good. Danaher et. al (2012) analysed the effect the HADOPI law in France had on music sales, a legislative measure enacted by the government to track torrenting activities of pirates and first warn them and then fine them. Their paper finds that the law in France caused a 20-25% increase in French music sales. Considering these are largely casual pirates, i.e. the 'hardcore' pirates have multiple options to circumvent the law through the usage of VPN, proxies or Bittorent protocol encryption, the case is made for there existing a large market to convert into sales. Another example of there being a substantial amount of casual pirates ready to buy the product given enough incentive, is that of Megaupload and its sister sites. Danaher et Smith (2013) analysed the impact of the sites shutdown on digital motion picture sales and found that a 1% reduction in Megaupload usage within a particular country caused a 2.5%-3.8% increase in digital sales. They calculated "that this increase translates into a 6-10% increase in revenues from digital movie sales and rentals for two major studios in the 18 weeks after the Megaupload shutdown".
This is quite a complicated and divisive issue. I researched all relevant peer-review material I could and wrote this short literary review about the findings. In brief, DRM that is ineffective at deterring copying is detrimental to the consumer, the firm and society as a whole. DRM that is effective at deterring copying is beneficial to the gamer/consumer as they experience increased product quality, innovation and social welfare.
The 2005 GSP Report commissioned by the Business Software Alliance estimates that 35% of software is copied. Software copying rates are as high as 92% in Vietnam and 90% in China. In the United States, copying rates are estimated to be 21%. The study concludes that software copying is one of the industry’s worst problems. The study did not include the positive network effects of copying, which Hui and Png (2003) did and showed that industry estimates of lost profits because of copying more than doubled the actual losses in such a case. Although since 2011 the BSA has not included economic loss figures, rather a commercial pirated value figure, I object to and ignore such estimations due to the inherent errors involved in calculating them.
According to Jain(2008), “Many industry analysts see copying as one of the key threats to profitability and innovation. They claim that copying leads to higher prices for legitimate users, lower profits for the firms, reduced new product innovation and is generally harmful to society .” The paper continues to examine the impact of illegal copying of software and other similar intellectual properties on firms’ prices, profits, and quality choices, even when there are no network effects and the market is saturated.
Controversially, his paper actually finds a case when copying can increase firms’ profits, lead to better quality products and increase social welfare. The assertion is that there is reduced price competition in mature markets with no network externalities, applicable when, for example, markets of entertainment products mature in developing countries with large income disparities (such as China and India). Else, the converse is true with regard to copying’s effect on the firm’s profits, product quality, and social welfare.
Hill (2007) established the only effective strategic responses copyright holders can adopt to deal with pirating. His approach involved first establishing the causes of copying by prior work done (1) work on moral development (Kohlberg, 1969), (2)equity theory (Adams, 1963; Kabanoff, 1991), and (3) moral intensity (Jones, 1991). Based on the causes and economic consequences, both in a static and dynamic sense, Hill then proceeds to offer the only effective strategic responses that copyright-holders can pursue, of which there are seven. The fourth one is relevant with several games like Anno 2070, which is “offer something extra to consumers who purchase the legal good”. “One solution that can works well for computer software is to offer online services, such as periodic upgrades and security patches, to consumers who register the legal product using a security code that is unique to every legal copy of the product. Since those who purchase pirated copies do not have access to a security code, they cannot get these benefits. This strategy effectively raises the value of the legal product, decreasing the perception of inequity.”
Dinah et al. (2010), in a paper on DRM and music piracy, came to the same controversial conclusions as that of Jain 2008; that there are indeed scenarios where little or no DRM increases profits. However, like with Jain's paper you must consider first what those scenarios are and when they are applicable. In fact, according to Dinah, ‘the model thus illuminates the importance of two parameters: consumers' pirating effort and the perceived difference in value for DRM-free and DRM-protected versions. With an increase of pirating effort, retail prices for both traditional and digital versions of the product increase, piracy volume declines, demand for both traditional and digital versions increases, and, perhaps most important, the profits of both retailers and the record label increase. Increasing pirating effort is not the only leverage that a record label can use to achieve higher profits though. Smaller perceived value differences between DRM-protected and DRM-free versions have a similar effect, such that piracy volume decreases and the record label's profit increases, as does that of the digital retailer’. So DRM is beneficial for the record label (publisher) and the digital retailer (Steam, Uplay, Origin) and only in the case for the traditional retailer in the music industry, is DRM-free found to increase profits, which is likely why big record labels are utilising such tactics (Emi, Sony, Warner).
Another paper that would appear to promote the use of no DRM in the music piracy is Zhang (2013).The main argument by Zhang is that lowering search costs leads to people buying more niche, lower-selling albums, the long-tail. Meaning that she asserts, in the music industry, 'DRM's sharing restrictions likely raise search costs and hinder product discovery, which may decrease sales'. To make this applicable in the PC gaming software, we would first have to have had a significant positive coming from sharing PC games, to the point of that in the music industry. Arguably, this effect is much smaller than in the music industry, as you cannot play a game at a large social gathering i.e. a party and everyone will start asking what is this amazing song and where did you find it. Furthermore, she finds that 'relaxing sharing restrictions disproportionately increases sales of albums in the long tail significantly but does not benefit top-selling albums'. Even if we were to take this at face value, it would mean DRM is beneficial for the top sellers. But the industries in this regard are yet again different, as really digital distribution platforms also now have indie games and lesser-known games and the 'search cost' is minimal to begin with. She acknowledges the differences between the music industry and the video game industry in her own conclusions, 'My analysis is of course subject to limitations such that generalizing to other contexts should be done with caution. Other settings, such as books, movies, and video games, are different from the recorded music industry in many respects. Notably, products in these other industries take a longer time to consume compared to listening to a song'. And her finding is not applicable at all in developing with weak IP laws and enforcement: 'In settings where the legal framework is weakly enforced, it may not be optimal for firms to relax sharing restrictions, and they instead should consider alternative mechanisms to appropriate returns to innovation.'
Another interesting paper on this (Sundararajan, 2004) where an optimal choice of technological deterrence level is found in a market where sellers can influence the degree of piracy by implementing DRM systems. He finds the optimal response in market where the seller can price discriminate, is to offer lower levels of technology-based protection, to the point where the pirated good will always be inferior to the legal product whilst minimising any impact for the legal user. It would appear overly intrusive DRM, as defined previously, has been found to be detrimental to all, regardless of whether we are dealing with the music industry or the PC software industry, yet a low-level intrusive DRM seems to benefit all.
The argument that DRM increases social welfare rests on the argument that piracy results in reducing sales. If you accept that piracy results in reducing sales then the next question becomes - should content creators (and anyone else involved in the production chain such as distribution platforms like Steam) be worried about these reduced sales? Does piracy reduce overall social welfare by reducing the incentives to create content? Then, if by reverse, we argue that piracy reduces overall social welfare, then a smaller piracy level would increase overall social welfare.
The impact that digital piracy has on sales has been researched extensively. Danaher et al. (2013) collect the dozens of papers from both sides of the argument and conclude that "piracy results in a statistically significant reduction in sales, particularly in emerging digital channels". There also appears to be a sizeable market in converting pirates to purchase the good. Danaher et. al (2012) analysed the effect the HADOPI law in France had on music sales, a legislative measure enacted by the government to track torrenting activities of pirates and first warn them and then fine them. Their paper finds that the law in France caused a 20-25% increase in French music sales. Considering these are largely casual pirates, i.e. the 'hardcore' pirates have multiple options to circumvent the law through the usage of VPN, proxies or Bittorent protocol encryption, the case is made for there existing a large market to convert into sales. Another example of there being a substantial amount of casual pirates ready to buy the product given enough incentive, is that of Megaupload and its sister sites. Danaher et Smith (2013) analysed the impact of the sites shutdown on digital motion picture sales and found that a 1% reduction in Megaupload usage within a particular country caused a 2.5%-3.8% increase in digital sales. They calculated "that this increase translates into a 6-10% increase in revenues from digital movie sales and rentals for two major studios in the 18 weeks after the Megaupload shutdown".
Post edited January 03, 2014 by rojimboo