Showing posts with label first-sale doctrine. Show all posts
Showing posts with label first-sale doctrine. Show all posts

Wednesday, October 8, 2008

The Used Games Market

There's an interesting thread on Quarter to Three unfolding as I write this. The opening topic began discussing EA's new business model of packaging NBA Live '09 with real-time player stats. What this means is that as things happen to players in real time during the season, the game will update the stats in the game. For example, if a player breaks an arm during the season, NBA Live '09 will update that player in the game to be out until recovered. EA is only offering this feature to first time buyers; any player who buys the game second-hand will have to fork over $19.99 to have access to the feature.

But in the last few hours, the conversation has shifted towards Epic Games and their upcoming Gears of War 2. Epic has decided to include a special download code, a one time use, which would give the buyer access to 5 additional multiplayer maps. Unlike NBA Live '09, though, Epic is not offering an option for second-hand buyers to have access to the extra maps. Epic claims that this is to reward those who buy Gears of War 2 new, while simultaneously punishing those who buy the game used.

The protest has focused on this attack on the used market. What I think is being ignored in this discussion is the simple concept of ownership. Poster EpicBoy, presumably of Epic, stated in one way or another that game developers deserve to make money on the sale of used copies of their games. The problem is that the developer has already made money on that sale -- the first sale. Once that first sale occurs, the developer no longer owns that copy. Ownership has transferred to the buyer. And according to the long ago established First-Sale Doctrine, the new owner has the right to resell that copy without providing compensation to the developer. As far as I am concerned, Epic does not deserve to make money on the sale of used games simply because they no longer have ownership rights to those copies. Ownership has already been transferred.

Not only is including a special code for downloadable maps that can only be used once an attack on the used games market, but more importantly, it is an attack on the rights of consumers to do as they are legally able to do with their purchased content.

On a related note, I don't think this is good business, either. Poster Al gets right to the meat of problem with Epic's approach:

A customer of GameStop is still a customer in the video games market. When GameStop takes their money for a used copy of Gears that money doesn't just disappear never to be seen again (do your own Great Economic meltdown of '08 joke here), GameStop takes that money and uses it to buy more inventory, open new stores and so on. All of that gives publishers have more chances to sell their games.

Besides that the secondary market also helps lower the barrier of entry into the market which helps expand it. My teenage nephews wouldn't be playing video games at all if there wasn't a used market; they couldn't afford to. Eliminating the used market wouldn't force them to buy their games new, it would force them to find something else to do. If that happens what'll they do once they grow up and have more income? Suddenly start buying games again or stick to whatever they moved onto? [edit mine, for clarity]
Not to mention that GameStop doesn't get 100% profit on used games, as some people have suggested. I have no doubts that those margins are larger than with new games, but they still have to buy those used games from people in order to resell them.

Wednesday, September 24, 2008

Spore DRM Challenged by Class Action Lawsuit

Melissa Thomas has filed a class action lawsuit against Electronic Arts for their inclusion of SecuROM with Spore. The lawsuit focuses on the impact of SecuROM on personal computers and EA's lack of disclosure about the program's inclusion with the purchase of Spore.

I'll be very interested to see how this turns out. Perhaps this case can at least pave the way for consumer rights regarding DRM -- the requirement of public disclosure and transparency of the DRM scheme implemented, as well as all the possible effects of such DRM software.

I also wonder if any decision would get into the conflicts between DRM and existing consumer rights such as Fair Use and First-Sale Doctrines.

Furthering the DRM Debate

I received a very timely response to my previous post from Christian Olsson this time around, so I'll address his points again in a new post. Again, Olsson in italics:

You’re right, there does not seem to be much academic research and perhaps that’s why companies have resorted to what you describe as ‘commercial research.’ The Goizueta Business School, Emory University, Atlanta GA academic research report “An Empirical Examination of Global Software Piracy: Implications for Pricing and Public Policy” doesn’t focus on software protection but it does investigate the effects of piracy and has some conclusions that you might find interesting.
The paper referenced is interesting indeed. The paper does seem to make the assumption that downloading digital content is the equivalent of lost sales, which I've made clear I think that there isn't a causal relationship between the two. There's no data to support the assumption that those who pirated the software would have purchased it if a pirate version were not available at all. I think it is folly to assume lost sales because of the download of a virtual product. I'd admit that there are still support costs involved, but that's not what the paper is addressing.

I haven't kept up to date on my math since college, so I apologize if I have interpreted the data incorrectly in any way. The paper sets up two stages with choices of either pirating or purchasing software in order to calculate the probability that an individual would pirate or purchase software. The results are interesting.
Remember that higher δ implies that a majority of the piracy costs are suffered in the first stage, i.e., more likely that people don’t pirate at all and a lower δ implies that a majority of the piracy costs are suffered in the second stage, i.e., consumers are more likely to be deterred from holding on to a pirated copy.
I'f I'm reading the paper correctly, then it seems that δ is low for all the years analyzed, which would mean that most of the piracy costs are suffered in the second stage.

The authors conclude:
Our findings show that lower piracy is not merely a result of consumers not pirating at all, rather it is a result of pirates turning buyers in the second stage. The latter is possibly due to the fact that post-updating, those who turn buyers perceive a greater value for the product than those who remain pirates (an indication of piracy’s sampling effect) and/or consumers are stopped by the deterrence costs in the second stage and hence end up buyers. Our results suggest that there is ample evidence of both.
This seems to state part of the argument that I think a lot of proponents of less restrictive copyright law make -- that digital file-sharing creates new buyers who would not otherwise have been buyers. The paper focuses on the effect of piracy deterrence as a motivator for second stage buyers; however, in the text, the paper states that there is also "ample evidence" that individuals become buyers because they "perceive a greater value for the product." In my mind, that means that exposure to new content has caused some individuals to want to support the artists/inventors who created that content. These second stage "pirates" could very well be individuals who lend out copies to friends and family, a practice which many content producers dislike and view as piracy, despite the fact that (at least in the US) this practice is protected by the First-Sale Doctrine. I'd say that this paper isn't conclusive about the effects of piracy, but offers some interesting insights. The bottom of the paper states that research is still in progress, so we'll have to wait to see the final results.
Russell Carroll's post, that you quote, also explains that Reflexive uses an in-house developed DRM that they have repeatedly improved and continue to use.

[...]

From our point of view the Reflexive example shows that DRM has increased revenue, though not as much as they would like. You are making our point that DRM has decreased piracy and increased sales. If Reflexive used ByteShield’s much stronger SUM protection they’d see more sales with very little impact on honest users. [emphasis in original]

I revisited the Carroll posts again, paying close attention to the details. Olsson pointed out that one of the commenters of the original post mentioned that DRM had increased sales by more than 80%. But as other commenters mentioned, an 80% increase on 8% sales isn't a whole lot. The piracy rate of the games that Carroll analyzed was at a staggering 92% to begin with. As Carroll wrote himself:
The 1000:1 ratio is really, I think, the key takeaway of the article. Several people have grasped that and started applying it to different numbers in the industry, and the results are very disappointing.
I agree with Carroll that the ratio is what is really important here. Again, I don't mean to dissuade efforts to prevent piracy; however, I have to wonder what the cost/benefit ratio is when such few sales are the result of implementing increasingly difficult to crack DRM. Even the section of that article that Olsson quotes from Carroll doesn't seem to make the case that further DRM has increased sales significantly:
Clearly, if we could always have a big gain from a fix that maintains itself, it is worth spending the time to fight piracy. However, since that isn't always the case, it can sometimes (often?) be pretty discouraging to try and stop piracy.
In my view, Carroll states that if there is a big gain, fighting piracy would be worth the cost. But as his research demonstrated, that's a big "if," and Carroll seems to believe that a big gain isn't always (or even often -- his own words) the case.

Olsson's other points don't require that I go into great detail. I think that Olsson's points really demonstrate that ByteShield is committed to implementing a DRM scheme that has a lesser impact on the user while also attempting to respect long held consumer rights. Olsson acknowledges the problem with the industry's current approach to "license" software rather than sell it, and I think that is promising. Court rulings have already come down against the practice -- i.e., just calling the product a "license" doesn't make it one.

One thing that I still have an issue with is online activation and persistent verification. I think Stardock's approach provides a good compromise in this case. Instead of requiring online activation, Stardock's games require online registration in order to stay "always up-to-date" and to receive any other free, additional content for purchased games. Users only need to have registered a valid CD-key, which isn't an inconvenience at all. Being online isn't a prerequisite for playing the games, and Stardock is able to have the same kind of protection for its games that online activation provides. It's the carrot approach -- want free updates and additional content? You have to buy the game. At the same time, no additional limitations are forced onto users.

Furthermore, as Olsson has stated, the developer/publisher still has ultimate control over the level of DRM implemented through SUM, and I think that offering tools like online activation and persistent verification leave room for violation of rights. I will say that I no longer think that consecutive offline runs appear to be a problem, since Olsson clarified that this mechanism does not limit the number of installations, only the number of installations running simultaneously.

Monday, September 15, 2008

Piracy of Spore Extraordinarily High

According to Forbes magazine, Spore has been shared via bittorrent clients at an increasingly faster rate than other triple-A titles have been in the past:

As of Thursday [9/11/2008] afternoon, "Spore" had been illegally downloaded on file-sharing networks using BitTorrent peer-to-peer transfer 171,402 times since Sept. 1, according to Big Champagne, a peer-to-peer research firm. That's hardly a record: a popular game often hits those kinds of six-figure piracy numbers, says Big Champagne Chief Executive Eric Garland.

But not usually so quickly. In just the 24-hour period between Wednesday and Thursday, illegal downloaders snagged more than 35,000 copies, and, as of Thursday evening, that rate of downloads was still accelerating. "The numbers are extraordinary," Garland says. "This is a very high level of torrent activity even for an immensely popular game title."
TorrentFreak reported last Saturday that Spore had been downloaded more than 500,000 times, and at this current rate the game is likely to earn the title "Most Pirated Game Ever" within a matter of weeks.

EA can't be this stupid. They have to know that their use of SecuROM DRM schemes are not going to stop people from pirating the game. In fact, the Forbes article reveals that Spore was pirated a full three days before it was launched on September 4th, 2008.

But this may not be about piracy at all -- it may be about ending the second-hand market through technological means.

Wednesday, September 10, 2008

"Casual Piracy"

So, I've been keeping up with the Spore DRM fiasco, and I've noticed a number of comments from individuals who identify something they call "casual piracy." In a nutshell, these people believe that lending your legally purchased content to friends or family constitutes copyright infringement. I'm fucking speechless.

This bears repeating -- remember the First-Sale Doctrine. It's a hard fought-for right that grants consumers the ability to do whatever they wish with their copyrighted materials after the first sale. Consumers can give away, lend, or sell their copyrighted materials to whomever they wish without compensating the copyright holder so long as no further copies of the materials are made. This means that, and I can't stress this enough, lending your PC games to friends and/or family for non-commercial use is not copyright infringement.

Hold onto your rights, people!