@usgrovers: There were some interesting studies done in Europe that agreed wholeheartedly with your hypothesis. They found that not only did used game/music/movie sales help spread the word and actually increase sales, so did "stealing" the content off the internet. It increases the user base, and those fans have a built in connection to whatever game franchise or musical artist it may be. Whether they purchase the full version subsequently, or wait until the next iteration, they are much more likely to buy it.
It even went to court (in Switzerland I believe?) and a judge found the study legit enough and there was enough evidence for him to rule that pirating content was actually helping record labels who waste their time suing for damages.
It makes a lot of sense. People cannot buy every product, they simply don't have that much disposable income. If they couldn't get it free/cheaply, they would be forced to choose between franchises and simply never experience a product. This way, they get to see it and experience it, increasing likelihood that they will buy in next time.
Apologies, I'm too lazy to find and link the story, but content providers are nuts! They think those people would purchase their products legitimately when really, there's no reason for the average person to invest fully in something they know nothing about. I'm sure if someone did another study, they would find a huge number of consumers to like to get something for free or very cheap, try it out, and then buy the fully prices product. Consumers these days are very smart, and thoroughly understand that their money is their vote for a product or service. If they buy the fully priced, the company will do well and produce more, and that connection is natural for a new generation of consumers.
Great thread duder, 500 views and 50 comments already means you picked a dope topic.
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