Что такое контент-пиратство и как его победить, преодолеть?
Можно ли конкурировать с контент-пиратами?
Можно ли использовать контент-пиратство, чтобы продавать больше и получать прибыль?
Является ли пиратство движущей силой прогресса в качестве продуктов и каналов распостранения?

Очень интересные исследования проводит компания-поставщик онлайн компьютерных игр, цитата:

Valve officially went “free-to-play” by offering its popular Team Fortress 2 as a microtransaction-supported game.
According to Newell, the move increased the game’s online userbase by a factor of five. Surprisingly, where most companies are claiming free-to-play conversion rates — that is, the percentage of players who end up spending money on in-game transactions — are between 1 and 3 percent, Newell said Team Fortress 2 players convert far more frequently.
“We see about a 20 to 30 percent conversion rate of people who are playing those games who buy something,” he revealed. “We don’t understand what’s going on,” he admitted. “All we know is we’re going to keep running these experiments to try and understand better what it is that our customers are telling us.”

“Russia now outside of Germany is our largest continental European market,” said Newell, adding that “the people who are telling you that Russians pirate everything are the people who wait six months to localize their product into Russian.”

“The easiest way to stop piracy is not by putting antipiracy technology to work. It’s by giving those people a service that’s better than what they’re receiving from the pirates,” he said.