<article>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#article09_10_24_0136250</id>
	<title>App Store Developer Speaks Out On Game Piracy</title>
	<author>Soulskill</author>
	<datestamp>1256375640000</datestamp>
	<htmltext><a href="mailto:contact@smellslikedonkey.com" rel="nofollow">theguythatwrotethisthing</a> sends in a write-up of his experience releasing an iPhone game on the App Store. By using a software flag to distinguish between high scores submitted by pirates and those submitted by users who purchased the game, <a href="http://smellslikedonkey.com/wordpress/?page\_id=274">the piracy rate is estimated at around 80\%</a> during the first week after release. Since a common excuse for piracy is "try before you buy," they also looked at the related iPhone DeviceIDs to see how many of the pirates went on to purchase the game. None of them did.</htmltext>
<tokenext>theguythatwrotethisthing sends in a write-up of his experience releasing an iPhone game on the App Store .
By using a software flag to distinguish between high scores submitted by pirates and those submitted by users who purchased the game , the piracy rate is estimated at around 80 \ % during the first week after release .
Since a common excuse for piracy is " try before you buy , " they also looked at the related iPhone DeviceIDs to see how many of the pirates went on to purchase the game .
None of them did .</tokentext>
<sentencetext>theguythatwrotethisthing sends in a write-up of his experience releasing an iPhone game on the App Store.
By using a software flag to distinguish between high scores submitted by pirates and those submitted by users who purchased the game, the piracy rate is estimated at around 80\% during the first week after release.
Since a common excuse for piracy is "try before you buy," they also looked at the related iPhone DeviceIDs to see how many of the pirates went on to purchase the game.
None of them did.</sentencetext>
</article>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29861739</id>
	<title>stupid dev answered his own question</title>
	<author>Nyder</author>
	<datestamp>1256399040000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>"Since a common excuse for piracy is "try before you buy," they also looked at the related iPhone DeviceIDs to see how many of the pirates went on to purchase the game. None of them did."</p><p>Dude, none of them bought the app, because it sucked.</p></htmltext>
<tokenext>" Since a common excuse for piracy is " try before you buy , " they also looked at the related iPhone DeviceIDs to see how many of the pirates went on to purchase the game .
None of them did .
" Dude , none of them bought the app , because it sucked .</tokentext>
<sentencetext>"Since a common excuse for piracy is "try before you buy," they also looked at the related iPhone DeviceIDs to see how many of the pirates went on to purchase the game.
None of them did.
"Dude, none of them bought the app, because it sucked.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29869569</id>
	<title>Re:An admission...</title>
	<author>Grieviant</author>
	<datestamp>1256498880000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>There's a logical solution which would address the problem of what is basically a binary system of payment (full price vs nothing at all) - pay for the amount you play.  Aside from the obvious practical issue of getting players to agree to have their play time monitored and recorded, which would be viewed as invasive, it really does make sense in terms of compensating the developer in an amount commensurate with the value derived by the consumer.  The scale could be something like: free for the first X hours then Y cents per minute up to a cap of Z dollars, at which point you own the game free and clear and could play as much as you want online or offline.  It would be just like a free trial of the full game followed by an extended rental period with a continuous pay-to-play scale over time, and the rental payments are always applied to the purchase price. </p><p>Charges wouldn't necessarily have to be applied over time - it could be per level or map in single player or per match in multiplayer - anything that wouldn't leave you feeling ripped off after you discover the game is not to your liking or you just don't have time to play it.  Online music stores have already taken advantage of breaking the purchase up into smaller, more digestable chunks by allowing us to buy songs individually instead of only as a full album.  The consumer is happy because they actually get what they pay for, and they may be less discriminating about trying new games that look iffy. </p></htmltext>
<tokenext>There 's a logical solution which would address the problem of what is basically a binary system of payment ( full price vs nothing at all ) - pay for the amount you play .
Aside from the obvious practical issue of getting players to agree to have their play time monitored and recorded , which would be viewed as invasive , it really does make sense in terms of compensating the developer in an amount commensurate with the value derived by the consumer .
The scale could be something like : free for the first X hours then Y cents per minute up to a cap of Z dollars , at which point you own the game free and clear and could play as much as you want online or offline .
It would be just like a free trial of the full game followed by an extended rental period with a continuous pay-to-play scale over time , and the rental payments are always applied to the purchase price .
Charges would n't necessarily have to be applied over time - it could be per level or map in single player or per match in multiplayer - anything that would n't leave you feeling ripped off after you discover the game is not to your liking or you just do n't have time to play it .
Online music stores have already taken advantage of breaking the purchase up into smaller , more digestable chunks by allowing us to buy songs individually instead of only as a full album .
The consumer is happy because they actually get what they pay for , and they may be less discriminating about trying new games that look iffy .</tokentext>
<sentencetext>There's a logical solution which would address the problem of what is basically a binary system of payment (full price vs nothing at all) - pay for the amount you play.
Aside from the obvious practical issue of getting players to agree to have their play time monitored and recorded, which would be viewed as invasive, it really does make sense in terms of compensating the developer in an amount commensurate with the value derived by the consumer.
The scale could be something like: free for the first X hours then Y cents per minute up to a cap of Z dollars, at which point you own the game free and clear and could play as much as you want online or offline.
It would be just like a free trial of the full game followed by an extended rental period with a continuous pay-to-play scale over time, and the rental payments are always applied to the purchase price.
Charges wouldn't necessarily have to be applied over time - it could be per level or map in single player or per match in multiplayer - anything that wouldn't leave you feeling ripped off after you discover the game is not to your liking or you just don't have time to play it.
Online music stores have already taken advantage of breaking the purchase up into smaller, more digestable chunks by allowing us to buy songs individually instead of only as a full album.
The consumer is happy because they actually get what they pay for, and they may be less discriminating about trying new games that look iffy. </sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855127</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29870095</id>
	<title>WZZ</title>
	<author>Anonymous</author>
	<datestamp>1256549640000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
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<tokenext>WZZToday aion gold [ aionkina.com ] aion kina [ aionkina.com ] breaking newsBuy wow gold [ game4power.com ] thewow gold cheap [ game4power.com ] Iranianaion gold [ aionshopping.com ] suicidewarhammer gold [ vipwarhammergold.com ] buy aion gold [ aionkina.com ] bombingscheap aion gold [ aionkina.com ]</tokentext>
<sentencetext>WZZToday aion gold [aionkina.com]aion kina [aionkina.com] breaking newsBuy wow gold [game4power.com] thewow gold cheap [game4power.com] Iranianaion gold [aionshopping.com] suicidewarhammer gold [vipwarhammergold.com]buy aion gold [aionkina.com] bombingscheap aion gold [aionkina.com]</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29856321</id>
	<title>15 to 1...</title>
	<author>sitarlo</author>
	<datestamp>1256396340000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>If I average up how much my games are pirated it's about 15 illegal downloads for every 1 sale.  I think it's just ridiculous that people would bother pirating such inexpensive software.  I do think it's cool that hundreds of thousands of people play my games, I just wish I had hundreds of thousands in revenue to make more.</htmltext>
<tokenext>If I average up how much my games are pirated it 's about 15 illegal downloads for every 1 sale .
I think it 's just ridiculous that people would bother pirating such inexpensive software .
I do think it 's cool that hundreds of thousands of people play my games , I just wish I had hundreds of thousands in revenue to make more .</tokentext>
<sentencetext>If I average up how much my games are pirated it's about 15 illegal downloads for every 1 sale.
I think it's just ridiculous that people would bother pirating such inexpensive software.
I do think it's cool that hundreds of thousands of people play my games, I just wish I had hundreds of thousands in revenue to make more.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855809</id>
	<title>NOTE: Surprisingly this is MUCH easier than actual</title>
	<author>Odinlake</author>
	<datestamp>1256391420000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>From the referenced article:</p><p><div class="quote"><p>NOTE: Surprisingly this is MUCH easier than actually buying it on iTunes!!</p></div><p>This is the crucial point isn't it. We can argue about what system of IP is best for nurturing creativitybut there is no bloody getting around that obtaining legit software is a freakin' hustle. Don't try to blame this on "pirating" because that has nothing to do with it - it is a fundamental problem of most buisness models that are around. Really, if I could obtain legit software with the same ease and as little fear of getting scammed as when I (hypothetically) download something with a torrent, I would be a far heftier buyer. But as it is I have to click myself through painful processes, sign away my soul, and will in the end many times end up feeling cheated because of inferior products and shady marketing practices.</p></div>
	</htmltext>
<tokenext>From the referenced article : NOTE : Surprisingly this is MUCH easier than actually buying it on iTunes !
! This is the crucial point is n't it .
We can argue about what system of IP is best for nurturing creativitybut there is no bloody getting around that obtaining legit software is a freakin ' hustle .
Do n't try to blame this on " pirating " because that has nothing to do with it - it is a fundamental problem of most buisness models that are around .
Really , if I could obtain legit software with the same ease and as little fear of getting scammed as when I ( hypothetically ) download something with a torrent , I would be a far heftier buyer .
But as it is I have to click myself through painful processes , sign away my soul , and will in the end many times end up feeling cheated because of inferior products and shady marketing practices .</tokentext>
<sentencetext>From the referenced article:NOTE: Surprisingly this is MUCH easier than actually buying it on iTunes!
!This is the crucial point isn't it.
We can argue about what system of IP is best for nurturing creativitybut there is no bloody getting around that obtaining legit software is a freakin' hustle.
Don't try to blame this on "pirating" because that has nothing to do with it - it is a fundamental problem of most buisness models that are around.
Really, if I could obtain legit software with the same ease and as little fear of getting scammed as when I (hypothetically) download something with a torrent, I would be a far heftier buyer.
But as it is I have to click myself through painful processes, sign away my soul, and will in the end many times end up feeling cheated because of inferior products and shady marketing practices.
	</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29862677</id>
	<title>Re:How Many Displaced Sales?</title>
	<author>brit74</author>
	<datestamp>1256412720000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><i>Suppose we want that information: Can you think of a test which would detect displaced sales?</i>
<br> <br>
You'd have to be able to read people's minds and know what they would've done in the case where piracy was not available.
<br> <br>
I did hear of one developer who posted fake registration codes on the internet, though.  He then tracked the IP addresses of people who tried to use the fake codes, and then watched how many of them came back to actually pay for a copy when the registration code didn't work.  His numbers were that about 1/3rd of those people bought a copy.  I've heard widely varying estimates, though.
<br> <br>
In any case, the only thing you can do is try to shut-down piracy because most everyone believes "lost sales" is above 0\%.  Even worse, the percentage of people who would've bought could vary significantly depending on other external factors.  For example, if no one combats piracy, then maybe it will pervade society and then you really are losing sales because piracy has changed from "something poor teenagers do" (where the piracy to lost-sales ratio is, say, 2\%) to "something everybody, even the working public does" (where the piracy to lost-sales ratio is, say, 50\%).  I still remember one girl I know complaining to a friend of mine that she should pirate her music instead of buying off iTunes.  This friend of mine and her husband both have very good jobs -- and by "good jobs", I mean that they earn around $150,000 per year together.  Yet, here was this girl telling her that she should pirate her music because she couldn't understand why someone would pay instead of not-pay.</htmltext>
<tokenext>Suppose we want that information : Can you think of a test which would detect displaced sales ?
You 'd have to be able to read people 's minds and know what they would 've done in the case where piracy was not available .
I did hear of one developer who posted fake registration codes on the internet , though .
He then tracked the IP addresses of people who tried to use the fake codes , and then watched how many of them came back to actually pay for a copy when the registration code did n't work .
His numbers were that about 1/3rd of those people bought a copy .
I 've heard widely varying estimates , though .
In any case , the only thing you can do is try to shut-down piracy because most everyone believes " lost sales " is above 0 \ % .
Even worse , the percentage of people who would 've bought could vary significantly depending on other external factors .
For example , if no one combats piracy , then maybe it will pervade society and then you really are losing sales because piracy has changed from " something poor teenagers do " ( where the piracy to lost-sales ratio is , say , 2 \ % ) to " something everybody , even the working public does " ( where the piracy to lost-sales ratio is , say , 50 \ % ) .
I still remember one girl I know complaining to a friend of mine that she should pirate her music instead of buying off iTunes .
This friend of mine and her husband both have very good jobs -- and by " good jobs " , I mean that they earn around $ 150,000 per year together .
Yet , here was this girl telling her that she should pirate her music because she could n't understand why someone would pay instead of not-pay .</tokentext>
<sentencetext>Suppose we want that information: Can you think of a test which would detect displaced sales?
You'd have to be able to read people's minds and know what they would've done in the case where piracy was not available.
I did hear of one developer who posted fake registration codes on the internet, though.
He then tracked the IP addresses of people who tried to use the fake codes, and then watched how many of them came back to actually pay for a copy when the registration code didn't work.
His numbers were that about 1/3rd of those people bought a copy.
I've heard widely varying estimates, though.
In any case, the only thing you can do is try to shut-down piracy because most everyone believes "lost sales" is above 0\%.
Even worse, the percentage of people who would've bought could vary significantly depending on other external factors.
For example, if no one combats piracy, then maybe it will pervade society and then you really are losing sales because piracy has changed from "something poor teenagers do" (where the piracy to lost-sales ratio is, say, 2\%) to "something everybody, even the working public does" (where the piracy to lost-sales ratio is, say, 50\%).
I still remember one girl I know complaining to a friend of mine that she should pirate her music instead of buying off iTunes.
This friend of mine and her husband both have very good jobs -- and by "good jobs", I mean that they earn around $150,000 per year together.
Yet, here was this girl telling her that she should pirate her music because she couldn't understand why someone would pay instead of not-pay.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855143</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29856775</id>
	<title>We're a pirate culture</title>
	<author>Anonymous</author>
	<datestamp>1256400840000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>The US originally did not respect foreign copyrights, and that boosted the US publishing industry to the chagrin of writers in Eurpoe (back in the day).</p><p>The early US movie industry moved to California in order to avoid copyright law.</p><p>Comic book artists trace images from other sources all the time and no one cares.</p><p>Disney made films from public domain stories and zealously protects their versions of the public domain ip, pushing for absurd extensions to copyright law.</p><p>In the larger culture,<br>Big businesses are always lining up for subsidies, tax breaks, and bailouts from the government.  They commonly claim that they must seek maximum profit without any ethics according to law.</p><p>The government is always in the news for campaign contributions, personal earmarks, corruption, and absurd favors.</p><p>Religion (as seen on tv) is filled with mega-churches and preachers swimming in wealth.</p><p>Face it, we're a culture of crooks.  The message is clear.  Maximize your profit, maximize your wealth.  Take what you can freely get, doing 'the right thing' is for chumps.  Short term profits at the expense of long term growth is the way to be successful.  Not spending $2 on a game is peanuts, but that rich guy didn't get rich by spending needlessly.  And you may never be rich, but at least you won't be a chump.</p><p>I'm not saying I like it, but that's the culture of today.</p></htmltext>
<tokenext>The US originally did not respect foreign copyrights , and that boosted the US publishing industry to the chagrin of writers in Eurpoe ( back in the day ) .The early US movie industry moved to California in order to avoid copyright law.Comic book artists trace images from other sources all the time and no one cares.Disney made films from public domain stories and zealously protects their versions of the public domain ip , pushing for absurd extensions to copyright law.In the larger culture,Big businesses are always lining up for subsidies , tax breaks , and bailouts from the government .
They commonly claim that they must seek maximum profit without any ethics according to law.The government is always in the news for campaign contributions , personal earmarks , corruption , and absurd favors.Religion ( as seen on tv ) is filled with mega-churches and preachers swimming in wealth.Face it , we 're a culture of crooks .
The message is clear .
Maximize your profit , maximize your wealth .
Take what you can freely get , doing 'the right thing ' is for chumps .
Short term profits at the expense of long term growth is the way to be successful .
Not spending $ 2 on a game is peanuts , but that rich guy did n't get rich by spending needlessly .
And you may never be rich , but at least you wo n't be a chump.I 'm not saying I like it , but that 's the culture of today .</tokentext>
<sentencetext>The US originally did not respect foreign copyrights, and that boosted the US publishing industry to the chagrin of writers in Eurpoe (back in the day).The early US movie industry moved to California in order to avoid copyright law.Comic book artists trace images from other sources all the time and no one cares.Disney made films from public domain stories and zealously protects their versions of the public domain ip, pushing for absurd extensions to copyright law.In the larger culture,Big businesses are always lining up for subsidies, tax breaks, and bailouts from the government.
They commonly claim that they must seek maximum profit without any ethics according to law.The government is always in the news for campaign contributions, personal earmarks, corruption, and absurd favors.Religion (as seen on tv) is filled with mega-churches and preachers swimming in wealth.Face it, we're a culture of crooks.
The message is clear.
Maximize your profit, maximize your wealth.
Take what you can freely get, doing 'the right thing' is for chumps.
Short term profits at the expense of long term growth is the way to be successful.
Not spending $2 on a game is peanuts, but that rich guy didn't get rich by spending needlessly.
And you may never be rich, but at least you won't be a chump.I'm not saying I like it, but that's the culture of today.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855145</id>
	<title>Missing the point</title>
	<author>Anonymous</author>
	<datestamp>1256381580000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>I think most people here are missing the point about why there are so many pirates.</p><p>As a non-jail broken iPhone owner, I'd say 80\% of the apps I get on the iTunes store are free. Sure I've paid a few bucks here and there for things I'll use a lot, but given I'm going to get bored of whatever game it is in 2-seconds flat, I can't even justify the few dollars. In this case, I wouldn't buy the game that is used in this example.</p><p>But make it free, and now there's no reason NOT to download it.</p></htmltext>
<tokenext>I think most people here are missing the point about why there are so many pirates.As a non-jail broken iPhone owner , I 'd say 80 \ % of the apps I get on the iTunes store are free .
Sure I 've paid a few bucks here and there for things I 'll use a lot , but given I 'm going to get bored of whatever game it is in 2-seconds flat , I ca n't even justify the few dollars .
In this case , I would n't buy the game that is used in this example.But make it free , and now there 's no reason NOT to download it .</tokentext>
<sentencetext>I think most people here are missing the point about why there are so many pirates.As a non-jail broken iPhone owner, I'd say 80\% of the apps I get on the iTunes store are free.
Sure I've paid a few bucks here and there for things I'll use a lot, but given I'm going to get bored of whatever game it is in 2-seconds flat, I can't even justify the few dollars.
In this case, I wouldn't buy the game that is used in this example.But make it free, and now there's no reason NOT to download it.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29857791</id>
	<title>modified app</title>
	<author>Anonymous</author>
	<datestamp>1256408820000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>You can't tell if an app wasn't pirated, but you can tell if it was pirated the easy way.  Up until a few months ago, the most common method of pirating an app modified the app, or something in one of the apps directory contents, differently than iTunes did, and that was easy to detect.  So the app pirate numbers were very likely under-reported, not vice versa.</p><p>Installing a purchased app on another device from the same (legitimate) iTunes account is not pirating.  It's explicitly allowed according to the standard iTunes terms and conditions.</p></htmltext>
<tokenext>You ca n't tell if an app was n't pirated , but you can tell if it was pirated the easy way .
Up until a few months ago , the most common method of pirating an app modified the app , or something in one of the apps directory contents , differently than iTunes did , and that was easy to detect .
So the app pirate numbers were very likely under-reported , not vice versa.Installing a purchased app on another device from the same ( legitimate ) iTunes account is not pirating .
It 's explicitly allowed according to the standard iTunes terms and conditions .</tokentext>
<sentencetext>You can't tell if an app wasn't pirated, but you can tell if it was pirated the easy way.
Up until a few months ago, the most common method of pirating an app modified the app, or something in one of the apps directory contents, differently than iTunes did, and that was easy to detect.
So the app pirate numbers were very likely under-reported, not vice versa.Installing a purchased app on another device from the same (legitimate) iTunes account is not pirating.
It's explicitly allowed according to the standard iTunes terms and conditions.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855467</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855949</id>
	<title>Why pirate</title>
	<author>Anonymous</author>
	<datestamp>1256392980000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>I use to buy almost any LP at licorice pizza for 5.99 then cd's came out same LP 29.99 i said its new the price will drop later.</p><p>I went to buy pink floyd wall it was listed at 39.99<br>40 fu\_king years later.<br>Screw that.</p><p>I dont have a cushy job Im a slave i have to break my back.<br>Now would you slave all day for a 40 year old record.<br>Thats what they are asking me to do.</p><p>You could sue me for a billion dollars i would not care if you won you cant knock me down any further.</p><p>I will bet this guys crappy game aint even as fun as elf bowling for free was.</p></htmltext>
<tokenext>I use to buy almost any LP at licorice pizza for 5.99 then cd 's came out same LP 29.99 i said its new the price will drop later.I went to buy pink floyd wall it was listed at 39.9940 fu \ _king years later.Screw that.I dont have a cushy job Im a slave i have to break my back.Now would you slave all day for a 40 year old record.Thats what they are asking me to do.You could sue me for a billion dollars i would not care if you won you cant knock me down any further.I will bet this guys crappy game aint even as fun as elf bowling for free was .</tokentext>
<sentencetext>I use to buy almost any LP at licorice pizza for 5.99 then cd's came out same LP 29.99 i said its new the price will drop later.I went to buy pink floyd wall it was listed at 39.9940 fu\_king years later.Screw that.I dont have a cushy job Im a slave i have to break my back.Now would you slave all day for a 40 year old record.Thats what they are asking me to do.You could sue me for a billion dollars i would not care if you won you cant knock me down any further.I will bet this guys crappy game aint even as fun as elf bowling for free was.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29856153</id>
	<title>Re:Another example</title>
	<author>Ostracus</author>
	<datestamp>1256395020000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>I think the real worry for developers regardless of what they develop is the growing pervasiveness that since "one can, one should". As long as there are enough paying to support you, the piracy is a minor annoyance (the honest ones should be mad at piracy). But give it a couple more generations (or as the saying goes, the apple doesn't fall far from the tree) and you'll start seeing an impact (mommy and daddy thought it was OK even if it was during their youth)</p></htmltext>
<tokenext>I think the real worry for developers regardless of what they develop is the growing pervasiveness that since " one can , one should " .
As long as there are enough paying to support you , the piracy is a minor annoyance ( the honest ones should be mad at piracy ) .
But give it a couple more generations ( or as the saying goes , the apple does n't fall far from the tree ) and you 'll start seeing an impact ( mommy and daddy thought it was OK even if it was during their youth )</tokentext>
<sentencetext>I think the real worry for developers regardless of what they develop is the growing pervasiveness that since "one can, one should".
As long as there are enough paying to support you, the piracy is a minor annoyance (the honest ones should be mad at piracy).
But give it a couple more generations (or as the saying goes, the apple doesn't fall far from the tree) and you'll start seeing an impact (mommy and daddy thought it was OK even if it was during their youth)</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855123</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29868501</id>
	<title>I just don't get it</title>
	<author>SlightOverdose</author>
	<datestamp>1256483340000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>When an app costs a dollar or two, why the fuck would you pirate it? seriously?

I've had an iPhone for a bit over a year and the apps are so well priced it's just not worth the bother to pirate them.

My opinion is that if someone is going to go to the trouble of pirating a $1 app, no force in heaven or hell could make them actually buy it.</htmltext>
<tokenext>When an app costs a dollar or two , why the fuck would you pirate it ?
seriously ? I 've had an iPhone for a bit over a year and the apps are so well priced it 's just not worth the bother to pirate them .
My opinion is that if someone is going to go to the trouble of pirating a $ 1 app , no force in heaven or hell could make them actually buy it .</tokentext>
<sentencetext>When an app costs a dollar or two, why the fuck would you pirate it?
seriously?

I've had an iPhone for a bit over a year and the apps are so well priced it's just not worth the bother to pirate them.
My opinion is that if someone is going to go to the trouble of pirating a $1 app, no force in heaven or hell could make them actually buy it.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855517</id>
	<title>Arrry Matey</title>
	<author>Anonymous</author>
	<datestamp>1256387880000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Accidentally deleted my comment. Oooooops.</p><p>People pirate for these reassons<br>1. Can not find it - LOL Japan.<br>2. Can not afford it - Nobody can afford Adobe CS, Maya or even Windows, just to see if it works for them. Remember, software can not be returned or refunded.<br>3. Can not understand it - Want to see why something is popular but don't want to waste money on it a fad thing.<br>4. Collector/Archiver - People who pirate so they can brag they have millions of dollars worth of software they never use.</p><p>I haven't pirated anything that I actually use. Those I buy. The extent of pirated software, games, music or movies on my PC is stuff other people linked me to, or were found on youtube and see the points above.</p><p>The hardcore pirates are those that claim they are doing homebrew or software development on modified gear. In reality the only reason they have bought modified gear is so they don't have to pay to get software for it. Software developers are less than 0.1\% the target for modified devices. Pirates are the remaining 99.9\% Nintendo knows this.</p><p>Few people actually buy software they pirate if they do not intend to use it. The few that do buy after pirating, are due to having a moral sense that they can not profit at someones expense.</p><p>Ultimately we are moving backwards to the shareware "first episode" model. First episode is free. The rest is available only online. Remember Wolfenstien and Doom?</p></htmltext>
<tokenext>Accidentally deleted my comment .
Oooooops.People pirate for these reassons1 .
Can not find it - LOL Japan.2 .
Can not afford it - Nobody can afford Adobe CS , Maya or even Windows , just to see if it works for them .
Remember , software can not be returned or refunded.3 .
Can not understand it - Want to see why something is popular but do n't want to waste money on it a fad thing.4 .
Collector/Archiver - People who pirate so they can brag they have millions of dollars worth of software they never use.I have n't pirated anything that I actually use .
Those I buy .
The extent of pirated software , games , music or movies on my PC is stuff other people linked me to , or were found on youtube and see the points above.The hardcore pirates are those that claim they are doing homebrew or software development on modified gear .
In reality the only reason they have bought modified gear is so they do n't have to pay to get software for it .
Software developers are less than 0.1 \ % the target for modified devices .
Pirates are the remaining 99.9 \ % Nintendo knows this.Few people actually buy software they pirate if they do not intend to use it .
The few that do buy after pirating , are due to having a moral sense that they can not profit at someones expense.Ultimately we are moving backwards to the shareware " first episode " model .
First episode is free .
The rest is available only online .
Remember Wolfenstien and Doom ?</tokentext>
<sentencetext>Accidentally deleted my comment.
Oooooops.People pirate for these reassons1.
Can not find it - LOL Japan.2.
Can not afford it - Nobody can afford Adobe CS, Maya or even Windows, just to see if it works for them.
Remember, software can not be returned or refunded.3.
Can not understand it - Want to see why something is popular but don't want to waste money on it a fad thing.4.
Collector/Archiver - People who pirate so they can brag they have millions of dollars worth of software they never use.I haven't pirated anything that I actually use.
Those I buy.
The extent of pirated software, games, music or movies on my PC is stuff other people linked me to, or were found on youtube and see the points above.The hardcore pirates are those that claim they are doing homebrew or software development on modified gear.
In reality the only reason they have bought modified gear is so they don't have to pay to get software for it.
Software developers are less than 0.1\% the target for modified devices.
Pirates are the remaining 99.9\% Nintendo knows this.Few people actually buy software they pirate if they do not intend to use it.
The few that do buy after pirating, are due to having a moral sense that they can not profit at someones expense.Ultimately we are moving backwards to the shareware "first episode" model.
First episode is free.
The rest is available only online.
Remember Wolfenstien and Doom?</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29856993</id>
	<title>*OT*</title>
	<author>Anonymous</author>
	<datestamp>1256402400000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Thanks happy, for your Notifications app.  I have been looking for this service since the day I bought my iPhone!  You rock.</p></htmltext>
<tokenext>Thanks happy , for your Notifications app .
I have been looking for this service since the day I bought my iPhone !
You rock .</tokentext>
<sentencetext>Thanks happy, for your Notifications app.
I have been looking for this service since the day I bought my iPhone!
You rock.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855123</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855459</id>
	<title>Re:Another example</title>
	<author>Threni</author>
	<datestamp>1256386920000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>50\% of what?  50\% of 100,000 is pretty good.  100\% honest purchasers isn't so hot if there's only 7 of them.</p></htmltext>
<tokenext>50 \ % of what ?
50 \ % of 100,000 is pretty good .
100 \ % honest purchasers is n't so hot if there 's only 7 of them .</tokentext>
<sentencetext>50\% of what?
50\% of 100,000 is pretty good.
100\% honest purchasers isn't so hot if there's only 7 of them.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855123</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29856553</id>
	<title>The problem is not piracy - the problem is Apple</title>
	<author>Jewbird</author>
	<datestamp>1256398500000</datestamp>
	<modclass>None</modclass>
	<modscore>-1</modscore>
	<htmltext>Apple is allowing spammers to stuff the channel with complete shit that makes Flash web games look advanced and then putting it on the front page, which has choked all the life out of the ecosystem.  As the cancer spreads, power users will abandon the iPhone for greener pastures and then the mass market will follow UNLESS Apple gets its act together.</htmltext>
<tokenext>Apple is allowing spammers to stuff the channel with complete shit that makes Flash web games look advanced and then putting it on the front page , which has choked all the life out of the ecosystem .
As the cancer spreads , power users will abandon the iPhone for greener pastures and then the mass market will follow UNLESS Apple gets its act together .</tokentext>
<sentencetext>Apple is allowing spammers to stuff the channel with complete shit that makes Flash web games look advanced and then putting it on the front page, which has choked all the life out of the ecosystem.
As the cancer spreads, power users will abandon the iPhone for greener pastures and then the mass market will follow UNLESS Apple gets its act together.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855533</id>
	<title>iPhone, its a phone people!!</title>
	<author>Anonymous</author>
	<datestamp>1256388180000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p> Do us a favour. Pirating iPhone apps? It isn't actually a serious gaming playform now is it? Develop for the iPhone by all means, just as anybody can, do it for fun, why should people pay you for a mickey mouse game on a mickey mouse platform? If you want o make some money, get a proper job.</p></htmltext>
<tokenext>Do us a favour .
Pirating iPhone apps ?
It is n't actually a serious gaming playform now is it ?
Develop for the iPhone by all means , just as anybody can , do it for fun , why should people pay you for a mickey mouse game on a mickey mouse platform ?
If you want o make some money , get a proper job .</tokentext>
<sentencetext> Do us a favour.
Pirating iPhone apps?
It isn't actually a serious gaming playform now is it?
Develop for the iPhone by all means, just as anybody can, do it for fun, why should people pay you for a mickey mouse game on a mickey mouse platform?
If you want o make some money, get a proper job.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29873291</id>
	<title>Re:How Many Displaced Sales?</title>
	<author>brkello</author>
	<datestamp>1256576100000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>There is no way to test that with any accuracy so your question is stupid and pointless.  We can only base metrics on things we can measure.  What they gave were numbers.  They draw their conclusions, but we can at least look at the numbers and draw our own (assuming the numbers aren't made up).<br> <br>It is possible that the game wasn't very good and so everyone who tried it hated it.  Possible, but given the variation of people's opinion and the fact that they are getting high scores makes it seem like they are probably playing it and enjoying it enough to get those scores.  We could conclude that all of these people who pirated would never have bought the game in the first place.  That still has a negative effect since these people are using the infrastructure to submit scores wasting resources that otherwise would be devoted to paying customers (of course, this is a minimal amount of traffic that probably doesn't have any real impact on users, but it seems like AT&amp;T would as much of their resources as possible since it is struggling with all the data iPhone users generate).  What I would conclude from this is that the "try before buy" people are an extremely small minority.  Since they recorded the people who submitted scores, we can see that a lot of people are pirating and a lot of them are actually playing the game...not just downloading it and never touching it.  It is impossible to guess how many of those people would have bought the game if they couldn't pirate.  I doubt the answer would be none.  I doubt the answer would be most.  I imagine a few of them would have though thus cutting in to this companies profits.  But doesn't matter what I think, it matters what the game companies think.  And what they are going to see is a loss of profit and will probably want better DRM.  Piracy hurts the companies (or at least that is what it looks like to the people of the company) so they do things to try to try to protect their software which can cause more problems for the consumers.  Hate DRM?  You should hate pirates then.</htmltext>
<tokenext>There is no way to test that with any accuracy so your question is stupid and pointless .
We can only base metrics on things we can measure .
What they gave were numbers .
They draw their conclusions , but we can at least look at the numbers and draw our own ( assuming the numbers are n't made up ) .
It is possible that the game was n't very good and so everyone who tried it hated it .
Possible , but given the variation of people 's opinion and the fact that they are getting high scores makes it seem like they are probably playing it and enjoying it enough to get those scores .
We could conclude that all of these people who pirated would never have bought the game in the first place .
That still has a negative effect since these people are using the infrastructure to submit scores wasting resources that otherwise would be devoted to paying customers ( of course , this is a minimal amount of traffic that probably does n't have any real impact on users , but it seems like AT&amp;T would as much of their resources as possible since it is struggling with all the data iPhone users generate ) .
What I would conclude from this is that the " try before buy " people are an extremely small minority .
Since they recorded the people who submitted scores , we can see that a lot of people are pirating and a lot of them are actually playing the game...not just downloading it and never touching it .
It is impossible to guess how many of those people would have bought the game if they could n't pirate .
I doubt the answer would be none .
I doubt the answer would be most .
I imagine a few of them would have though thus cutting in to this companies profits .
But does n't matter what I think , it matters what the game companies think .
And what they are going to see is a loss of profit and will probably want better DRM .
Piracy hurts the companies ( or at least that is what it looks like to the people of the company ) so they do things to try to try to protect their software which can cause more problems for the consumers .
Hate DRM ?
You should hate pirates then .</tokentext>
<sentencetext>There is no way to test that with any accuracy so your question is stupid and pointless.
We can only base metrics on things we can measure.
What they gave were numbers.
They draw their conclusions, but we can at least look at the numbers and draw our own (assuming the numbers aren't made up).
It is possible that the game wasn't very good and so everyone who tried it hated it.
Possible, but given the variation of people's opinion and the fact that they are getting high scores makes it seem like they are probably playing it and enjoying it enough to get those scores.
We could conclude that all of these people who pirated would never have bought the game in the first place.
That still has a negative effect since these people are using the infrastructure to submit scores wasting resources that otherwise would be devoted to paying customers (of course, this is a minimal amount of traffic that probably doesn't have any real impact on users, but it seems like AT&amp;T would as much of their resources as possible since it is struggling with all the data iPhone users generate).
What I would conclude from this is that the "try before buy" people are an extremely small minority.
Since they recorded the people who submitted scores, we can see that a lot of people are pirating and a lot of them are actually playing the game...not just downloading it and never touching it.
It is impossible to guess how many of those people would have bought the game if they couldn't pirate.
I doubt the answer would be none.
I doubt the answer would be most.
I imagine a few of them would have though thus cutting in to this companies profits.
But doesn't matter what I think, it matters what the game companies think.
And what they are going to see is a loss of profit and will probably want better DRM.
Piracy hurts the companies (or at least that is what it looks like to the people of the company) so they do things to try to try to protect their software which can cause more problems for the consumers.
Hate DRM?
You should hate pirates then.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855143</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29862309</id>
	<title>What about just paying for the $3.00 app?</title>
	<author>Anonymous</author>
	<datestamp>1256406540000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Come on guys. Obviously I'm speaking more to the iPhone, but I don't understand how anyone can afford the device and not be able to shell out less than a pack of gum for an app. This is the age old argument (which I happen to agree with) that eventually not paying developers for creating their apps is going to result in no apps being created to steal in the first place. Perhaps the distribution vs. revenue model will be evolved, but it's only getting more expensive to develop a really top tier title on ANY platform.</p><p>I agree that the big guys' price range for apps is a bit ridiculous for what is being delivered, but by and large the indies genuinely need the support just to continue doing business.We can't have a one way street if everyone is going to prosper in this scenario-that means the people who love playing games, AND the people that love creating them. Stealing an app that costs between<nobr> <wbr></nobr>.99 and 2.99 is just weak.</p><p>Another thing that's interesting to me is just how many jailbroken phones/touches this hows are out there. I think we are really still at the very beginning with all of this portable-digital-distrubution-ey goodness; it'll be cool to see what we've got and how we get it ten years from now, that's for sure. For now though, show some love. After all the crap they have to go through just to get their apps into iTS, these people deserve it.</p></htmltext>
<tokenext>Come on guys .
Obviously I 'm speaking more to the iPhone , but I do n't understand how anyone can afford the device and not be able to shell out less than a pack of gum for an app .
This is the age old argument ( which I happen to agree with ) that eventually not paying developers for creating their apps is going to result in no apps being created to steal in the first place .
Perhaps the distribution vs. revenue model will be evolved , but it 's only getting more expensive to develop a really top tier title on ANY platform.I agree that the big guys ' price range for apps is a bit ridiculous for what is being delivered , but by and large the indies genuinely need the support just to continue doing business.We ca n't have a one way street if everyone is going to prosper in this scenario-that means the people who love playing games , AND the people that love creating them .
Stealing an app that costs between .99 and 2.99 is just weak.Another thing that 's interesting to me is just how many jailbroken phones/touches this hows are out there .
I think we are really still at the very beginning with all of this portable-digital-distrubution-ey goodness ; it 'll be cool to see what we 've got and how we get it ten years from now , that 's for sure .
For now though , show some love .
After all the crap they have to go through just to get their apps into iTS , these people deserve it .</tokentext>
<sentencetext>Come on guys.
Obviously I'm speaking more to the iPhone, but I don't understand how anyone can afford the device and not be able to shell out less than a pack of gum for an app.
This is the age old argument (which I happen to agree with) that eventually not paying developers for creating their apps is going to result in no apps being created to steal in the first place.
Perhaps the distribution vs. revenue model will be evolved, but it's only getting more expensive to develop a really top tier title on ANY platform.I agree that the big guys' price range for apps is a bit ridiculous for what is being delivered, but by and large the indies genuinely need the support just to continue doing business.We can't have a one way street if everyone is going to prosper in this scenario-that means the people who love playing games, AND the people that love creating them.
Stealing an app that costs between .99 and 2.99 is just weak.Another thing that's interesting to me is just how many jailbroken phones/touches this hows are out there.
I think we are really still at the very beginning with all of this portable-digital-distrubution-ey goodness; it'll be cool to see what we've got and how we get it ten years from now, that's for sure.
For now though, show some love.
After all the crap they have to go through just to get their apps into iTS, these people deserve it.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29856601</id>
	<title>Re:Ya that's the real issue</title>
	<author>JordanL</author>
	<datestamp>1256399040000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>As a note: the lost sales is a figure to determine the cost/benefit amounts for a company who is operating in the real world with real numbers. That information would no doubt be invaluable to many companies who invest in DRM or other similar (costly) schemes to prevent piracy.<br> <br>

It however has no bearing on the morality of pirating, which I personally believe is not a social issue but a personal one, as moral issues are very rarely a social issue unless they truly bring harm to someone, which again would be difficult to show.<br> <br>

I imagine that if reliable data showed the a 0\% piracy rate produced virtually no new sales, most companies would completely abandon anti-piracy measures. Not because they take a moral stand one way or the other, but simply because they are a company operating on a profit basis, and the cost/benefit model shows them that fighting pirates is a stupid thing to do.</htmltext>
<tokenext>As a note : the lost sales is a figure to determine the cost/benefit amounts for a company who is operating in the real world with real numbers .
That information would no doubt be invaluable to many companies who invest in DRM or other similar ( costly ) schemes to prevent piracy .
It however has no bearing on the morality of pirating , which I personally believe is not a social issue but a personal one , as moral issues are very rarely a social issue unless they truly bring harm to someone , which again would be difficult to show .
I imagine that if reliable data showed the a 0 \ % piracy rate produced virtually no new sales , most companies would completely abandon anti-piracy measures .
Not because they take a moral stand one way or the other , but simply because they are a company operating on a profit basis , and the cost/benefit model shows them that fighting pirates is a stupid thing to do .</tokentext>
<sentencetext>As a note: the lost sales is a figure to determine the cost/benefit amounts for a company who is operating in the real world with real numbers.
That information would no doubt be invaluable to many companies who invest in DRM or other similar (costly) schemes to prevent piracy.
It however has no bearing on the morality of pirating, which I personally believe is not a social issue but a personal one, as moral issues are very rarely a social issue unless they truly bring harm to someone, which again would be difficult to show.
I imagine that if reliable data showed the a 0\% piracy rate produced virtually no new sales, most companies would completely abandon anti-piracy measures.
Not because they take a moral stand one way or the other, but simply because they are a company operating on a profit basis, and the cost/benefit model shows them that fighting pirates is a stupid thing to do.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855371</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29857659</id>
	<title>Re:Ya that's the real issue</title>
	<author>c0d3g33k</author>
	<datestamp>1256407680000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p><div class="quote"><p>The issue is NOT how many people got a copy without paying. The issue is if it was impossible, how many people would have payed?</p><p>Reason this is important is because it tells you how much it matters to actually try and fight against it. Fighting copyright infringement takes time and money. Also, the more onerous the DRM you introduce, the more you piss off legit customers and thus the less money you make. So the trick is to find the best balance that gets you the most sales. To do that the most effectively, you need to know how many copies are actual lost sales, and how many would have just done without.</p></div><p>You make a very key point.  In fact, the cost of spending resources trying to fight copying might even be higher than people make it out to be.  An unspoken assumption that seems to be made by just about everyone discussing this issue is that the price is essentially fixed or at least that everyone who copies would pay that price if copying were impossible.  But if copying were impossible, former copiers would just as likely go without as they would pay the asking price, thus putting downward pressure on the latter.  The actual market value of the good might actually turn out to be quite a bit lower than content producers delude themselves into thinking.  Abandoning efforts to prevent copying and focusing those efforts on giving more people a reason to buy might be more productive in the long run.</p></div>
	</htmltext>
<tokenext>The issue is NOT how many people got a copy without paying .
The issue is if it was impossible , how many people would have payed ? Reason this is important is because it tells you how much it matters to actually try and fight against it .
Fighting copyright infringement takes time and money .
Also , the more onerous the DRM you introduce , the more you piss off legit customers and thus the less money you make .
So the trick is to find the best balance that gets you the most sales .
To do that the most effectively , you need to know how many copies are actual lost sales , and how many would have just done without.You make a very key point .
In fact , the cost of spending resources trying to fight copying might even be higher than people make it out to be .
An unspoken assumption that seems to be made by just about everyone discussing this issue is that the price is essentially fixed or at least that everyone who copies would pay that price if copying were impossible .
But if copying were impossible , former copiers would just as likely go without as they would pay the asking price , thus putting downward pressure on the latter .
The actual market value of the good might actually turn out to be quite a bit lower than content producers delude themselves into thinking .
Abandoning efforts to prevent copying and focusing those efforts on giving more people a reason to buy might be more productive in the long run .</tokentext>
<sentencetext>The issue is NOT how many people got a copy without paying.
The issue is if it was impossible, how many people would have payed?Reason this is important is because it tells you how much it matters to actually try and fight against it.
Fighting copyright infringement takes time and money.
Also, the more onerous the DRM you introduce, the more you piss off legit customers and thus the less money you make.
So the trick is to find the best balance that gets you the most sales.
To do that the most effectively, you need to know how many copies are actual lost sales, and how many would have just done without.You make a very key point.
In fact, the cost of spending resources trying to fight copying might even be higher than people make it out to be.
An unspoken assumption that seems to be made by just about everyone discussing this issue is that the price is essentially fixed or at least that everyone who copies would pay that price if copying were impossible.
But if copying were impossible, former copiers would just as likely go without as they would pay the asking price, thus putting downward pressure on the latter.
The actual market value of the good might actually turn out to be quite a bit lower than content producers delude themselves into thinking.
Abandoning efforts to prevent copying and focusing those efforts on giving more people a reason to buy might be more productive in the long run.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855371</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855687</id>
	<title>Re:Free software</title>
	<author>tepples</author>
	<datestamp>1256390220000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>2</modscore>
	<htmltext><p><div class="quote"><p>Sony doesn't own [...] the connection used to move data between my host an other players.</p></div><p>Sony owns the connection used to find other players and, as AC pointed out, is letting you use it at no charge.</p></div>
	</htmltext>
<tokenext>Sony does n't own [ ... ] the connection used to move data between my host an other players.Sony owns the connection used to find other players and , as AC pointed out , is letting you use it at no charge .</tokentext>
<sentencetext>Sony doesn't own [...] the connection used to move data between my host an other players.Sony owns the connection used to find other players and, as AC pointed out, is letting you use it at no charge.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855191</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29856063</id>
	<title>Only 80\%?</title>
	<author>argent</author>
	<datestamp>1256394000000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>You're doing a lot better than I would have expected, given my experience back in the early '80s when I was in college and EVERYONE seemed to have hundreds of times as many cracked games as bought ones.</p></htmltext>
<tokenext>You 're doing a lot better than I would have expected , given my experience back in the early '80s when I was in college and EVERYONE seemed to have hundreds of times as many cracked games as bought ones .</tokentext>
<sentencetext>You're doing a lot better than I would have expected, given my experience back in the early '80s when I was in college and EVERYONE seemed to have hundreds of times as many cracked games as bought ones.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855293</id>
	<title>Re:Missing the point</title>
	<author>Anonymous</author>
	<datestamp>1256384040000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>What a cheap-ass piece of shit.</p></htmltext>
<tokenext>What a cheap-ass piece of shit .</tokentext>
<sentencetext>What a cheap-ass piece of shit.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855145</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29870055</id>
	<title>Re:You can't beat pirates</title>
	<author>Anonymous</author>
	<datestamp>1256549100000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>THIS</p></htmltext>
<tokenext>THIS</tokentext>
<sentencetext>THIS</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855153</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855191</id>
	<title>Free software</title>
	<author>Anonymous</author>
	<datestamp>1256382480000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>2</modscore>
	<htmltext>Is it free or not?<br>
Jokes apart, compare this with <i>World of Goo</i> feedback. Given that 80\% of WoG players could have a pirated version of the game, still devs don't complain and indeed made a give-us-what-you-want birthday sale.<br>
And apparently it worked.<br>
Apparently people want freedom to do what they want with their devices, they want to install what and from where they prefer.<br>
The app store model is broken...too much control in Apple's hands...people don't like this so the chances that they'll use a pirated version are higher.<br>
I don't own an iPhone, but a PS3. When I had to sign up to play SF4 online on their PSN I was so mad at them. Sony doesn't own my PS3, they don't own the copy of the game and don't own the connection used to move data between my host an other players.<br>
Again, the point is simple: piracy will always be there, and most of all, don't think that the 80\% of pirated copies would translated automatically in sold software. You're wrong.<br>
<br>
Ciao!</htmltext>
<tokenext>Is it free or not ?
Jokes apart , compare this with World of Goo feedback .
Given that 80 \ % of WoG players could have a pirated version of the game , still devs do n't complain and indeed made a give-us-what-you-want birthday sale .
And apparently it worked .
Apparently people want freedom to do what they want with their devices , they want to install what and from where they prefer .
The app store model is broken...too much control in Apple 's hands...people do n't like this so the chances that they 'll use a pirated version are higher .
I do n't own an iPhone , but a PS3 .
When I had to sign up to play SF4 online on their PSN I was so mad at them .
Sony does n't own my PS3 , they do n't own the copy of the game and do n't own the connection used to move data between my host an other players .
Again , the point is simple : piracy will always be there , and most of all , do n't think that the 80 \ % of pirated copies would translated automatically in sold software .
You 're wrong .
Ciao !</tokentext>
<sentencetext>Is it free or not?
Jokes apart, compare this with World of Goo feedback.
Given that 80\% of WoG players could have a pirated version of the game, still devs don't complain and indeed made a give-us-what-you-want birthday sale.
And apparently it worked.
Apparently people want freedom to do what they want with their devices, they want to install what and from where they prefer.
The app store model is broken...too much control in Apple's hands...people don't like this so the chances that they'll use a pirated version are higher.
I don't own an iPhone, but a PS3.
When I had to sign up to play SF4 online on their PSN I was so mad at them.
Sony doesn't own my PS3, they don't own the copy of the game and don't own the connection used to move data between my host an other players.
Again, the point is simple: piracy will always be there, and most of all, don't think that the 80\% of pirated copies would translated automatically in sold software.
You're wrong.
Ciao!</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29857149</id>
	<title>You can pirate an iPhone app? How?</title>
	<author>Anonymous</author>
	<datestamp>1256403660000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>You can pirate an iPhone app? How?

I've bought plenty of iPhone apps, and downloaded others for free. I didn't even know you could pirate an iPhone app. How do you do it?</htmltext>
<tokenext>You can pirate an iPhone app ?
How ? I 've bought plenty of iPhone apps , and downloaded others for free .
I did n't even know you could pirate an iPhone app .
How do you do it ?</tokentext>
<sentencetext>You can pirate an iPhone app?
How?

I've bought plenty of iPhone apps, and downloaded others for free.
I didn't even know you could pirate an iPhone app.
How do you do it?</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855381</id>
	<title>Re:Another example</title>
	<author>RenHoek</author>
	<datestamp>1256385600000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Do you feel that the pirates raised the reputation of your app in any way and thus lead to more sales?</p><p>I mean, look at Photoshop. Every 15 year old has an illegal copy of Photoshop on his computer. But this just means that in 10 years, every 25 year old has a proficiency in using Photoshop, leading to businesses using Photoshop as the de facto standard. This means huge sales Photoshop.</p><p>Are you seeing any of this back for your application?</p></htmltext>
<tokenext>Do you feel that the pirates raised the reputation of your app in any way and thus lead to more sales ? I mean , look at Photoshop .
Every 15 year old has an illegal copy of Photoshop on his computer .
But this just means that in 10 years , every 25 year old has a proficiency in using Photoshop , leading to businesses using Photoshop as the de facto standard .
This means huge sales Photoshop.Are you seeing any of this back for your application ?</tokentext>
<sentencetext>Do you feel that the pirates raised the reputation of your app in any way and thus lead to more sales?I mean, look at Photoshop.
Every 15 year old has an illegal copy of Photoshop on his computer.
But this just means that in 10 years, every 25 year old has a proficiency in using Photoshop, leading to businesses using Photoshop as the de facto standard.
This means huge sales Photoshop.Are you seeing any of this back for your application?</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855123</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29882969</id>
	<title>One-out-of-five ain't bad</title>
	<author>Anonymous</author>
	<datestamp>1256653980000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>All this really says is that the population of people who want to pay $2 to play his game is one-fifth of the size of the population of people who want to play his game.  If he's chosen his price right, he gets more money by charging that paying group $2 than he would if he charged $0.99 and attracted a slightly larger paying group.</p><p>You will never have a situation where everyone who wants a thing will buy it.  The availability of pirated copies might alter the scale of this phenomenon (this would be interesting to study), but it happens with non-duplicatable goods and services too.  Every choice of price point excludes a set of interested persons, for the sake of making money from the remainder.</p><p>The neat thing about digital goods is that we can observe and estimate the size of this group, where in physical goods they're invisible except through surveys because they never acquire the product in the first place.  This can tell us interesting things about the groups to which our game is relevant.  As Valve's Jason Holtman said, "Rampant piracy is just unserved customers."  At four-fifths, our iPhone developer is probably doing quite well for the platform.  If it were nine-tenths, it might indicate a need to re-evaluate the game or its price point in the context of its player base.</p></htmltext>
<tokenext>All this really says is that the population of people who want to pay $ 2 to play his game is one-fifth of the size of the population of people who want to play his game .
If he 's chosen his price right , he gets more money by charging that paying group $ 2 than he would if he charged $ 0.99 and attracted a slightly larger paying group.You will never have a situation where everyone who wants a thing will buy it .
The availability of pirated copies might alter the scale of this phenomenon ( this would be interesting to study ) , but it happens with non-duplicatable goods and services too .
Every choice of price point excludes a set of interested persons , for the sake of making money from the remainder.The neat thing about digital goods is that we can observe and estimate the size of this group , where in physical goods they 're invisible except through surveys because they never acquire the product in the first place .
This can tell us interesting things about the groups to which our game is relevant .
As Valve 's Jason Holtman said , " Rampant piracy is just unserved customers .
" At four-fifths , our iPhone developer is probably doing quite well for the platform .
If it were nine-tenths , it might indicate a need to re-evaluate the game or its price point in the context of its player base .</tokentext>
<sentencetext>All this really says is that the population of people who want to pay $2 to play his game is one-fifth of the size of the population of people who want to play his game.
If he's chosen his price right, he gets more money by charging that paying group $2 than he would if he charged $0.99 and attracted a slightly larger paying group.You will never have a situation where everyone who wants a thing will buy it.
The availability of pirated copies might alter the scale of this phenomenon (this would be interesting to study), but it happens with non-duplicatable goods and services too.
Every choice of price point excludes a set of interested persons, for the sake of making money from the remainder.The neat thing about digital goods is that we can observe and estimate the size of this group, where in physical goods they're invisible except through surveys because they never acquire the product in the first place.
This can tell us interesting things about the groups to which our game is relevant.
As Valve's Jason Holtman said, "Rampant piracy is just unserved customers.
"  At four-fifths, our iPhone developer is probably doing quite well for the platform.
If it were nine-tenths, it might indicate a need to re-evaluate the game or its price point in the context of its player base.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855223</id>
	<title>FTA....</title>
	<author>Rooked\_One</author>
	<datestamp>1256382900000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>"they also looked at the related iPhone DeviceIDs to see how many of the pirates went on to purchase the game. None of them did."<br> <br>It did not occur to this gentleman this his game.... sucked.  Read that again and pretend Mitch Hedburg said it... it will be funny.  And that part tooo.</htmltext>
<tokenext>" they also looked at the related iPhone DeviceIDs to see how many of the pirates went on to purchase the game .
None of them did .
" It did not occur to this gentleman this his game.... sucked. Read that again and pretend Mitch Hedburg said it... it will be funny .
And that part tooo .</tokentext>
<sentencetext>"they also looked at the related iPhone DeviceIDs to see how many of the pirates went on to purchase the game.
None of them did.
" It did not occur to this gentleman this his game.... sucked.  Read that again and pretend Mitch Hedburg said it... it will be funny.
And that part tooo.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855467</id>
	<title>Re:Another example</title>
	<author>teg</author>
	<datestamp>1256387280000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>2</modscore>
	<htmltext><p>How would you know that something is pirated? Do you get the ID from Apple when something is purchased? I've got an iPod Touch now... and I'll get an iPhone soon. When that happens, the two devices will be tied to the same account and use the same apps that I've already purchased. Would that show as piracy for you? </p><p>
I also expect that many are sharing an iTunes installation inside the family, to avoid duplicating all the files and get immediate access when someone buys a new album. Not 50\% though...</p></htmltext>
<tokenext>How would you know that something is pirated ?
Do you get the ID from Apple when something is purchased ?
I 've got an iPod Touch now... and I 'll get an iPhone soon .
When that happens , the two devices will be tied to the same account and use the same apps that I 've already purchased .
Would that show as piracy for you ?
I also expect that many are sharing an iTunes installation inside the family , to avoid duplicating all the files and get immediate access when someone buys a new album .
Not 50 \ % though.. .</tokentext>
<sentencetext>How would you know that something is pirated?
Do you get the ID from Apple when something is purchased?
I've got an iPod Touch now... and I'll get an iPhone soon.
When that happens, the two devices will be tied to the same account and use the same apps that I've already purchased.
Would that show as piracy for you?
I also expect that many are sharing an iTunes installation inside the family, to avoid duplicating all the files and get immediate access when someone buys a new album.
Not 50\% though...</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855123</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855303</id>
	<title>Cry me a river</title>
	<author>Anonymous</author>
	<datestamp>1256384160000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>How many games have gone public domain? Less than 20\%? How many games have had their source code opened?</p><p>When you start respecting your end of the copyright bargain, I'll start worrying about it being broken by the public.</p></htmltext>
<tokenext>How many games have gone public domain ?
Less than 20 \ % ?
How many games have had their source code opened ? When you start respecting your end of the copyright bargain , I 'll start worrying about it being broken by the public .</tokentext>
<sentencetext>How many games have gone public domain?
Less than 20\%?
How many games have had their source code opened?When you start respecting your end of the copyright bargain, I'll start worrying about it being broken by the public.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29858113</id>
	<title>Obvious...</title>
	<author>lordsid</author>
	<datestamp>1256410800000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>"Since a common excuse for piracy is "try before you buy," they also looked at the related iPhone DeviceIDs to see how many of the pirates went on to purchase the game. None of them did."</p><p>Must have been a shitty game then.</p></htmltext>
<tokenext>" Since a common excuse for piracy is " try before you buy , " they also looked at the related iPhone DeviceIDs to see how many of the pirates went on to purchase the game .
None of them did .
" Must have been a shitty game then .</tokentext>
<sentencetext>"Since a common excuse for piracy is "try before you buy," they also looked at the related iPhone DeviceIDs to see how many of the pirates went on to purchase the game.
None of them did.
"Must have been a shitty game then.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29856991</id>
	<title>Re:You can't beat pirates</title>
	<author>Absolut187</author>
	<datestamp>1256402340000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Blizzard pretty much beat the pirates.  What is the piracy rate for World of Warcraft?  Near zero, I would imagine.<br>I'm sure there are a few "pirate servers" out there, but I bet the vast majority of people want to connect to the real servers.</p></htmltext>
<tokenext>Blizzard pretty much beat the pirates .
What is the piracy rate for World of Warcraft ?
Near zero , I would imagine.I 'm sure there are a few " pirate servers " out there , but I bet the vast majority of people want to connect to the real servers .</tokentext>
<sentencetext>Blizzard pretty much beat the pirates.
What is the piracy rate for World of Warcraft?
Near zero, I would imagine.I'm sure there are a few "pirate servers" out there, but I bet the vast majority of people want to connect to the real servers.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855153</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29856719</id>
	<title>Iphone piracy is not that big of a problem</title>
	<author>Tharald</author>
	<datestamp>1256400240000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>I have had an iPhone for about 2 years now, and I am still happy with my hacked / jailbroken 1st gen phone. I am what, amongst my friends, can be considered a computer geek. I can fix computers and code quite a bit, I have hacked my iPhone several times (upgrading from os 1-2-3) and I have no problem pirating games. Still, I have never pirated anything on the iPhone. And yes, I have pirated PC games.</p><p>The app store is just too easy and affordable. I buy about 2-4 apps, totalling about $5, per month. This is about equivalent to half a pint of beer here in Norway. I feel I get good value, I compensate developers and I dont get the hassle of hacking. And yes, I consider any kind of manually moving files on my computer and syncing with iTunes a hassle compared to clicking on the app twice on appstore.</p><p>I have about 20 friends with iPhone. Out of them about 1 has Cydia installed and maybe a couple would consider pirating. For most people the iPhone represents ease of use, and they dont wanna hack and figure out stuff. I see people all over with the iPhone, and the majority is not the hacking type. Of course it matters what age group and income level we are at, but I still think only a minor percentage of iPhone owners even have Cydia installed. The only number I have seen for is that <a href="http://www.iphonespies.com/iphone-hacks/iphone-jailbreak-app/number-of-jailbroken-iphones-rose-after-gv-mobile-rejection/" title="iphonespies.com" rel="nofollow">less than 10\% of all iPhones are even jailbroken</a> [iphonespies.com].</p><p>So my point: From this personal annecdotal experience, I claim with confidence that at most 5-10 percent of the Apple iPhone owners have ever pirated an iPhone app. The numbers can be discussed, but the major part of the app market buy their apps.</p><p>Then the specific cases can be evaluated. Why is this app pirated so much? Does it appeal to geeks, has it been marketed better in the "pirating" community? Does the pirates download and use / try more sw because its "free"? Are people that upload highscores more likely to be geeks that have hacked iPhones? Are disproportionally more people who have hacked phones living in countries with lower GDP because the iPhone hasnt been sold there before, and they are therefore less likely to pay for apps because they have less money? These and many more are interesting questions, but I still believe that most potential users of iPhone apps does not even consider pirating.</p></htmltext>
<tokenext>I have had an iPhone for about 2 years now , and I am still happy with my hacked / jailbroken 1st gen phone .
I am what , amongst my friends , can be considered a computer geek .
I can fix computers and code quite a bit , I have hacked my iPhone several times ( upgrading from os 1-2-3 ) and I have no problem pirating games .
Still , I have never pirated anything on the iPhone .
And yes , I have pirated PC games.The app store is just too easy and affordable .
I buy about 2-4 apps , totalling about $ 5 , per month .
This is about equivalent to half a pint of beer here in Norway .
I feel I get good value , I compensate developers and I dont get the hassle of hacking .
And yes , I consider any kind of manually moving files on my computer and syncing with iTunes a hassle compared to clicking on the app twice on appstore.I have about 20 friends with iPhone .
Out of them about 1 has Cydia installed and maybe a couple would consider pirating .
For most people the iPhone represents ease of use , and they dont wan na hack and figure out stuff .
I see people all over with the iPhone , and the majority is not the hacking type .
Of course it matters what age group and income level we are at , but I still think only a minor percentage of iPhone owners even have Cydia installed .
The only number I have seen for is that less than 10 \ % of all iPhones are even jailbroken [ iphonespies.com ] .So my point : From this personal annecdotal experience , I claim with confidence that at most 5-10 percent of the Apple iPhone owners have ever pirated an iPhone app .
The numbers can be discussed , but the major part of the app market buy their apps.Then the specific cases can be evaluated .
Why is this app pirated so much ?
Does it appeal to geeks , has it been marketed better in the " pirating " community ?
Does the pirates download and use / try more sw because its " free " ?
Are people that upload highscores more likely to be geeks that have hacked iPhones ?
Are disproportionally more people who have hacked phones living in countries with lower GDP because the iPhone hasnt been sold there before , and they are therefore less likely to pay for apps because they have less money ?
These and many more are interesting questions , but I still believe that most potential users of iPhone apps does not even consider pirating .</tokentext>
<sentencetext>I have had an iPhone for about 2 years now, and I am still happy with my hacked / jailbroken 1st gen phone.
I am what, amongst my friends, can be considered a computer geek.
I can fix computers and code quite a bit, I have hacked my iPhone several times (upgrading from os 1-2-3) and I have no problem pirating games.
Still, I have never pirated anything on the iPhone.
And yes, I have pirated PC games.The app store is just too easy and affordable.
I buy about 2-4 apps, totalling about $5, per month.
This is about equivalent to half a pint of beer here in Norway.
I feel I get good value, I compensate developers and I dont get the hassle of hacking.
And yes, I consider any kind of manually moving files on my computer and syncing with iTunes a hassle compared to clicking on the app twice on appstore.I have about 20 friends with iPhone.
Out of them about 1 has Cydia installed and maybe a couple would consider pirating.
For most people the iPhone represents ease of use, and they dont wanna hack and figure out stuff.
I see people all over with the iPhone, and the majority is not the hacking type.
Of course it matters what age group and income level we are at, but I still think only a minor percentage of iPhone owners even have Cydia installed.
The only number I have seen for is that less than 10\% of all iPhones are even jailbroken [iphonespies.com].So my point: From this personal annecdotal experience, I claim with confidence that at most 5-10 percent of the Apple iPhone owners have ever pirated an iPhone app.
The numbers can be discussed, but the major part of the app market buy their apps.Then the specific cases can be evaluated.
Why is this app pirated so much?
Does it appeal to geeks, has it been marketed better in the "pirating" community?
Does the pirates download and use / try more sw because its "free"?
Are people that upload highscores more likely to be geeks that have hacked iPhones?
Are disproportionally more people who have hacked phones living in countries with lower GDP because the iPhone hasnt been sold there before, and they are therefore less likely to pay for apps because they have less money?
These and many more are interesting questions, but I still believe that most potential users of iPhone apps does not even consider pirating.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29857069</id>
	<title>hmnn</title>
	<author>Vexorian</author>
	<datestamp>1256402940000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><blockquote><div><p>By using a software flag to distinguish between high scores submitted by pirates and those submitted by users who purchased the game</p></div></blockquote><p> If they want their stats to be considered seriously, they should submit info about how the flag works. Somehow I think that it would be weird that 80\% of people with high scores of a 2$us IPHONE app would be pirates.

</p><p>I'd say, could it be... that maybe, the flagging is not working correctly? Or perhaps it is flagging just any jailbroken iphone and not necessarily those that are pirated?</p><p>I used to pirate tons of stuff , honestly, I live in a country in which 20 USD for something you won't eat in the next couple of weeks is severely overpriced... You wouldn't even find original software in here, but there are countless of 1USD offerings in the streets... I stopped after moving to GNU/Linux and how I noticed that pirating only benefits the proprietary software dudes... Anyway, I still pirate books, yes, books, from the internet. Why? Because I have no credit card, therefore I can't pay online, and because those books are completely impossible to find in here.</p><p>It is better to go with free alternatives than to go through the moral aspects of pirating. Most commercial software is extremely overrated anyway, this game might be an example. There are casual games for free out there...</p></div>
	</htmltext>
<tokenext>By using a software flag to distinguish between high scores submitted by pirates and those submitted by users who purchased the game If they want their stats to be considered seriously , they should submit info about how the flag works .
Somehow I think that it would be weird that 80 \ % of people with high scores of a 2 $ us IPHONE app would be pirates .
I 'd say , could it be... that maybe , the flagging is not working correctly ?
Or perhaps it is flagging just any jailbroken iphone and not necessarily those that are pirated ? I used to pirate tons of stuff , honestly , I live in a country in which 20 USD for something you wo n't eat in the next couple of weeks is severely overpriced... You would n't even find original software in here , but there are countless of 1USD offerings in the streets... I stopped after moving to GNU/Linux and how I noticed that pirating only benefits the proprietary software dudes... Anyway , I still pirate books , yes , books , from the internet .
Why ? Because I have no credit card , therefore I ca n't pay online , and because those books are completely impossible to find in here.It is better to go with free alternatives than to go through the moral aspects of pirating .
Most commercial software is extremely overrated anyway , this game might be an example .
There are casual games for free out there.. .</tokentext>
<sentencetext>By using a software flag to distinguish between high scores submitted by pirates and those submitted by users who purchased the game If they want their stats to be considered seriously, they should submit info about how the flag works.
Somehow I think that it would be weird that 80\% of people with high scores of a 2$us IPHONE app would be pirates.
I'd say, could it be... that maybe, the flagging is not working correctly?
Or perhaps it is flagging just any jailbroken iphone and not necessarily those that are pirated?I used to pirate tons of stuff , honestly, I live in a country in which 20 USD for something you won't eat in the next couple of weeks is severely overpriced... You wouldn't even find original software in here, but there are countless of 1USD offerings in the streets... I stopped after moving to GNU/Linux and how I noticed that pirating only benefits the proprietary software dudes... Anyway, I still pirate books, yes, books, from the internet.
Why? Because I have no credit card, therefore I can't pay online, and because those books are completely impossible to find in here.It is better to go with free alternatives than to go through the moral aspects of pirating.
Most commercial software is extremely overrated anyway, this game might be an example.
There are casual games for free out there...
	</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855139</id>
	<title>sample size?</title>
	<author>timmarhy</author>
	<datestamp>1256381520000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>if only 100 people bought it, it's not really enought o pass judement is it.</htmltext>
<tokenext>if only 100 people bought it , it 's not really enought o pass judement is it .</tokentext>
<sentencetext>if only 100 people bought it, it's not really enought o pass judement is it.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855847</id>
	<title>durrrr mebe stupid dev tat tink me going tobe rich</title>
	<author>Anonymous</author>
	<datestamp>1256391900000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>1 Screw apple for controlling your phone even though you bought it.<br>2 People who pirate are going to pirate.  FOREVER!  It doesn't matter if they are rich or not.  They are just stupid that way and think, "hey even though I put more work in this (or paid someone else to do it because, like I said they're stupid) to get it for free when it would have been easier to just go work some overtime or something and pay for it, this is still cool I got it for free!"  So they will never pay for your product in the 1st place.<br>3 DUHHHHHH, yeah they are going to pirate you should have thought that in your business model before you sold it so you can forecast your income on the real people that really pay for it.</p></htmltext>
<tokenext>1 Screw apple for controlling your phone even though you bought it.2 People who pirate are going to pirate .
FOREVER ! It does n't matter if they are rich or not .
They are just stupid that way and think , " hey even though I put more work in this ( or paid someone else to do it because , like I said they 're stupid ) to get it for free when it would have been easier to just go work some overtime or something and pay for it , this is still cool I got it for free !
" So they will never pay for your product in the 1st place.3 DUHHHHHH , yeah they are going to pirate you should have thought that in your business model before you sold it so you can forecast your income on the real people that really pay for it .</tokentext>
<sentencetext>1 Screw apple for controlling your phone even though you bought it.2 People who pirate are going to pirate.
FOREVER!  It doesn't matter if they are rich or not.
They are just stupid that way and think, "hey even though I put more work in this (or paid someone else to do it because, like I said they're stupid) to get it for free when it would have been easier to just go work some overtime or something and pay for it, this is still cool I got it for free!
"  So they will never pay for your product in the 1st place.3 DUHHHHHH, yeah they are going to pirate you should have thought that in your business model before you sold it so you can forecast your income on the real people that really pay for it.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855651</id>
	<title>Lets rephrase this</title>
	<author>Anonymous</author>
	<datestamp>1256389680000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>"Today a game developer decided that he is entitled to 400\% more sales than he got."</p><p>The fact is, these people made a game and then successfully sold it. There is no evidence presented here that the 80\% of people who pirated would've bought the game if they had not got the option of piracy. In fact, the lack of any pirates then buying the game seems to indicate that none of them would've bought the game at all.</p><p>So this guy hasn't lost any revenue, not that he has any <i>a priori</i> right to sales anyway. But he is speaking as if pirates had broken into his house and ripped off his jewelry and his laptop.</p><p>Its this kind of inflated sense of entitlement displayed by some in the content industry that drove me, someone who works primarily producing content (non-games software in my case) to join the Pirate Party UK.</p></htmltext>
<tokenext>" Today a game developer decided that he is entitled to 400 \ % more sales than he got .
" The fact is , these people made a game and then successfully sold it .
There is no evidence presented here that the 80 \ % of people who pirated would 've bought the game if they had not got the option of piracy .
In fact , the lack of any pirates then buying the game seems to indicate that none of them would 've bought the game at all.So this guy has n't lost any revenue , not that he has any a priori right to sales anyway .
But he is speaking as if pirates had broken into his house and ripped off his jewelry and his laptop.Its this kind of inflated sense of entitlement displayed by some in the content industry that drove me , someone who works primarily producing content ( non-games software in my case ) to join the Pirate Party UK .</tokentext>
<sentencetext>"Today a game developer decided that he is entitled to 400\% more sales than he got.
"The fact is, these people made a game and then successfully sold it.
There is no evidence presented here that the 80\% of people who pirated would've bought the game if they had not got the option of piracy.
In fact, the lack of any pirates then buying the game seems to indicate that none of them would've bought the game at all.So this guy hasn't lost any revenue, not that he has any a priori right to sales anyway.
But he is speaking as if pirates had broken into his house and ripped off his jewelry and his laptop.Its this kind of inflated sense of entitlement displayed by some in the content industry that drove me, someone who works primarily producing content (non-games software in my case) to join the Pirate Party UK.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855603</id>
	<title>Re:Ya that's the real issue</title>
	<author>Anonymous</author>
	<datestamp>1256388900000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>not</p><p>There, you can have mine, I'm using it.</p></htmltext>
<tokenext>notThere , you can have mine , I 'm using it .</tokentext>
<sentencetext>notThere, you can have mine, I'm using it.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855371</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855335</id>
	<title>It is simple</title>
	<author>Anonymous</author>
	<datestamp>1256384760000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>4</modscore>
	<htmltext><p>To start out with, I would like to mention that I have pirated a lot in my lifetime. I pirated more when I was unemployed and poor, because I had lots of time and less money. I still pirate some, but nowadays I also buy more now that I am earning good money. But anyway, here is my viewpoint of piracy.</p><p>Most of the excuses pirates use are just that, excuses.</p><p>* Try before you buy! It does happen, but rarely.<br>* Everything sucks! Then why are you pirating it in the first place?<br>* Damn the evil publishers!! You really believe most pirates are like that?</p><p>Want to hear a valid excuse</p><p>* It is free to pirate, so I don't have to worry about money.</p><p>Now, you will here people mention that these games aren't really that expensive. But that misses the point. There is a huge difference between cheap and free, and it affects behavior a lot. When something is free, you can consume it without feeling like you have to get value out of it. And that gains a certain amount of freedom which is very difficult to compete with if you are trying to charge for a product.</p><p>Now, the article in question I actually found was fairly unbiased. It did mention that piracy is high as soon as the game is released. This is not strange at all. As pirates have no restrictions on them in regard to money, they will play whatever they feel like. And the newest thing on the market is simply an easy target.</p><p><div class="quote"><p>This may point out that Pirates generally have a lower attention span  they quickly move on to the next game</p></div><p>This is a nice observation in the article. I would say that it isn't attention span per se. It is just that pirates have a fare wider selection of items to select from. Again, having to do with the freedom I mentioned above.</p><p>The author goes on to discuss ways to combat piracy. And here I want to mention an important thing. If you use piracy protection to fight against piracy, then you are using it wrong. If you use piracy protection to steal customers from a competing product that doesn't have piracy protection then you are doing it right.</p><p>If you fail to understand the difference, it is simple. Pirates buy products too. And they are more likely to buy something if they get value out of it beyond legal ownership. This is why authenticated multi player mode is a very efficient piracy protection mechanism. It gives the pirates something that they want to buy, without providing any negative effects on other customers (who may or may not pirate other products).</p><p>It is the same in other businesses. If a pirate has to decided between buying a CD of one artist, or attending a live performance of another artist, guess what they will choose. Same with DVD vs. movie theater.</p><p>Of course, there are always pirates that won't buy anything. Either because they have no money, or because they intend to use that money for other things. But, those are the kind of pirates that simply aren't worth spending any effort on. At best you can hope that their money habits will change over time, and that you as a developer will be a beneficiary.</p></div>
	</htmltext>
<tokenext>To start out with , I would like to mention that I have pirated a lot in my lifetime .
I pirated more when I was unemployed and poor , because I had lots of time and less money .
I still pirate some , but nowadays I also buy more now that I am earning good money .
But anyway , here is my viewpoint of piracy.Most of the excuses pirates use are just that , excuses .
* Try before you buy !
It does happen , but rarely .
* Everything sucks !
Then why are you pirating it in the first place ?
* Damn the evil publishers ! !
You really believe most pirates are like that ? Want to hear a valid excuse * It is free to pirate , so I do n't have to worry about money.Now , you will here people mention that these games are n't really that expensive .
But that misses the point .
There is a huge difference between cheap and free , and it affects behavior a lot .
When something is free , you can consume it without feeling like you have to get value out of it .
And that gains a certain amount of freedom which is very difficult to compete with if you are trying to charge for a product.Now , the article in question I actually found was fairly unbiased .
It did mention that piracy is high as soon as the game is released .
This is not strange at all .
As pirates have no restrictions on them in regard to money , they will play whatever they feel like .
And the newest thing on the market is simply an easy target.This may point out that Pirates generally have a lower attention span they quickly move on to the next gameThis is a nice observation in the article .
I would say that it is n't attention span per se .
It is just that pirates have a fare wider selection of items to select from .
Again , having to do with the freedom I mentioned above.The author goes on to discuss ways to combat piracy .
And here I want to mention an important thing .
If you use piracy protection to fight against piracy , then you are using it wrong .
If you use piracy protection to steal customers from a competing product that does n't have piracy protection then you are doing it right.If you fail to understand the difference , it is simple .
Pirates buy products too .
And they are more likely to buy something if they get value out of it beyond legal ownership .
This is why authenticated multi player mode is a very efficient piracy protection mechanism .
It gives the pirates something that they want to buy , without providing any negative effects on other customers ( who may or may not pirate other products ) .It is the same in other businesses .
If a pirate has to decided between buying a CD of one artist , or attending a live performance of another artist , guess what they will choose .
Same with DVD vs. movie theater.Of course , there are always pirates that wo n't buy anything .
Either because they have no money , or because they intend to use that money for other things .
But , those are the kind of pirates that simply are n't worth spending any effort on .
At best you can hope that their money habits will change over time , and that you as a developer will be a beneficiary .</tokentext>
<sentencetext>To start out with, I would like to mention that I have pirated a lot in my lifetime.
I pirated more when I was unemployed and poor, because I had lots of time and less money.
I still pirate some, but nowadays I also buy more now that I am earning good money.
But anyway, here is my viewpoint of piracy.Most of the excuses pirates use are just that, excuses.
* Try before you buy!
It does happen, but rarely.
* Everything sucks!
Then why are you pirating it in the first place?
* Damn the evil publishers!!
You really believe most pirates are like that?Want to hear a valid excuse* It is free to pirate, so I don't have to worry about money.Now, you will here people mention that these games aren't really that expensive.
But that misses the point.
There is a huge difference between cheap and free, and it affects behavior a lot.
When something is free, you can consume it without feeling like you have to get value out of it.
And that gains a certain amount of freedom which is very difficult to compete with if you are trying to charge for a product.Now, the article in question I actually found was fairly unbiased.
It did mention that piracy is high as soon as the game is released.
This is not strange at all.
As pirates have no restrictions on them in regard to money, they will play whatever they feel like.
And the newest thing on the market is simply an easy target.This may point out that Pirates generally have a lower attention span  they quickly move on to the next gameThis is a nice observation in the article.
I would say that it isn't attention span per se.
It is just that pirates have a fare wider selection of items to select from.
Again, having to do with the freedom I mentioned above.The author goes on to discuss ways to combat piracy.
And here I want to mention an important thing.
If you use piracy protection to fight against piracy, then you are using it wrong.
If you use piracy protection to steal customers from a competing product that doesn't have piracy protection then you are doing it right.If you fail to understand the difference, it is simple.
Pirates buy products too.
And they are more likely to buy something if they get value out of it beyond legal ownership.
This is why authenticated multi player mode is a very efficient piracy protection mechanism.
It gives the pirates something that they want to buy, without providing any negative effects on other customers (who may or may not pirate other products).It is the same in other businesses.
If a pirate has to decided between buying a CD of one artist, or attending a live performance of another artist, guess what they will choose.
Same with DVD vs. movie theater.Of course, there are always pirates that won't buy anything.
Either because they have no money, or because they intend to use that money for other things.
But, those are the kind of pirates that simply aren't worth spending any effort on.
At best you can hope that their money habits will change over time, and that you as a developer will be a beneficiary.
	</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855977</id>
	<title>80\% are pirated ... or?</title>
	<author>gordguide</author>
	<datestamp>1256393280000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>I read TFA, and this is what I learned:<br>You need a jailbroken iPhone to pirate the game. Then you need to download Cydia. From Wikipedia:<br>"<nobr> <wbr></nobr>... Cydia is installed via jailbreaking. It is included in Pwnage Tool exclusively for Mac users and redsn0w for Mac and Windows users or QuickPwn for Mac and Windows users running pre-3.1 devices.<nobr> <wbr></nobr>..."<br>Then you download a hacked version of the app from "somewhere".</p><p>So, either 80\% of iPhones are jailbroken and have some "Pwnage" tools installed, or this guy's numbers are out of whack.</p><p>Could it just be that, amongst those that hack their phones, a little less respect for software might exist? Naaaaaah.</p><p>Is it just possible, that hackers just download games, because they can? Whoa, there, buddy, you're not listening.</p><p>He's got some sales amongst those who play by the rules. I would expect that there is the real, viable and bankable penetration level for his game. I sympathize with his frustration, but I can't buy the logic that says he's being burned for 400\% of his sales.</p><p>He's being burned for some sales, but that number is his sales/normal iPhones x jailbroken phones; and even that is assuming that in every case people jailbreak because they have to, not because they want to, not because they somehow "acquired" an iPhone from the back of a truck, and not because non-sophisticated "script kiddie" level hackers are attracted to non-sophisticated "script kiddie" level hacks and "getting away with stuff".</p><p>Hacked iPhones do not, by any stretch, outnumber regular iPhones by a 4-to-1 margin. There is a jump somewhere here that would make Evil Knievel proud, perhaps?</p></htmltext>
<tokenext>I read TFA , and this is what I learned : You need a jailbroken iPhone to pirate the game .
Then you need to download Cydia .
From Wikipedia : " ... Cydia is installed via jailbreaking .
It is included in Pwnage Tool exclusively for Mac users and redsn0w for Mac and Windows users or QuickPwn for Mac and Windows users running pre-3.1 devices .
... " Then you download a hacked version of the app from " somewhere " .So , either 80 \ % of iPhones are jailbroken and have some " Pwnage " tools installed , or this guy 's numbers are out of whack.Could it just be that , amongst those that hack their phones , a little less respect for software might exist ?
Naaaaaah.Is it just possible , that hackers just download games , because they can ?
Whoa , there , buddy , you 're not listening.He 's got some sales amongst those who play by the rules .
I would expect that there is the real , viable and bankable penetration level for his game .
I sympathize with his frustration , but I ca n't buy the logic that says he 's being burned for 400 \ % of his sales.He 's being burned for some sales , but that number is his sales/normal iPhones x jailbroken phones ; and even that is assuming that in every case people jailbreak because they have to , not because they want to , not because they somehow " acquired " an iPhone from the back of a truck , and not because non-sophisticated " script kiddie " level hackers are attracted to non-sophisticated " script kiddie " level hacks and " getting away with stuff " .Hacked iPhones do not , by any stretch , outnumber regular iPhones by a 4-to-1 margin .
There is a jump somewhere here that would make Evil Knievel proud , perhaps ?</tokentext>
<sentencetext>I read TFA, and this is what I learned:You need a jailbroken iPhone to pirate the game.
Then you need to download Cydia.
From Wikipedia:" ... Cydia is installed via jailbreaking.
It is included in Pwnage Tool exclusively for Mac users and redsn0w for Mac and Windows users or QuickPwn for Mac and Windows users running pre-3.1 devices.
..."Then you download a hacked version of the app from "somewhere".So, either 80\% of iPhones are jailbroken and have some "Pwnage" tools installed, or this guy's numbers are out of whack.Could it just be that, amongst those that hack their phones, a little less respect for software might exist?
Naaaaaah.Is it just possible, that hackers just download games, because they can?
Whoa, there, buddy, you're not listening.He's got some sales amongst those who play by the rules.
I would expect that there is the real, viable and bankable penetration level for his game.
I sympathize with his frustration, but I can't buy the logic that says he's being burned for 400\% of his sales.He's being burned for some sales, but that number is his sales/normal iPhones x jailbroken phones; and even that is assuming that in every case people jailbreak because they have to, not because they want to, not because they somehow "acquired" an iPhone from the back of a truck, and not because non-sophisticated "script kiddie" level hackers are attracted to non-sophisticated "script kiddie" level hacks and "getting away with stuff".Hacked iPhones do not, by any stretch, outnumber regular iPhones by a 4-to-1 margin.
There is a jump somewhere here that would make Evil Knievel proud, perhaps?</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29869453</id>
	<title>Pirates may enjoy boxes</title>
	<author>MrYmmit</author>
	<datestamp>1256497620000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>I think a big issue here is there's no physical item to buy. When you pirate something and like it, you might buy it to have the nice box and whatnot. At least, that's for me.

I am a pretty big otaku, and I pirate anime when I want to check it out. More often than not, unless it REALLY sucks(try before you buy!), DVDs, manga, and merch. from the series quickly fill my shelves. My room is beginning to look like something from Otacool <a href="http://www.figure.fm/feature/en/otacool/" title="figure.fm" rel="nofollow">http://www.figure.fm/feature/en/otacool/</a> [figure.fm]. If there was no DVD to put on my shelf, where's the incentive for me? I definitely understand this isn't true for everyone; some people genuinely want to get games and not pay. But I think the issue of buying some string of bits, that's generally no different than the one you downloaded, isn't a good incentive for many pirates to go legit.</htmltext>
<tokenext>I think a big issue here is there 's no physical item to buy .
When you pirate something and like it , you might buy it to have the nice box and whatnot .
At least , that 's for me .
I am a pretty big otaku , and I pirate anime when I want to check it out .
More often than not , unless it REALLY sucks ( try before you buy !
) , DVDs , manga , and merch .
from the series quickly fill my shelves .
My room is beginning to look like something from Otacool http : //www.figure.fm/feature/en/otacool/ [ figure.fm ] .
If there was no DVD to put on my shelf , where 's the incentive for me ?
I definitely understand this is n't true for everyone ; some people genuinely want to get games and not pay .
But I think the issue of buying some string of bits , that 's generally no different than the one you downloaded , is n't a good incentive for many pirates to go legit .</tokentext>
<sentencetext>I think a big issue here is there's no physical item to buy.
When you pirate something and like it, you might buy it to have the nice box and whatnot.
At least, that's for me.
I am a pretty big otaku, and I pirate anime when I want to check it out.
More often than not, unless it REALLY sucks(try before you buy!
), DVDs, manga, and merch.
from the series quickly fill my shelves.
My room is beginning to look like something from Otacool http://www.figure.fm/feature/en/otacool/ [figure.fm].
If there was no DVD to put on my shelf, where's the incentive for me?
I definitely understand this isn't true for everyone; some people genuinely want to get games and not pay.
But I think the issue of buying some string of bits, that's generally no different than the one you downloaded, isn't a good incentive for many pirates to go legit.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855699</id>
	<title>Re:It is simple</title>
	<author>tepples</author>
	<datestamp>1256390340000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p><div class="quote"><p>This is why authenticated multi player mode is a very efficient piracy protection mechanism.</p></div><p>How would you authenticate multiplayer if your game is something other than FPS or RTS, where all four players are holding USB gamepads and looking at one HDTV monitor?</p></div>
	</htmltext>
<tokenext>This is why authenticated multi player mode is a very efficient piracy protection mechanism.How would you authenticate multiplayer if your game is something other than FPS or RTS , where all four players are holding USB gamepads and looking at one HDTV monitor ?</tokentext>
<sentencetext>This is why authenticated multi player mode is a very efficient piracy protection mechanism.How would you authenticate multiplayer if your game is something other than FPS or RTS, where all four players are holding USB gamepads and looking at one HDTV monitor?
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855335</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855843</id>
	<title>In-game purchases?</title>
	<author>wodeh</author>
	<datestamp>1256391900000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Am I missing something here?
<br>
1) Sell all apps as demos.<br>
2) Serve full game content via in-app purchases.<br>
3) ???<br>
4) Profit!<br>
Sorry, I hadn't seen this meme for a while, I was starting to get withdrawal symptoms and accidentally esploded.</htmltext>
<tokenext>Am I missing something here ?
1 ) Sell all apps as demos .
2 ) Serve full game content via in-app purchases .
3 ) ? ? ?
4 ) Profit !
Sorry , I had n't seen this meme for a while , I was starting to get withdrawal symptoms and accidentally esploded .</tokentext>
<sentencetext>Am I missing something here?
1) Sell all apps as demos.
2) Serve full game content via in-app purchases.
3) ???
4) Profit!
Sorry, I hadn't seen this meme for a while, I was starting to get withdrawal symptoms and accidentally esploded.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855675</id>
	<title>By DSB</title>
	<author>Anonymous</author>
	<datestamp>1256390040000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Surely the real question is how many of those who pirate anything are just as willing to forgo payment for work rendered as they are willing to deny payment for work rendered. I find we vigorously promote the "love your neighbor as yourself" rule when it applies to how people treat us and casually ignore it when it applies to how we treat others. This is the  human nature fallacy - presuming my behavior is justifiable or at least not bad enough to be offensive while your behavior is just plain wrong.</p></htmltext>
<tokenext>Surely the real question is how many of those who pirate anything are just as willing to forgo payment for work rendered as they are willing to deny payment for work rendered .
I find we vigorously promote the " love your neighbor as yourself " rule when it applies to how people treat us and casually ignore it when it applies to how we treat others .
This is the human nature fallacy - presuming my behavior is justifiable or at least not bad enough to be offensive while your behavior is just plain wrong .</tokentext>
<sentencetext>Surely the real question is how many of those who pirate anything are just as willing to forgo payment for work rendered as they are willing to deny payment for work rendered.
I find we vigorously promote the "love your neighbor as yourself" rule when it applies to how people treat us and casually ignore it when it applies to how we treat others.
This is the  human nature fallacy - presuming my behavior is justifiable or at least not bad enough to be offensive while your behavior is just plain wrong.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855623</id>
	<title>Maybe the 80\% aren't really pirates</title>
	<author>pubwvj</author>
	<datestamp>1256389200000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Maybe the 80\% he identified as being pirates are not actually pirates. After all, when you buy music, or and iPhone App, it is within the license to use that on up to five computers and all their attached iPhones and iPod Touches within the household. So if you had a family of five people each with an iPod Touch or an iPhone they could buy the App once and very legally use it on all the devices.

Then, since they had already bought it legally for all the devices there is no reason they would then buy it again.

5 legal users =&gt; 80\% and it could be higher than that, quite legally, since it is all connected devices to the five computers.

These users might not be pirates at all but really valid, legal users that that developer simply failed to account for in his little study. Since he makes no mention of this issue I suspect he failed to take it into account.

By the way, I called Apple and asked them about this just to make sure. It's all legal like I described.</htmltext>
<tokenext>Maybe the 80 \ % he identified as being pirates are not actually pirates .
After all , when you buy music , or and iPhone App , it is within the license to use that on up to five computers and all their attached iPhones and iPod Touches within the household .
So if you had a family of five people each with an iPod Touch or an iPhone they could buy the App once and very legally use it on all the devices .
Then , since they had already bought it legally for all the devices there is no reason they would then buy it again .
5 legal users = &gt; 80 \ % and it could be higher than that , quite legally , since it is all connected devices to the five computers .
These users might not be pirates at all but really valid , legal users that that developer simply failed to account for in his little study .
Since he makes no mention of this issue I suspect he failed to take it into account .
By the way , I called Apple and asked them about this just to make sure .
It 's all legal like I described .</tokentext>
<sentencetext>Maybe the 80\% he identified as being pirates are not actually pirates.
After all, when you buy music, or and iPhone App, it is within the license to use that on up to five computers and all their attached iPhones and iPod Touches within the household.
So if you had a family of five people each with an iPod Touch or an iPhone they could buy the App once and very legally use it on all the devices.
Then, since they had already bought it legally for all the devices there is no reason they would then buy it again.
5 legal users =&gt; 80\% and it could be higher than that, quite legally, since it is all connected devices to the five computers.
These users might not be pirates at all but really valid, legal users that that developer simply failed to account for in his little study.
Since he makes no mention of this issue I suspect he failed to take it into account.
By the way, I called Apple and asked them about this just to make sure.
It's all legal like I described.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29856597</id>
	<title>Pursue civil penalties against the infringers</title>
	<author>dirkdodgers</author>
	<datestamp>1256399040000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>IANAL, but by the plain language of the statue, these individuals have infringed the author's copyright by making unauthorized copies of his software into their non-volatile iPhone memory. While the circumstances exclude criminal liability, civil liability for copyright infringement is limited only by logistics and the will of the author to pursue it.</p><p>He should go to court and subpoena the identities of these individuals, and ask for the statutory damages he is entitled to.</p><p>I strongly recommend the author consult a lawyer to explore his options here. It's possible an IP lawyer would be willing to take his case pro bono as a trial case.</p></htmltext>
<tokenext>IANAL , but by the plain language of the statue , these individuals have infringed the author 's copyright by making unauthorized copies of his software into their non-volatile iPhone memory .
While the circumstances exclude criminal liability , civil liability for copyright infringement is limited only by logistics and the will of the author to pursue it.He should go to court and subpoena the identities of these individuals , and ask for the statutory damages he is entitled to.I strongly recommend the author consult a lawyer to explore his options here .
It 's possible an IP lawyer would be willing to take his case pro bono as a trial case .</tokentext>
<sentencetext>IANAL, but by the plain language of the statue, these individuals have infringed the author's copyright by making unauthorized copies of his software into their non-volatile iPhone memory.
While the circumstances exclude criminal liability, civil liability for copyright infringement is limited only by logistics and the will of the author to pursue it.He should go to court and subpoena the identities of these individuals, and ask for the statutory damages he is entitled to.I strongly recommend the author consult a lawyer to explore his options here.
It's possible an IP lawyer would be willing to take his case pro bono as a trial case.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29868665</id>
	<title>It's crap?</title>
	<author>Anonymous</author>
	<datestamp>1256485200000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Possibly the dev should consider that his game just sucks, and nobody who does try it would want to buy it.</p></htmltext>
<tokenext>Possibly the dev should consider that his game just sucks , and nobody who does try it would want to buy it .</tokentext>
<sentencetext>Possibly the dev should consider that his game just sucks, and nobody who does try it would want to buy it.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29858725</id>
	<title>Not the right questions</title>
	<author>r341i7y</author>
	<datestamp>1256415120000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>This study is pointless unless you actually could do the measurement with a more protected game version as well (which for obvious reasons is difficult to do). What really matters is not how many people downloaded a "free version" of the game but how many actually paid. The number of paying customers might very well be higher than if the game hadn't been pirated at all. The mere fact that the game was made available (to a certain degree) is not enough to make any conclusions for or against more content protection nor can we use this information to estimate how much more money the producers would have made with a different strategy.</htmltext>
<tokenext>This study is pointless unless you actually could do the measurement with a more protected game version as well ( which for obvious reasons is difficult to do ) .
What really matters is not how many people downloaded a " free version " of the game but how many actually paid .
The number of paying customers might very well be higher than if the game had n't been pirated at all .
The mere fact that the game was made available ( to a certain degree ) is not enough to make any conclusions for or against more content protection nor can we use this information to estimate how much more money the producers would have made with a different strategy .</tokentext>
<sentencetext>This study is pointless unless you actually could do the measurement with a more protected game version as well (which for obvious reasons is difficult to do).
What really matters is not how many people downloaded a "free version" of the game but how many actually paid.
The number of paying customers might very well be higher than if the game hadn't been pirated at all.
The mere fact that the game was made available (to a certain degree) is not enough to make any conclusions for or against more content protection nor can we use this information to estimate how much more money the producers would have made with a different strategy.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29856277</id>
	<title>2D Boy Called...</title>
	<author>Kneo24</author>
	<datestamp>1256395980000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>And they want their gross exaggeration on a piracy rate back. It was flawed when 2D boy tried this shit with World of Goo. It's bullshit now. NOT EVERY iPHONE USER HAS A JAIL BROKEN PHONE NOR DOES EVERY USER SUBMIT HIGH SCORES.</htmltext>
<tokenext>And they want their gross exaggeration on a piracy rate back .
It was flawed when 2D boy tried this shit with World of Goo .
It 's bullshit now .
NOT EVERY iPHONE USER HAS A JAIL BROKEN PHONE NOR DOES EVERY USER SUBMIT HIGH SCORES .</tokentext>
<sentencetext>And they want their gross exaggeration on a piracy rate back.
It was flawed when 2D boy tried this shit with World of Goo.
It's bullshit now.
NOT EVERY iPHONE USER HAS A JAIL BROKEN PHONE NOR DOES EVERY USER SUBMIT HIGH SCORES.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29858599</id>
	<title>If it hurts App&pound;e...</title>
	<author>KillShill</author>
	<datestamp>1256414040000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>then i'm all for it.</p></htmltext>
<tokenext>then i 'm all for it .</tokentext>
<sentencetext>then i'm all for it.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29857661</id>
	<title>Collecting identifying information?</title>
	<author>uberjack</author>
	<datestamp>1256407740000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>I'm curious - are the legitimate paying users aware that their phone's unique ID is being submitted along with their high score? I'm not one to condone piracy, but I believe the author's potentially not being honest either.</htmltext>
<tokenext>I 'm curious - are the legitimate paying users aware that their phone 's unique ID is being submitted along with their high score ?
I 'm not one to condone piracy , but I believe the author 's potentially not being honest either .</tokentext>
<sentencetext>I'm curious - are the legitimate paying users aware that their phone's unique ID is being submitted along with their high score?
I'm not one to condone piracy, but I believe the author's potentially not being honest either.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855137</id>
	<title>Surprised?</title>
	<author>Anonymous</author>
	<datestamp>1256381460000</datestamp>
	<modclass>Flamebait</modclass>
	<modscore>-1</modscore>
	<htmltext>Worthless, piece-of-shit, scum-bag fuck-tards steal games and never go back to pay for them while justifying their pathetic existence with more lies.  Nope, I'm not surprised at all.  I say you sabotage the non iTunes version so it fries their devices.  Let the little assholes deal with that!</htmltext>
<tokenext>Worthless , piece-of-shit , scum-bag fuck-tards steal games and never go back to pay for them while justifying their pathetic existence with more lies .
Nope , I 'm not surprised at all .
I say you sabotage the non iTunes version so it fries their devices .
Let the little assholes deal with that !</tokentext>
<sentencetext>Worthless, piece-of-shit, scum-bag fuck-tards steal games and never go back to pay for them while justifying their pathetic existence with more lies.
Nope, I'm not surprised at all.
I say you sabotage the non iTunes version so it fries their devices.
Let the little assholes deal with that!</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855287</id>
	<title>If the 80\% number is correct, problem is..</title>
	<author>eddy</author>
	<datestamp>1256383920000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>... in distribution. The most likely explanation, as I see it, is simply that the cracked version has been 'going around' while the application itself remains anonymous in the store. No way is 80\% representative for a high-visibility item in the app store; the ratio of vanilla to jailbroken phones can't possibly be tilted in that direction at this time. I think being cracked exposed your app to more people than if it hadn't been, and you're thinking about the math wrong, because most of those 80\% pirates wouldn't have even known your app existed if the hadn't gotten it through their iphone-app torrent RSS feed or whatever.</p><p>I'd also like to point out that 'try-before-you-buy' doesn't mean "you try then you buy", it also means "you try and you don't buy [but also don't use the app]". I didn't check the OA, but how many of those IDs tried it and then didn't come back? Those are legitimate triers-not-buyers.</p><p>So yeah, that's todays excuse.</p><p>PS. My iphone isn't currently jailbroken, but back when it was, it never had a cracked app on it.</p></htmltext>
<tokenext>... in distribution .
The most likely explanation , as I see it , is simply that the cracked version has been 'going around ' while the application itself remains anonymous in the store .
No way is 80 \ % representative for a high-visibility item in the app store ; the ratio of vanilla to jailbroken phones ca n't possibly be tilted in that direction at this time .
I think being cracked exposed your app to more people than if it had n't been , and you 're thinking about the math wrong , because most of those 80 \ % pirates would n't have even known your app existed if the had n't gotten it through their iphone-app torrent RSS feed or whatever.I 'd also like to point out that 'try-before-you-buy ' does n't mean " you try then you buy " , it also means " you try and you do n't buy [ but also do n't use the app ] " .
I did n't check the OA , but how many of those IDs tried it and then did n't come back ?
Those are legitimate triers-not-buyers.So yeah , that 's todays excuse.PS .
My iphone is n't currently jailbroken , but back when it was , it never had a cracked app on it .</tokentext>
<sentencetext>... in distribution.
The most likely explanation, as I see it, is simply that the cracked version has been 'going around' while the application itself remains anonymous in the store.
No way is 80\% representative for a high-visibility item in the app store; the ratio of vanilla to jailbroken phones can't possibly be tilted in that direction at this time.
I think being cracked exposed your app to more people than if it hadn't been, and you're thinking about the math wrong, because most of those 80\% pirates wouldn't have even known your app existed if the hadn't gotten it through their iphone-app torrent RSS feed or whatever.I'd also like to point out that 'try-before-you-buy' doesn't mean "you try then you buy", it also means "you try and you don't buy [but also don't use the app]".
I didn't check the OA, but how many of those IDs tried it and then didn't come back?
Those are legitimate triers-not-buyers.So yeah, that's todays excuse.PS.
My iphone isn't currently jailbroken, but back when it was, it never had a cracked app on it.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855127</id>
	<title>An admission...</title>
	<author>Anonymous</author>
	<datestamp>1256381220000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>4</modscore>
	<htmltext><p>I must admit that prior to the days when I had money to throw away on games as I saw fit I truly did pirate a game now and then for the sake of a trial period.  I found it effective, but mainly in convincing me not to buy the game.  And see, there is this unexpected factor I discovered, actually only recently, that severely impacts this chain of actions...</p><p>Basically it amounts to this: I find, all too often, that many games are not worth playing beyond the amount you normally get in a demo! I have downloaded so many demo games, especially racing or fighting games, on the PlayStation Network or XBOX Live and found that... well that was enough.  To spend $60 more dollars simply to add a few levels and get the same experience was not a valuable prospect for me.</p><p>I won't try to claim that any significant portion of these piracy observations can be explained by what I'm describing.  I would say it's not without merit though.  In these days, there are so many games.  I mean, honestly, I think there are more games released in a year than I could humanly play through in their entirety.  Even filtering out the disinteresting games I would still never have the time, given work and other responsibilities, to finish anywhere near say, 10\% of the releases in a year.</p><p>So to go from trial period to purchase, especially on a game that's likely a shallow me-too on the iPhone... well let's demonstrate the thought process with another nugget: I have downloaded probably 25 different "Light" games and never even tried them before I deleted them because I simply lost all interest.</p></htmltext>
<tokenext>I must admit that prior to the days when I had money to throw away on games as I saw fit I truly did pirate a game now and then for the sake of a trial period .
I found it effective , but mainly in convincing me not to buy the game .
And see , there is this unexpected factor I discovered , actually only recently , that severely impacts this chain of actions...Basically it amounts to this : I find , all too often , that many games are not worth playing beyond the amount you normally get in a demo !
I have downloaded so many demo games , especially racing or fighting games , on the PlayStation Network or XBOX Live and found that... well that was enough .
To spend $ 60 more dollars simply to add a few levels and get the same experience was not a valuable prospect for me.I wo n't try to claim that any significant portion of these piracy observations can be explained by what I 'm describing .
I would say it 's not without merit though .
In these days , there are so many games .
I mean , honestly , I think there are more games released in a year than I could humanly play through in their entirety .
Even filtering out the disinteresting games I would still never have the time , given work and other responsibilities , to finish anywhere near say , 10 \ % of the releases in a year.So to go from trial period to purchase , especially on a game that 's likely a shallow me-too on the iPhone... well let 's demonstrate the thought process with another nugget : I have downloaded probably 25 different " Light " games and never even tried them before I deleted them because I simply lost all interest .</tokentext>
<sentencetext>I must admit that prior to the days when I had money to throw away on games as I saw fit I truly did pirate a game now and then for the sake of a trial period.
I found it effective, but mainly in convincing me not to buy the game.
And see, there is this unexpected factor I discovered, actually only recently, that severely impacts this chain of actions...Basically it amounts to this: I find, all too often, that many games are not worth playing beyond the amount you normally get in a demo!
I have downloaded so many demo games, especially racing or fighting games, on the PlayStation Network or XBOX Live and found that... well that was enough.
To spend $60 more dollars simply to add a few levels and get the same experience was not a valuable prospect for me.I won't try to claim that any significant portion of these piracy observations can be explained by what I'm describing.
I would say it's not without merit though.
In these days, there are so many games.
I mean, honestly, I think there are more games released in a year than I could humanly play through in their entirety.
Even filtering out the disinteresting games I would still never have the time, given work and other responsibilities, to finish anywhere near say, 10\% of the releases in a year.So to go from trial period to purchase, especially on a game that's likely a shallow me-too on the iPhone... well let's demonstrate the thought process with another nugget: I have downloaded probably 25 different "Light" games and never even tried them before I deleted them because I simply lost all interest.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29856547</id>
	<title>Re:You can't beat pirates</title>
	<author>Anonymous</author>
	<datestamp>1256398380000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p><div class="quote"><p>Some people wouldn't pay a cent for the game in the first place, and they are the real pirates. You can't negotiate with them, so don't even bother. It's wasted development time to fight them. Even if you somehow make your game unpirate-able, they will just ignore your game and find something else to occupy their time.</p></div><p>I doubt that, I think many of them are in it largely for the challenge anyway.</p></div>
	</htmltext>
<tokenext>Some people would n't pay a cent for the game in the first place , and they are the real pirates .
You ca n't negotiate with them , so do n't even bother .
It 's wasted development time to fight them .
Even if you somehow make your game unpirate-able , they will just ignore your game and find something else to occupy their time.I doubt that , I think many of them are in it largely for the challenge anyway .</tokentext>
<sentencetext>Some people wouldn't pay a cent for the game in the first place, and they are the real pirates.
You can't negotiate with them, so don't even bother.
It's wasted development time to fight them.
Even if you somehow make your game unpirate-able, they will just ignore your game and find something else to occupy their time.I doubt that, I think many of them are in it largely for the challenge anyway.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855153</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29857411</id>
	<title>Silly Pirates</title>
	<author>Anonymous</author>
	<datestamp>1256405820000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>1</modscore>
	<htmltext><p>So let me get this straight, you have a phone that costs around $400 that allows you to put applications on it. The applications cost between $1 and $4, yet you have people whose time is worth so little to them that they bother to go through the trouble of jailbreaking their phone, installing weirdo software on it, downloading the apps from some pirate site and then installing it on their phone all to "Try it out first"? what a waste of time! just buy the damn app! even it it is only a dollar, you're out about...what...a DOLLAR! as opposed to the $10-$20 in personal time you have spent with your "free, pirated, jailbroken" app.</p><p>I'm afraid that you people who pirate things just don't understand economy. Your attempts at stealing are actually costing you much more than just buying the app in the first place.</p><p>Save your time and money and just spend your dollar through the legit way and then post your review to the site to warn others if you don't think the app is worthwhile. People generally key on negative things and a lot of times, such reviews offer interesting tidbits of information about why something is good or bad.</p></htmltext>
<tokenext>So let me get this straight , you have a phone that costs around $ 400 that allows you to put applications on it .
The applications cost between $ 1 and $ 4 , yet you have people whose time is worth so little to them that they bother to go through the trouble of jailbreaking their phone , installing weirdo software on it , downloading the apps from some pirate site and then installing it on their phone all to " Try it out first " ?
what a waste of time !
just buy the damn app !
even it it is only a dollar , you 're out about...what...a DOLLAR !
as opposed to the $ 10- $ 20 in personal time you have spent with your " free , pirated , jailbroken " app.I 'm afraid that you people who pirate things just do n't understand economy .
Your attempts at stealing are actually costing you much more than just buying the app in the first place.Save your time and money and just spend your dollar through the legit way and then post your review to the site to warn others if you do n't think the app is worthwhile .
People generally key on negative things and a lot of times , such reviews offer interesting tidbits of information about why something is good or bad .</tokentext>
<sentencetext>So let me get this straight, you have a phone that costs around $400 that allows you to put applications on it.
The applications cost between $1 and $4, yet you have people whose time is worth so little to them that they bother to go through the trouble of jailbreaking their phone, installing weirdo software on it, downloading the apps from some pirate site and then installing it on their phone all to "Try it out first"?
what a waste of time!
just buy the damn app!
even it it is only a dollar, you're out about...what...a DOLLAR!
as opposed to the $10-$20 in personal time you have spent with your "free, pirated, jailbroken" app.I'm afraid that you people who pirate things just don't understand economy.
Your attempts at stealing are actually costing you much more than just buying the app in the first place.Save your time and money and just spend your dollar through the legit way and then post your review to the site to warn others if you don't think the app is worthwhile.
People generally key on negative things and a lot of times, such reviews offer interesting tidbits of information about why something is good or bad.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29858055</id>
	<title>Books</title>
	<author>Anonymous</author>
	<datestamp>1256410500000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>I download books from TPB to try before I buy. Seriously. If I read the book to completion or near-completion, I buy it. Not because of guilt, but because I want to have a paper copy of the book in my collection to share with others.</p><p>Is this acceptable? Would we consider it acceptable if libraries never existed? How would you like to have to go to a bookstore and sample for hours and hours to find anything worth reading?</p><p>Beyond which, I rarely read and never bought books before I began downloading from TPB. Now I have access to so many books and can try out anything I'm interested in that day. It's an amazing thing.</p></htmltext>
<tokenext>I download books from TPB to try before I buy .
Seriously. If I read the book to completion or near-completion , I buy it .
Not because of guilt , but because I want to have a paper copy of the book in my collection to share with others.Is this acceptable ?
Would we consider it acceptable if libraries never existed ?
How would you like to have to go to a bookstore and sample for hours and hours to find anything worth reading ? Beyond which , I rarely read and never bought books before I began downloading from TPB .
Now I have access to so many books and can try out anything I 'm interested in that day .
It 's an amazing thing .</tokentext>
<sentencetext>I download books from TPB to try before I buy.
Seriously. If I read the book to completion or near-completion, I buy it.
Not because of guilt, but because I want to have a paper copy of the book in my collection to share with others.Is this acceptable?
Would we consider it acceptable if libraries never existed?
How would you like to have to go to a bookstore and sample for hours and hours to find anything worth reading?Beyond which, I rarely read and never bought books before I began downloading from TPB.
Now I have access to so many books and can try out anything I'm interested in that day.
It's an amazing thing.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855037</id>
	<title>First pirate!</title>
	<author>Anonymous</author>
	<datestamp>1256379420000</datestamp>
	<modclass>Funny</modclass>
	<modscore>5</modscore>
	<htmltext><p>Harrr!</p></htmltext>
<tokenext>Harrr !</tokentext>
<sentencetext>Harrr!</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29856507</id>
	<title>Re:Whats the game?</title>
	<author>Mechanist.tm</author>
	<datestamp>1256398020000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Thanks for your input steve</htmltext>
<tokenext>Thanks for your input steve</tokentext>
<sentencetext>Thanks for your input steve</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29856251</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29859973</id>
	<title>Piracy will push games out of control of consumers</title>
	<author>gravos</author>
	<datestamp>1256380800000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>The obvious coming trend is for a larger and larger proportion of game code to be controlled by larger entities. Instead of buying games, you'll just buy a license to play which will connect via low-latency pipe to your local game company where they stream game content to you online via video or some other medium. Or much like WoW, you'll get a game client but the majority of the game code will remain on servers controlled by the distributor.<br> <br>

It's just easier to control piracy when you never actually release the game code.</htmltext>
<tokenext>The obvious coming trend is for a larger and larger proportion of game code to be controlled by larger entities .
Instead of buying games , you 'll just buy a license to play which will connect via low-latency pipe to your local game company where they stream game content to you online via video or some other medium .
Or much like WoW , you 'll get a game client but the majority of the game code will remain on servers controlled by the distributor .
It 's just easier to control piracy when you never actually release the game code .</tokentext>
<sentencetext>The obvious coming trend is for a larger and larger proportion of game code to be controlled by larger entities.
Instead of buying games, you'll just buy a license to play which will connect via low-latency pipe to your local game company where they stream game content to you online via video or some other medium.
Or much like WoW, you'll get a game client but the majority of the game code will remain on servers controlled by the distributor.
It's just easier to control piracy when you never actually release the game code.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855499</id>
	<title>Re:You can't beat pirates</title>
	<author>Anonymous</author>
	<datestamp>1256387640000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>For a good read on this, <a href="http://2dboy.com/2009/10/19/birthday-sale-results/" title="2dboy.com">check out 2dboys recent "pay what you want" sale on World of Goo</a> [2dboy.com].</p><p>A game that is not only fun and challenging but also gives you the mac, pc and linux version at the same time and what do most people want to pay for it, $2.03, of which they lost about 15\% to paypal in fees for processing such small transactions.</p><p>A note, you had to enter a non-zero value, so the starting price, $0.01 also happened to <a href="http://2dboy.com/blog/wp-content/uploads/2009/10/histogram.png" title="2dboy.com">be the most popular</a> [2dboy.com].</p><p>For the record, I paid $20 when it first came out on steam, and still consider it to be worth every cent.</p></htmltext>
<tokenext>For a good read on this , check out 2dboys recent " pay what you want " sale on World of Goo [ 2dboy.com ] .A game that is not only fun and challenging but also gives you the mac , pc and linux version at the same time and what do most people want to pay for it , $ 2.03 , of which they lost about 15 \ % to paypal in fees for processing such small transactions.A note , you had to enter a non-zero value , so the starting price , $ 0.01 also happened to be the most popular [ 2dboy.com ] .For the record , I paid $ 20 when it first came out on steam , and still consider it to be worth every cent .</tokentext>
<sentencetext>For a good read on this, check out 2dboys recent "pay what you want" sale on World of Goo [2dboy.com].A game that is not only fun and challenging but also gives you the mac, pc and linux version at the same time and what do most people want to pay for it, $2.03, of which they lost about 15\% to paypal in fees for processing such small transactions.A note, you had to enter a non-zero value, so the starting price, $0.01 also happened to be the most popular [2dboy.com].For the record, I paid $20 when it first came out on steam, and still consider it to be worth every cent.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855153</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29857673</id>
	<title>Re:Another example</title>
	<author>Anonymous</author>
	<datestamp>1256407860000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p><div class="quote"><p>For me personally,I cant tell you how freakin giddy i was the other day when i bought an mp3 off amazon the other day for $.79. I selected, purchased and downloaded it</p></div><p>Your breathtaking reaction tells the whole story right there.  BREAKING NEWS... Slashdot reader buys mp3 for personal use!  Dude forks over 79 cents, music industry cheers!!!</p></div>
	</htmltext>
<tokenext>For me personally,I cant tell you how freakin giddy i was the other day when i bought an mp3 off amazon the other day for $ .79 .
I selected , purchased and downloaded itYour breathtaking reaction tells the whole story right there .
BREAKING NEWS... Slashdot reader buys mp3 for personal use !
Dude forks over 79 cents , music industry cheers ! !
!</tokentext>
<sentencetext>For me personally,I cant tell you how freakin giddy i was the other day when i bought an mp3 off amazon the other day for $.79.
I selected, purchased and downloaded itYour breathtaking reaction tells the whole story right there.
BREAKING NEWS... Slashdot reader buys mp3 for personal use!
Dude forks over 79 cents, music industry cheers!!
!
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855123</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29856251</id>
	<title>Re:Whats the game?</title>
	<author>Anonymous</author>
	<datestamp>1256395800000</datestamp>
	<modclass>Flamebait</modclass>
	<modscore>0</modscore>
	<htmltext><p>The game is called "Read the Fucking Article, You Moron." It's more fun than it sounds, actually.</p></htmltext>
<tokenext>The game is called " Read the Fucking Article , You Moron .
" It 's more fun than it sounds , actually .</tokentext>
<sentencetext>The game is called "Read the Fucking Article, You Moron.
" It's more fun than it sounds, actually.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855147</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29857263</id>
	<title>I'm an iphone game developer ...</title>
	<author>Anonymous</author>
	<datestamp>1256404680000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>with an app currently sitting in the top 10 selling of all apps for the past week, and I don't worry for one minute about piracy of my apps<nobr> <wbr></nobr>...</p><p>These 80\% piracy numbers are hogwash - only about 10\% of users have jailbroken phones, and of those about a third pirate their software<nobr> <wbr></nobr>... so there's a \_max\_ of about 3\% of sales you'll lose on average, probably less as that third may well the be third that otherwise wouldn't have bought much.</p><p>Sure you might find a much greater number of total installs that are pirated for apps with very few sales, but unless you have a cost-per-install (like an online multi-player game with heavy server costs) that's totally meaningless as that doesn't translate in any way to actual lost sales! For me personally i see it as a positive if people are spreading the word about my game by pirating it when they otherwise would never have bought it - in fact we chose to give this top 10 app away for free initally for a few days to gain word-of-mouth, something which was hugely successful, despite all our 'lost' sales.</p><p>Also, I have a jailbroken iphone (I had to jailbreak it to use it in the country I live in), but purchase all my apps - asides from any ethical reasons, simply because its just so much easier than the hassling of pirating, especially if you want updates.</p></htmltext>
<tokenext>with an app currently sitting in the top 10 selling of all apps for the past week , and I do n't worry for one minute about piracy of my apps ...These 80 \ % piracy numbers are hogwash - only about 10 \ % of users have jailbroken phones , and of those about a third pirate their software ... so there 's a \ _max \ _ of about 3 \ % of sales you 'll lose on average , probably less as that third may well the be third that otherwise would n't have bought much.Sure you might find a much greater number of total installs that are pirated for apps with very few sales , but unless you have a cost-per-install ( like an online multi-player game with heavy server costs ) that 's totally meaningless as that does n't translate in any way to actual lost sales !
For me personally i see it as a positive if people are spreading the word about my game by pirating it when they otherwise would never have bought it - in fact we chose to give this top 10 app away for free initally for a few days to gain word-of-mouth , something which was hugely successful , despite all our 'lost ' sales.Also , I have a jailbroken iphone ( I had to jailbreak it to use it in the country I live in ) , but purchase all my apps - asides from any ethical reasons , simply because its just so much easier than the hassling of pirating , especially if you want updates .</tokentext>
<sentencetext>with an app currently sitting in the top 10 selling of all apps for the past week, and I don't worry for one minute about piracy of my apps ...These 80\% piracy numbers are hogwash - only about 10\% of users have jailbroken phones, and of those about a third pirate their software ... so there's a \_max\_ of about 3\% of sales you'll lose on average, probably less as that third may well the be third that otherwise wouldn't have bought much.Sure you might find a much greater number of total installs that are pirated for apps with very few sales, but unless you have a cost-per-install (like an online multi-player game with heavy server costs) that's totally meaningless as that doesn't translate in any way to actual lost sales!
For me personally i see it as a positive if people are spreading the word about my game by pirating it when they otherwise would never have bought it - in fact we chose to give this top 10 app away for free initally for a few days to gain word-of-mouth, something which was hugely successful, despite all our 'lost' sales.Also, I have a jailbroken iphone (I had to jailbreak it to use it in the country I live in), but purchase all my apps - asides from any ethical reasons, simply because its just so much easier than the hassling of pirating, especially if you want updates.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29858213</id>
	<title>Copy the money</title>
	<author>roman\_mir</author>
	<datestamp>1256411460000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>I read many times over the past decade or so all sorts of opinions on the subject of copyright, copying data, property etc.  I have one clear answer to all of this:</p><p>copy the money.</p><p>Do any of you understand how the money enters the society?  Let's simplify, how does new money enter the US economy?</p><p>One way that the money supply is created is by the federal government</p><p>The FED prints (or simply pushes some buttons on a computer and creates) cash and this new money is given to government contractors, 'loaned' to main banks etc.</p><p>This means that whoever is the first to get this newly created money gets the most out of it, because after all, every newly created dollar dilutes the value of all other existing dollars.</p><p>I have something to say about it: the government forces its monetary monopoly among the population, but I believe it is illegal and immoral.  Everyone should be able to print their own money.</p><p>So do this: copy the money and use it to buy things.</p></htmltext>
<tokenext>I read many times over the past decade or so all sorts of opinions on the subject of copyright , copying data , property etc .
I have one clear answer to all of this : copy the money.Do any of you understand how the money enters the society ?
Let 's simplify , how does new money enter the US economy ? One way that the money supply is created is by the federal governmentThe FED prints ( or simply pushes some buttons on a computer and creates ) cash and this new money is given to government contractors , 'loaned ' to main banks etc.This means that whoever is the first to get this newly created money gets the most out of it , because after all , every newly created dollar dilutes the value of all other existing dollars.I have something to say about it : the government forces its monetary monopoly among the population , but I believe it is illegal and immoral .
Everyone should be able to print their own money.So do this : copy the money and use it to buy things .</tokentext>
<sentencetext>I read many times over the past decade or so all sorts of opinions on the subject of copyright, copying data, property etc.
I have one clear answer to all of this:copy the money.Do any of you understand how the money enters the society?
Let's simplify, how does new money enter the US economy?One way that the money supply is created is by the federal governmentThe FED prints (or simply pushes some buttons on a computer and creates) cash and this new money is given to government contractors, 'loaned' to main banks etc.This means that whoever is the first to get this newly created money gets the most out of it, because after all, every newly created dollar dilutes the value of all other existing dollars.I have something to say about it: the government forces its monetary monopoly among the population, but I believe it is illegal and immoral.
Everyone should be able to print their own money.So do this: copy the money and use it to buy things.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855733</id>
	<title>heartwarming to know....</title>
	<author>Anonymous</author>
	<datestamp>1256390640000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>for me, this is a very heartwarming little story.</p><p>if you're stupid enough to have anything to do with apple then you really do deserve every misfortune you get.</p></htmltext>
<tokenext>for me , this is a very heartwarming little story.if you 're stupid enough to have anything to do with apple then you really do deserve every misfortune you get .</tokentext>
<sentencetext>for me, this is a very heartwarming little story.if you're stupid enough to have anything to do with apple then you really do deserve every misfortune you get.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855637</id>
	<title>Piracy on the Apple Store</title>
	<author>Anonymous</author>
	<datestamp>1256389500000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>There's an app for that.</p></htmltext>
<tokenext>There 's an app for that .</tokentext>
<sentencetext>There's an app for that.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29856967</id>
	<title>Numbers: 2\% of apps are pirated!</title>
	<author>Tharald</author>
	<datestamp>1256402280000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Just some quick numbers here showing piracy on the iphone is not a huge problem:</p><p><a href="http://en.wikipedia.org/wiki/Jailbreak\_(iPhone\_OS)" title="wikipedia.org" rel="nofollow">-About 10\% of all iphones and ipod touch are jailbroken</a> [wikipedia.org].<br><a href="http://www.pinchmedia.com/blog/piracy-in-the-app-store-from-360idev/" title="pinchmedia.com" rel="nofollow">-This study says 60\% of apps on jailbroken phones are pirated</a> [pinchmedia.com]<br>-The same study says out of these apps, 34\% of installed instances are pirated</p><p>Ok, here we are talking different numbers, and we shouldnt really compare or multiply but we do anyway:<br>10\% have the ability, 60\% of apps can be pirated, 34\% instances of these apps are pirated - 0.10*0.60*0,34 = 0.0204 = 2.04\% of apps are pirated</p><p>Many point of error here, but for gods sake, stop crying wolf about iphone piracy!</p></htmltext>
<tokenext>Just some quick numbers here showing piracy on the iphone is not a huge problem : -About 10 \ % of all iphones and ipod touch are jailbroken [ wikipedia.org ] .-This study says 60 \ % of apps on jailbroken phones are pirated [ pinchmedia.com ] -The same study says out of these apps , 34 \ % of installed instances are piratedOk , here we are talking different numbers , and we shouldnt really compare or multiply but we do anyway : 10 \ % have the ability , 60 \ % of apps can be pirated , 34 \ % instances of these apps are pirated - 0.10 * 0.60 * 0,34 = 0.0204 = 2.04 \ % of apps are piratedMany point of error here , but for gods sake , stop crying wolf about iphone piracy !</tokentext>
<sentencetext>Just some quick numbers here showing piracy on the iphone is not a huge problem:-About 10\% of all iphones and ipod touch are jailbroken [wikipedia.org].-This study says 60\% of apps on jailbroken phones are pirated [pinchmedia.com]-The same study says out of these apps, 34\% of installed instances are piratedOk, here we are talking different numbers, and we shouldnt really compare or multiply but we do anyway:10\% have the ability, 60\% of apps can be pirated, 34\% instances of these apps are pirated - 0.10*0.60*0,34 = 0.0204 = 2.04\% of apps are piratedMany point of error here, but for gods sake, stop crying wolf about iphone piracy!</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855051</id>
	<title>Didn't think App Store piracy was that big</title>
	<author>Anonymous</author>
	<datestamp>1256379780000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>5</modscore>
	<htmltext><p>It seems strange to me considering the pricing and how much more convenient it is (at least IMO) to just use the App store. In fact, all the apps I've got on my iPhone are from the App store and were either free there or I paid for them.</p><p>That's not to say I'm fervently anti-piracy, I'll admit that I've downloaded a fair amount of movies, music and software in my life but it's almost always been because it was too expensive, not yet released where I live or simply much more convenient to do so.</p><p>As an example, a piece large expensive "professional" software that I want to use at home for fun or some minor non-commercial purpose isn't something I'm about to pony up $300 or whatever it costs for (I try to use open source when there is a good alternative), I've also downloaded games simply because I wasn't willing to pay full price to play it once for a few hours with a friend or two and then never play again. As for music and movies it tends to be a combination of pricing ($20 for an album I've never heard that probably only has a handful of good songs?), convenience (DRM) and it simply not being available where I live yet (woohoo, ordering Region 1 DVDs from the US). But a $4 iPhone game that can be downloaded in a minute at the click of a button? That seems pointless to me...</p><p>/Mikael</p></htmltext>
<tokenext>It seems strange to me considering the pricing and how much more convenient it is ( at least IMO ) to just use the App store .
In fact , all the apps I 've got on my iPhone are from the App store and were either free there or I paid for them.That 's not to say I 'm fervently anti-piracy , I 'll admit that I 've downloaded a fair amount of movies , music and software in my life but it 's almost always been because it was too expensive , not yet released where I live or simply much more convenient to do so.As an example , a piece large expensive " professional " software that I want to use at home for fun or some minor non-commercial purpose is n't something I 'm about to pony up $ 300 or whatever it costs for ( I try to use open source when there is a good alternative ) , I 've also downloaded games simply because I was n't willing to pay full price to play it once for a few hours with a friend or two and then never play again .
As for music and movies it tends to be a combination of pricing ( $ 20 for an album I 've never heard that probably only has a handful of good songs ?
) , convenience ( DRM ) and it simply not being available where I live yet ( woohoo , ordering Region 1 DVDs from the US ) .
But a $ 4 iPhone game that can be downloaded in a minute at the click of a button ?
That seems pointless to me.../Mikael</tokentext>
<sentencetext>It seems strange to me considering the pricing and how much more convenient it is (at least IMO) to just use the App store.
In fact, all the apps I've got on my iPhone are from the App store and were either free there or I paid for them.That's not to say I'm fervently anti-piracy, I'll admit that I've downloaded a fair amount of movies, music and software in my life but it's almost always been because it was too expensive, not yet released where I live or simply much more convenient to do so.As an example, a piece large expensive "professional" software that I want to use at home for fun or some minor non-commercial purpose isn't something I'm about to pony up $300 or whatever it costs for (I try to use open source when there is a good alternative), I've also downloaded games simply because I wasn't willing to pay full price to play it once for a few hours with a friend or two and then never play again.
As for music and movies it tends to be a combination of pricing ($20 for an album I've never heard that probably only has a handful of good songs?
), convenience (DRM) and it simply not being available where I live yet (woohoo, ordering Region 1 DVDs from the US).
But a $4 iPhone game that can be downloaded in a minute at the click of a button?
That seems pointless to me.../Mikael</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29875675</id>
	<title>Penny Arcades Expresses how I feel about Slashdot</title>
	<author>brkello</author>
	<datestamp>1256587380000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>People's response to claims of piracy by game makers:<br>- There is no piracy.<br>- To the extent that piracy exists, which it doesn't, it's your fault.<br>- If you try to protect your game, we'll steal it as a matter of principle.</p><p>It's like, who wouldn't want to bend over backward in their service? You need to know it, because nobody else is going to tell you: you guys sound like Goddamned subway vagrants. Of course when you speak exclusively to each other, it all sounds so reasonable. It'll be reasonable when you all board the bus, and the songs you sing en route to excoriate your enemies will be forceful, but within reason; and when you douse yourself with gasoline and immolate yourself in front of the offices of Infinity Ward, one assumes this will be reasonable also.</p></htmltext>
<tokenext>People 's response to claims of piracy by game makers : - There is no piracy.- To the extent that piracy exists , which it does n't , it 's your fault.- If you try to protect your game , we 'll steal it as a matter of principle.It 's like , who would n't want to bend over backward in their service ?
You need to know it , because nobody else is going to tell you : you guys sound like Goddamned subway vagrants .
Of course when you speak exclusively to each other , it all sounds so reasonable .
It 'll be reasonable when you all board the bus , and the songs you sing en route to excoriate your enemies will be forceful , but within reason ; and when you douse yourself with gasoline and immolate yourself in front of the offices of Infinity Ward , one assumes this will be reasonable also .</tokentext>
<sentencetext>People's response to claims of piracy by game makers:- There is no piracy.- To the extent that piracy exists, which it doesn't, it's your fault.- If you try to protect your game, we'll steal it as a matter of principle.It's like, who wouldn't want to bend over backward in their service?
You need to know it, because nobody else is going to tell you: you guys sound like Goddamned subway vagrants.
Of course when you speak exclusively to each other, it all sounds so reasonable.
It'll be reasonable when you all board the bus, and the songs you sing en route to excoriate your enemies will be forceful, but within reason; and when you douse yourself with gasoline and immolate yourself in front of the offices of Infinity Ward, one assumes this will be reasonable also.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855481</id>
	<title>Re:Missing the point</title>
	<author>Zorque</author>
	<datestamp>1256387400000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>I like all the hostile replies you got from idiots who apparently are content to wantonly throw away money on whatever comes their way. People like us may be cheap, but at least we come out ahead!</p></htmltext>
<tokenext>I like all the hostile replies you got from idiots who apparently are content to wantonly throw away money on whatever comes their way .
People like us may be cheap , but at least we come out ahead !</tokentext>
<sentencetext>I like all the hostile replies you got from idiots who apparently are content to wantonly throw away money on whatever comes their way.
People like us may be cheap, but at least we come out ahead!</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855145</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29861901</id>
	<title>app store reminds me of the 80's vid game crash</title>
	<author>Nyder</author>
	<datestamp>1256400720000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Am I the only one who thinks about the video game crash of the 80's when I hear about how the app store has 70,000 apps?</p><p>Just because you have 70k apps don't mean any of them are good, and in fact, it means peeps have to wade thru more crud to find the few good apps.</p><p>guess maybe this is modern gold pan mining.    Maybe, just maybe, you'll find a gold nugget...</p></htmltext>
<tokenext>Am I the only one who thinks about the video game crash of the 80 's when I hear about how the app store has 70,000 apps ? Just because you have 70k apps do n't mean any of them are good , and in fact , it means peeps have to wade thru more crud to find the few good apps.guess maybe this is modern gold pan mining .
Maybe , just maybe , you 'll find a gold nugget.. .</tokentext>
<sentencetext>Am I the only one who thinks about the video game crash of the 80's when I hear about how the app store has 70,000 apps?Just because you have 70k apps don't mean any of them are good, and in fact, it means peeps have to wade thru more crud to find the few good apps.guess maybe this is modern gold pan mining.
Maybe, just maybe, you'll find a gold nugget...</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29873379</id>
	<title>Re:You can't beat pirates</title>
	<author>brkello</author>
	<datestamp>1256576460000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Maybe they aren't working on the next game because it isn't worth it since too many people pirate instead of buy.  This hurts the small, independent, innovative game companies more than the larger ones.</htmltext>
<tokenext>Maybe they are n't working on the next game because it is n't worth it since too many people pirate instead of buy .
This hurts the small , independent , innovative game companies more than the larger ones .</tokentext>
<sentencetext>Maybe they aren't working on the next game because it isn't worth it since too many people pirate instead of buy.
This hurts the small, independent, innovative game companies more than the larger ones.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855153</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29912757</id>
	<title>Meh</title>
	<author>Anonymous</author>
	<datestamp>1256839980000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Maybe I'm trolling here, but doesn't the App Store have a period where they can refund your money? I have an Android and the Google App Market lets you do that. Also with almost every game there's a trial/demo version of it that you can download for free.</p><p>If there isn't a way for Apple to refund your money, then yes it's a lot of their fault. They're charging gobs of money to get started on the iPhone platform. Why can't they use some of that profit to help consumers? Then again, it's not like Apple to do much in way of functionality.</p></htmltext>
<tokenext>Maybe I 'm trolling here , but does n't the App Store have a period where they can refund your money ?
I have an Android and the Google App Market lets you do that .
Also with almost every game there 's a trial/demo version of it that you can download for free.If there is n't a way for Apple to refund your money , then yes it 's a lot of their fault .
They 're charging gobs of money to get started on the iPhone platform .
Why ca n't they use some of that profit to help consumers ?
Then again , it 's not like Apple to do much in way of functionality .</tokentext>
<sentencetext>Maybe I'm trolling here, but doesn't the App Store have a period where they can refund your money?
I have an Android and the Google App Market lets you do that.
Also with almost every game there's a trial/demo version of it that you can download for free.If there isn't a way for Apple to refund your money, then yes it's a lot of their fault.
They're charging gobs of money to get started on the iPhone platform.
Why can't they use some of that profit to help consumers?
Then again, it's not like Apple to do much in way of functionality.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855153</id>
	<title>You can't beat pirates</title>
	<author>Anonymous</author>
	<datestamp>1256381760000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>5</modscore>
	<htmltext><p>If you slash the price of the game in half in a few months and re-advertise it (like Steam has been doing with their weekly sales), then you will see another jump in sales. If you cut it down to 1/4, you will get even more sales. Some people think $4 is a good price, but others won't pay more than $2, and still some will wait for the $1 or $0.50 sale.</p><p>Each step allows you to reel in more buyers, because everybody has their own price threshold.</p><p>Games depreciate in value quickly--that's just how it is. Eventually the game won't be worth anything to anyone. Then you should give it out for free, along with a big fat advertisement for your next game. You ARE working on the next game, right?</p><p>Some people wouldn't pay a cent for the game in the first place, and they are the real pirates. You can't negotiate with them, so don't even bother. It's wasted development time to fight them. Even if you somehow make your game unpirate-able, they will just ignore your game and find something else to occupy their time.</p><p>What you CAN do is try to net the would-be pirates who simply have a lower price threshold. Also you might net a few guilt-ridden pirates who think they are "redeeming their sins" by eventually buying the game they pirated, even though it's been a few months since release and the price has dropped significantly in the meantime. You might also pick up a few people who just like thinking they're getting a good deal.</p></htmltext>
<tokenext>If you slash the price of the game in half in a few months and re-advertise it ( like Steam has been doing with their weekly sales ) , then you will see another jump in sales .
If you cut it down to 1/4 , you will get even more sales .
Some people think $ 4 is a good price , but others wo n't pay more than $ 2 , and still some will wait for the $ 1 or $ 0.50 sale.Each step allows you to reel in more buyers , because everybody has their own price threshold.Games depreciate in value quickly--that 's just how it is .
Eventually the game wo n't be worth anything to anyone .
Then you should give it out for free , along with a big fat advertisement for your next game .
You ARE working on the next game , right ? Some people would n't pay a cent for the game in the first place , and they are the real pirates .
You ca n't negotiate with them , so do n't even bother .
It 's wasted development time to fight them .
Even if you somehow make your game unpirate-able , they will just ignore your game and find something else to occupy their time.What you CAN do is try to net the would-be pirates who simply have a lower price threshold .
Also you might net a few guilt-ridden pirates who think they are " redeeming their sins " by eventually buying the game they pirated , even though it 's been a few months since release and the price has dropped significantly in the meantime .
You might also pick up a few people who just like thinking they 're getting a good deal .</tokentext>
<sentencetext>If you slash the price of the game in half in a few months and re-advertise it (like Steam has been doing with their weekly sales), then you will see another jump in sales.
If you cut it down to 1/4, you will get even more sales.
Some people think $4 is a good price, but others won't pay more than $2, and still some will wait for the $1 or $0.50 sale.Each step allows you to reel in more buyers, because everybody has their own price threshold.Games depreciate in value quickly--that's just how it is.
Eventually the game won't be worth anything to anyone.
Then you should give it out for free, along with a big fat advertisement for your next game.
You ARE working on the next game, right?Some people wouldn't pay a cent for the game in the first place, and they are the real pirates.
You can't negotiate with them, so don't even bother.
It's wasted development time to fight them.
Even if you somehow make your game unpirate-able, they will just ignore your game and find something else to occupy their time.What you CAN do is try to net the would-be pirates who simply have a lower price threshold.
Also you might net a few guilt-ridden pirates who think they are "redeeming their sins" by eventually buying the game they pirated, even though it's been a few months since release and the price has dropped significantly in the meantime.
You might also pick up a few people who just like thinking they're getting a good deal.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29856693</id>
	<title>A Pirate's Tale</title>
	<author>Anonymous</author>
	<datestamp>1256400000000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Years ago, when I used Windows, I could not help but notice that all the new games I bought would not install or refused to play because of my CD burner.  Since the package was opened, I could not get a refund.  So I went the only direction I could: download the pirated version and play that.</p><p>In a period of two years, I bought at least 15 games at full retail price.  Two of them actually were playable.  TWO.  The other 13 would not play or install because of my CD burner.  As you may well imagine, I got rather sick of this.  The pirated versions worked like a charm.</p><p>A new game was coming out that I wanted to play.  This time, I didn't go to the store.  I just went straight to the pirates to get the game.  I never did pay for it.</p></htmltext>
<tokenext>Years ago , when I used Windows , I could not help but notice that all the new games I bought would not install or refused to play because of my CD burner .
Since the package was opened , I could not get a refund .
So I went the only direction I could : download the pirated version and play that.In a period of two years , I bought at least 15 games at full retail price .
Two of them actually were playable .
TWO. The other 13 would not play or install because of my CD burner .
As you may well imagine , I got rather sick of this .
The pirated versions worked like a charm.A new game was coming out that I wanted to play .
This time , I did n't go to the store .
I just went straight to the pirates to get the game .
I never did pay for it .</tokentext>
<sentencetext>Years ago, when I used Windows, I could not help but notice that all the new games I bought would not install or refused to play because of my CD burner.
Since the package was opened, I could not get a refund.
So I went the only direction I could: download the pirated version and play that.In a period of two years, I bought at least 15 games at full retail price.
Two of them actually were playable.
TWO.  The other 13 would not play or install because of my CD burner.
As you may well imagine, I got rather sick of this.
The pirated versions worked like a charm.A new game was coming out that I wanted to play.
This time, I didn't go to the store.
I just went straight to the pirates to get the game.
I never did pay for it.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855877</id>
	<title>Re:Another example</title>
	<author>sonnejw0</author>
	<datestamp>1256392320000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Wow! I hadn't heard of appulous until you mentioned it! Interesting resource.</htmltext>
<tokenext>Wow !
I had n't heard of appulous until you mentioned it !
Interesting resource .</tokentext>
<sentencetext>Wow!
I hadn't heard of appulous until you mentioned it!
Interesting resource.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855123</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29856675</id>
	<title>Apps can be shared with up to 5 devices</title>
	<author>foniksonik</author>
	<datestamp>1256399700000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>4</modscore>
	<htmltext><p>I'm wondering if his methodology is bad. I haven't read TFA as yet but it seems from scanning the posts here that he was comparing the deviceID that purchased with the deviceID that posted the score... in which case, how is he accounting for the fact that users are specifically allowed to share their apps with up to 5 devices?</p><p>I do this all the time between my wife and I. We download games for our kids to play as well as apps and music for ourselves when we find them... then sync up the phones via iTunes (as we are specifically allowed to do) - so that we can share our household purchases between the two phones.</p><p>If you assume a maximum of sharing.... take a sample of 100 downloads, then share it out to 5 people = 500 downloads, using his method you instantly have an 80\% pirate rate!!!!</p></htmltext>
<tokenext>I 'm wondering if his methodology is bad .
I have n't read TFA as yet but it seems from scanning the posts here that he was comparing the deviceID that purchased with the deviceID that posted the score... in which case , how is he accounting for the fact that users are specifically allowed to share their apps with up to 5 devices ? I do this all the time between my wife and I. We download games for our kids to play as well as apps and music for ourselves when we find them... then sync up the phones via iTunes ( as we are specifically allowed to do ) - so that we can share our household purchases between the two phones.If you assume a maximum of sharing.... take a sample of 100 downloads , then share it out to 5 people = 500 downloads , using his method you instantly have an 80 \ % pirate rate ! ! !
!</tokentext>
<sentencetext>I'm wondering if his methodology is bad.
I haven't read TFA as yet but it seems from scanning the posts here that he was comparing the deviceID that purchased with the deviceID that posted the score... in which case, how is he accounting for the fact that users are specifically allowed to share their apps with up to 5 devices?I do this all the time between my wife and I. We download games for our kids to play as well as apps and music for ourselves when we find them... then sync up the phones via iTunes (as we are specifically allowed to do) - so that we can share our household purchases between the two phones.If you assume a maximum of sharing.... take a sample of 100 downloads, then share it out to 5 people = 500 downloads, using his method you instantly have an 80\% pirate rate!!!
!</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29856529</id>
	<title>If you can afford an iPhone, you have no excuse</title>
	<author>dirkdodgers</author>
	<datestamp>1256398260000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Anyone who has sufficient disposable income to purchase and operate an iPhone or iPod Touch has no excuse not to legitimately purchase the $1-5 entertainment and novelty apps they use.</p><p>This is truly shameful.</p><p>Developers spend thousands of man hours creating these apps. There is no causal chain by which you could be owed access to these apps in violation of the legal rights of their lawful creators.</p></htmltext>
<tokenext>Anyone who has sufficient disposable income to purchase and operate an iPhone or iPod Touch has no excuse not to legitimately purchase the $ 1-5 entertainment and novelty apps they use.This is truly shameful.Developers spend thousands of man hours creating these apps .
There is no causal chain by which you could be owed access to these apps in violation of the legal rights of their lawful creators .</tokentext>
<sentencetext>Anyone who has sufficient disposable income to purchase and operate an iPhone or iPod Touch has no excuse not to legitimately purchase the $1-5 entertainment and novelty apps they use.This is truly shameful.Developers spend thousands of man hours creating these apps.
There is no causal chain by which you could be owed access to these apps in violation of the legal rights of their lawful creators.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29857681</id>
	<title>Excuse me? 80\%? I call BS.</title>
	<author>w3woody</author>
	<datestamp>1256407920000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>If the piracy rate was 80\% then between myself, my mother, my father, my brother and my wife, only one of us would not have a jail-broken phone. And despite how easy it is to jail-break a phone, only one of us (myself) would have the warewithall to do it.</p><p>Now it could very well be that this particular game is popular with high school students or some other audience who may have a much higher rate of piracy than the overall audience of people. But I have to wonder how that piracy flag was determined in the first place: was it determined by seeing if it is running on a jail broken phone? Was it determined through some sort of licensing handshake made with their servers using some personally identifying piece of information? Something else?</p><p>I wonder, in large part because if you own two or more devices and sync it with the same computer, you can install the same purchased software on all of your devices--by Apple's design. In other words, if we own a family computer, and my wife and I own an iPhone and an iPod Touch, all of which sync with the same iTunes installation--then I can buy one piece of software and install it on all four devices.</p><p>If I can legally do this--since Apple's App Store contract essentially says you will allow Apple to distribute your software according to their terms--then I pay for a piece of software and install it on all four devices I'm legally allowed to install it on--then it is <i>not</i> piracy, despite protests from the iPhone developers.</p><p>So what percentage really is piracy, which are false flags, and which are installations on shared devices on the same account? Hmmmm?</p></htmltext>
<tokenext>If the piracy rate was 80 \ % then between myself , my mother , my father , my brother and my wife , only one of us would not have a jail-broken phone .
And despite how easy it is to jail-break a phone , only one of us ( myself ) would have the warewithall to do it.Now it could very well be that this particular game is popular with high school students or some other audience who may have a much higher rate of piracy than the overall audience of people .
But I have to wonder how that piracy flag was determined in the first place : was it determined by seeing if it is running on a jail broken phone ?
Was it determined through some sort of licensing handshake made with their servers using some personally identifying piece of information ?
Something else ? I wonder , in large part because if you own two or more devices and sync it with the same computer , you can install the same purchased software on all of your devices--by Apple 's design .
In other words , if we own a family computer , and my wife and I own an iPhone and an iPod Touch , all of which sync with the same iTunes installation--then I can buy one piece of software and install it on all four devices.If I can legally do this--since Apple 's App Store contract essentially says you will allow Apple to distribute your software according to their terms--then I pay for a piece of software and install it on all four devices I 'm legally allowed to install it on--then it is not piracy , despite protests from the iPhone developers.So what percentage really is piracy , which are false flags , and which are installations on shared devices on the same account ?
Hmmmm ?</tokentext>
<sentencetext>If the piracy rate was 80\% then between myself, my mother, my father, my brother and my wife, only one of us would not have a jail-broken phone.
And despite how easy it is to jail-break a phone, only one of us (myself) would have the warewithall to do it.Now it could very well be that this particular game is popular with high school students or some other audience who may have a much higher rate of piracy than the overall audience of people.
But I have to wonder how that piracy flag was determined in the first place: was it determined by seeing if it is running on a jail broken phone?
Was it determined through some sort of licensing handshake made with their servers using some personally identifying piece of information?
Something else?I wonder, in large part because if you own two or more devices and sync it with the same computer, you can install the same purchased software on all of your devices--by Apple's design.
In other words, if we own a family computer, and my wife and I own an iPhone and an iPod Touch, all of which sync with the same iTunes installation--then I can buy one piece of software and install it on all four devices.If I can legally do this--since Apple's App Store contract essentially says you will allow Apple to distribute your software according to their terms--then I pay for a piece of software and install it on all four devices I'm legally allowed to install it on--then it is not piracy, despite protests from the iPhone developers.So what percentage really is piracy, which are false flags, and which are installations on shared devices on the same account?
Hmmmm?</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29870437</id>
	<title>Apply Social Pressure?</title>
	<author>keean</author>
	<datestamp>1256554140000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Why not display if the copy is pirated on the high score table where everyone can see, and offer a link to "pay now" right there (by paypal?). You could make it apply only over a certain score, so try-before-buying people are not affected, but if you invest serious time in getting a descent high score, are you really going to want to known as someone who didn't pay? To apply more pressure, you could have "pay within X days or have your score removed".</htmltext>
<tokenext>Why not display if the copy is pirated on the high score table where everyone can see , and offer a link to " pay now " right there ( by paypal ? ) .
You could make it apply only over a certain score , so try-before-buying people are not affected , but if you invest serious time in getting a descent high score , are you really going to want to known as someone who did n't pay ?
To apply more pressure , you could have " pay within X days or have your score removed " .</tokentext>
<sentencetext>Why not display if the copy is pirated on the high score table where everyone can see, and offer a link to "pay now" right there (by paypal?).
You could make it apply only over a certain score, so try-before-buying people are not affected, but if you invest serious time in getting a descent high score, are you really going to want to known as someone who didn't pay?
To apply more pressure, you could have "pay within X days or have your score removed".</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855143</id>
	<title>How Many Displaced Sales?</title>
	<author>Anonymous</author>
	<datestamp>1256381580000</datestamp>
	<modclass>None</modclass>
	<modscore>2</modscore>
	<htmltext><p><i>the piracy rate is estimated at around 80\% during the first week after release. Since a common excuse for piracy is "try before you buy," they also looked at the related iPhone DeviceIDs to see how many of the pirates went on to purchase the game. None of them did.</i></p><p>Interesting answers to irrelevant questions.</p><p>Here's the money question: How many sales were displaced?</p><p>Suppose we want that information: Can you think of a test which would detect displaced sales?</p></htmltext>
<tokenext>the piracy rate is estimated at around 80 \ % during the first week after release .
Since a common excuse for piracy is " try before you buy , " they also looked at the related iPhone DeviceIDs to see how many of the pirates went on to purchase the game .
None of them did.Interesting answers to irrelevant questions.Here 's the money question : How many sales were displaced ? Suppose we want that information : Can you think of a test which would detect displaced sales ?</tokentext>
<sentencetext>the piracy rate is estimated at around 80\% during the first week after release.
Since a common excuse for piracy is "try before you buy," they also looked at the related iPhone DeviceIDs to see how many of the pirates went on to purchase the game.
None of them did.Interesting answers to irrelevant questions.Here's the money question: How many sales were displaced?Suppose we want that information: Can you think of a test which would detect displaced sales?</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29859073</id>
	<title>Excuses, Excuses, Excuses... He's wrong.</title>
	<author>Jackie\_Chan\_Fan</author>
	<datestamp>1256417880000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>3</modscore>
	<htmltext><p>From Toucharcade:</p><p><i> <b>"Ethan Nicholas is one of the big indie success stories of the App Store. Nicholas quit his job back in January after his tank artillery game iShoot grabbed the #1 spot in the App Store. Nicholas reportedly made over $800,000 within five months."</b> </i> </p><p>This is just one of MANY games that made a crap load of money via legal sales on iTunes. Such games as that include, Trisms, Space Invaders: Infinity Gene, 2 Across, Fieldrunners, Real Racing, Madden, Tiger Woods, Need for Speed, Flight Control, AIM, Baseball Stars, Texas Hold'em, Rock Band, Tap Tap Dance, and MANY MORE....</p><p>These games have made a lot of money in very short time. Trism's made the indie developer, $250,000 in 2 months. 2 Across, also made an indie developer $1800 a DAY in sales. Tap Tap Dance, made $6,927 a week when it launched. Now Tap Tap has several games out, which are HUGE successes for an indie developer on the iphone. You can only imagine how profitable they are now.</p><p>This developers game (Tap-Fu) is bad. Its not a good game. Its not even a complete game. Its missing most of the story mode, as it hasnt been made yet. It has very simple gameplay that really doesnt work well.</p><p>There was no trial version for the game. Many games have free trial versions known as "lite" versions on iTunes. The developer tries to shoot down the idea that warez users tend to try out software, then some possibly buy it.</p><p>Frankly by not providing a free trial version via itunes, he forced people to try out a warezed version.</p><p>I bought Tap-Fu after reading about it on Toucharcade.com. It looked promising, but it fell flat. Its bad. iTunes has a no return policy.... perhaps that forces more people to use warez versions because the proof is that... PEOPLE DO BUY these apps legally... IF they are good and worth it. These companies do make good money selling them. The App store has helped keep the indie developement scene alive. Many people have quit their day jobs to code Apps full time that generate $200,000 in profit in 2 months.</p><p>TAP-Fu was simply not a good game. At least in my opinion</p><p>The fact is, all of those games I mentioned above have made a LOT of money, under the same circumstances as this developer's "Tap-Fu" game. They all faced the "threat" of piracy. The difference is, those other games were worth owning, and Tap-Fu is not. That's the real reason why its not selling well. Not some silly piracy excuse.</p><p>The developers score board data is certainly interesting, but it is not proof of ANYTHING, other than people didnt find his app worth buying. MOST apps arent worth buying, or even installing illegally...</p><p>There are a good handful of ones that are... and they do make money. Lots.</p></htmltext>
<tokenext>From Toucharcade : " Ethan Nicholas is one of the big indie success stories of the App Store .
Nicholas quit his job back in January after his tank artillery game iShoot grabbed the # 1 spot in the App Store .
Nicholas reportedly made over $ 800,000 within five months .
" This is just one of MANY games that made a crap load of money via legal sales on iTunes .
Such games as that include , Trisms , Space Invaders : Infinity Gene , 2 Across , Fieldrunners , Real Racing , Madden , Tiger Woods , Need for Speed , Flight Control , AIM , Baseball Stars , Texas Hold'em , Rock Band , Tap Tap Dance , and MANY MORE....These games have made a lot of money in very short time .
Trism 's made the indie developer , $ 250,000 in 2 months .
2 Across , also made an indie developer $ 1800 a DAY in sales .
Tap Tap Dance , made $ 6,927 a week when it launched .
Now Tap Tap has several games out , which are HUGE successes for an indie developer on the iphone .
You can only imagine how profitable they are now.This developers game ( Tap-Fu ) is bad .
Its not a good game .
Its not even a complete game .
Its missing most of the story mode , as it hasnt been made yet .
It has very simple gameplay that really doesnt work well.There was no trial version for the game .
Many games have free trial versions known as " lite " versions on iTunes .
The developer tries to shoot down the idea that warez users tend to try out software , then some possibly buy it.Frankly by not providing a free trial version via itunes , he forced people to try out a warezed version.I bought Tap-Fu after reading about it on Toucharcade.com .
It looked promising , but it fell flat .
Its bad .
iTunes has a no return policy.... perhaps that forces more people to use warez versions because the proof is that... PEOPLE DO BUY these apps legally... IF they are good and worth it .
These companies do make good money selling them .
The App store has helped keep the indie developement scene alive .
Many people have quit their day jobs to code Apps full time that generate $ 200,000 in profit in 2 months.TAP-Fu was simply not a good game .
At least in my opinionThe fact is , all of those games I mentioned above have made a LOT of money , under the same circumstances as this developer 's " Tap-Fu " game .
They all faced the " threat " of piracy .
The difference is , those other games were worth owning , and Tap-Fu is not .
That 's the real reason why its not selling well .
Not some silly piracy excuse.The developers score board data is certainly interesting , but it is not proof of ANYTHING , other than people didnt find his app worth buying .
MOST apps arent worth buying , or even installing illegally...There are a good handful of ones that are... and they do make money .
Lots .</tokentext>
<sentencetext>From Toucharcade: "Ethan Nicholas is one of the big indie success stories of the App Store.
Nicholas quit his job back in January after his tank artillery game iShoot grabbed the #1 spot in the App Store.
Nicholas reportedly made over $800,000 within five months.
"  This is just one of MANY games that made a crap load of money via legal sales on iTunes.
Such games as that include, Trisms, Space Invaders: Infinity Gene, 2 Across, Fieldrunners, Real Racing, Madden, Tiger Woods, Need for Speed, Flight Control, AIM, Baseball Stars, Texas Hold'em, Rock Band, Tap Tap Dance, and MANY MORE....These games have made a lot of money in very short time.
Trism's made the indie developer, $250,000 in 2 months.
2 Across, also made an indie developer $1800 a DAY in sales.
Tap Tap Dance, made $6,927 a week when it launched.
Now Tap Tap has several games out, which are HUGE successes for an indie developer on the iphone.
You can only imagine how profitable they are now.This developers game (Tap-Fu) is bad.
Its not a good game.
Its not even a complete game.
Its missing most of the story mode, as it hasnt been made yet.
It has very simple gameplay that really doesnt work well.There was no trial version for the game.
Many games have free trial versions known as "lite" versions on iTunes.
The developer tries to shoot down the idea that warez users tend to try out software, then some possibly buy it.Frankly by not providing a free trial version via itunes, he forced people to try out a warezed version.I bought Tap-Fu after reading about it on Toucharcade.com.
It looked promising, but it fell flat.
Its bad.
iTunes has a no return policy.... perhaps that forces more people to use warez versions because the proof is that... PEOPLE DO BUY these apps legally... IF they are good and worth it.
These companies do make good money selling them.
The App store has helped keep the indie developement scene alive.
Many people have quit their day jobs to code Apps full time that generate $200,000 in profit in 2 months.TAP-Fu was simply not a good game.
At least in my opinionThe fact is, all of those games I mentioned above have made a LOT of money, under the same circumstances as this developer's "Tap-Fu" game.
They all faced the "threat" of piracy.
The difference is, those other games were worth owning, and Tap-Fu is not.
That's the real reason why its not selling well.
Not some silly piracy excuse.The developers score board data is certainly interesting, but it is not proof of ANYTHING, other than people didnt find his app worth buying.
MOST apps arent worth buying, or even installing illegally...There are a good handful of ones that are... and they do make money.
Lots.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29857063</id>
	<title>Re:Another example</title>
	<author>Anonymous</author>
	<datestamp>1256402880000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>That stat probably isn't down to people buying but to the bahaviour of paying customers. Someone who pirates is likely to move onto other games fast as they have a huge number to choose from.</p><p>A paying customer on the otherhand may have less than a dozen games which they play a lot because they want/need to get their money's worth and can't afford to buy 50 games and spend a few days on each.</p></htmltext>
<tokenext>That stat probably is n't down to people buying but to the bahaviour of paying customers .
Someone who pirates is likely to move onto other games fast as they have a huge number to choose from.A paying customer on the otherhand may have less than a dozen games which they play a lot because they want/need to get their money 's worth and ca n't afford to buy 50 games and spend a few days on each .</tokentext>
<sentencetext>That stat probably isn't down to people buying but to the bahaviour of paying customers.
Someone who pirates is likely to move onto other games fast as they have a huge number to choose from.A paying customer on the otherhand may have less than a dozen games which they play a lot because they want/need to get their money's worth and can't afford to buy 50 games and spend a few days on each.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855123</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855147</id>
	<title>Whats the game?</title>
	<author>Anonymous</author>
	<datestamp>1256381580000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Whats the game. I'd like to know what the cost is and how good the game is. If its inexpensive for what the game is  then there is no reason to pirate it. Cost does have alot to do with why people pirate things. Im not saying thats its right. I have bought a few games and wish that i hand pirated them as they were so bad. Is there a way to get a refund on the app store if you dont like a game/app ?</htmltext>
<tokenext>Whats the game .
I 'd like to know what the cost is and how good the game is .
If its inexpensive for what the game is then there is no reason to pirate it .
Cost does have alot to do with why people pirate things .
Im not saying thats its right .
I have bought a few games and wish that i hand pirated them as they were so bad .
Is there a way to get a refund on the app store if you dont like a game/app ?</tokentext>
<sentencetext>Whats the game.
I'd like to know what the cost is and how good the game is.
If its inexpensive for what the game is  then there is no reason to pirate it.
Cost does have alot to do with why people pirate things.
Im not saying thats its right.
I have bought a few games and wish that i hand pirated them as they were so bad.
Is there a way to get a refund on the app store if you dont like a game/app ?</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855371</id>
	<title>Ya that's the real issue</title>
	<author>Anonymous</author>
	<datestamp>1256385420000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>2</modscore>
	<htmltext><p>Unfortunately, I can't think of a good way to test for it, but you are right on about the issue. The issue is NOT how many people got a copy without paying. The issue is if it was impossible, how many people would have payed?</p><p>Reason this is important is because it tells you how much it matters to actually try and fight against it. Fighting copyright infringement takes time and money. Also, the more onerous the DRM you introduce, the more you piss off legit customers and thus the less money you make. So the trick is to find the best balance that gets you the most sales. To do that the most effectively, you need to know how many copies are actual lost sales, and how many would have just done without.</p><p>You can compare it in some ways to shrinkage prevention at a store. All stores have problems with shoplifting, and in that case there is real loss since you lose the value of the item stolen. Ok well you could certainly reduce it a whole lot by hiring armed professional guards and forcing all employees and customers to undergo a strip search when they leave. You might even come close to zero. However, the problem is your business would go bust because nobody would shop there, never mind the extreme cost of such security. Thus stores don't do that. Their goal is not to stop all shrinkage, their goal is to maximize profit and that means stopping as much as they can cheaply, and without driving customers away.</p><p>Same deal with copying software. I suspect you'd find that a rather large number of the people would simply do without. They aren't lost sales, they would buy it if they couldn't have it for free.</p></htmltext>
<tokenext>Unfortunately , I ca n't think of a good way to test for it , but you are right on about the issue .
The issue is NOT how many people got a copy without paying .
The issue is if it was impossible , how many people would have payed ? Reason this is important is because it tells you how much it matters to actually try and fight against it .
Fighting copyright infringement takes time and money .
Also , the more onerous the DRM you introduce , the more you piss off legit customers and thus the less money you make .
So the trick is to find the best balance that gets you the most sales .
To do that the most effectively , you need to know how many copies are actual lost sales , and how many would have just done without.You can compare it in some ways to shrinkage prevention at a store .
All stores have problems with shoplifting , and in that case there is real loss since you lose the value of the item stolen .
Ok well you could certainly reduce it a whole lot by hiring armed professional guards and forcing all employees and customers to undergo a strip search when they leave .
You might even come close to zero .
However , the problem is your business would go bust because nobody would shop there , never mind the extreme cost of such security .
Thus stores do n't do that .
Their goal is not to stop all shrinkage , their goal is to maximize profit and that means stopping as much as they can cheaply , and without driving customers away.Same deal with copying software .
I suspect you 'd find that a rather large number of the people would simply do without .
They are n't lost sales , they would buy it if they could n't have it for free .</tokentext>
<sentencetext>Unfortunately, I can't think of a good way to test for it, but you are right on about the issue.
The issue is NOT how many people got a copy without paying.
The issue is if it was impossible, how many people would have payed?Reason this is important is because it tells you how much it matters to actually try and fight against it.
Fighting copyright infringement takes time and money.
Also, the more onerous the DRM you introduce, the more you piss off legit customers and thus the less money you make.
So the trick is to find the best balance that gets you the most sales.
To do that the most effectively, you need to know how many copies are actual lost sales, and how many would have just done without.You can compare it in some ways to shrinkage prevention at a store.
All stores have problems with shoplifting, and in that case there is real loss since you lose the value of the item stolen.
Ok well you could certainly reduce it a whole lot by hiring armed professional guards and forcing all employees and customers to undergo a strip search when they leave.
You might even come close to zero.
However, the problem is your business would go bust because nobody would shop there, never mind the extreme cost of such security.
Thus stores don't do that.
Their goal is not to stop all shrinkage, their goal is to maximize profit and that means stopping as much as they can cheaply, and without driving customers away.Same deal with copying software.
I suspect you'd find that a rather large number of the people would simply do without.
They aren't lost sales, they would buy it if they couldn't have it for free.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855143</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29868759</id>
	<title>how MANY did pay??</title>
	<author>riprjak</author>
	<datestamp>1256486580000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>The key point missing here is how many actual transactions that 20\% of non pirates represents.  That such a large proportion pirated it is interesting, but is there any harm?  is there sales diversion (I think we may safely assume that someone who is willing to circumvent a fee of $3; $2 now apparently; can never be considered a lost sale; granted there may be a small subset who live in a region it isnt offered for sale or do not have a means of payment acceptable to iTunes.)? or is this noise obscuring the real signal, did the effort of developing the app and submitting it to iTunes store pay off?</p><p>It might be that an 80\% piracy rate is a broadly unavoidable part of the system; are the two even comparable sets of data or do 100\% of people who have heard about it and are willing to pay for stuff buy it and 100\% of idiots who have heard of it and like to fill their phone with a bazillion things for no useful reason pirate it.  The real question should be does it impact profits and return on investment and are the costs of preventing it ever going to be recouped with additional sales?</p><p>Personally  I am firmly in the category where I would shell out $3 on the strength of a few screenshots without a demo, it just isn't expensive enough to worry about for me.  Hell, I shell out much more than that on steam pre-orders just on the strength of who is developing a game. The question remains is this level of piracy even causing a problem?</p><p>I am not going to attack the morals or ethics here, you make your choices and takes your chances; Personally I am of the view that piracy can not be justified; it is something you do as a child before you have finished learning right from wrong. You want to make a free software stand, then do not use commercial software.  You want something, buy it, build it or trade for it; not willing to do that, live without it.  Sure, current business models may be broken and I am sick of being treated like a fscking criminal by every game publisher who isn't stardock, but that doesnt change my view.</p><p>Just my $0.02<br>err!<br>jak.</p></htmltext>
<tokenext>The key point missing here is how many actual transactions that 20 \ % of non pirates represents .
That such a large proportion pirated it is interesting , but is there any harm ?
is there sales diversion ( I think we may safely assume that someone who is willing to circumvent a fee of $ 3 ; $ 2 now apparently ; can never be considered a lost sale ; granted there may be a small subset who live in a region it isnt offered for sale or do not have a means of payment acceptable to iTunes. ) ?
or is this noise obscuring the real signal , did the effort of developing the app and submitting it to iTunes store pay off ? It might be that an 80 \ % piracy rate is a broadly unavoidable part of the system ; are the two even comparable sets of data or do 100 \ % of people who have heard about it and are willing to pay for stuff buy it and 100 \ % of idiots who have heard of it and like to fill their phone with a bazillion things for no useful reason pirate it .
The real question should be does it impact profits and return on investment and are the costs of preventing it ever going to be recouped with additional sales ? Personally I am firmly in the category where I would shell out $ 3 on the strength of a few screenshots without a demo , it just is n't expensive enough to worry about for me .
Hell , I shell out much more than that on steam pre-orders just on the strength of who is developing a game .
The question remains is this level of piracy even causing a problem ? I am not going to attack the morals or ethics here , you make your choices and takes your chances ; Personally I am of the view that piracy can not be justified ; it is something you do as a child before you have finished learning right from wrong .
You want to make a free software stand , then do not use commercial software .
You want something , buy it , build it or trade for it ; not willing to do that , live without it .
Sure , current business models may be broken and I am sick of being treated like a fscking criminal by every game publisher who is n't stardock , but that doesnt change my view.Just my $ 0.02err ! jak .</tokentext>
<sentencetext>The key point missing here is how many actual transactions that 20\% of non pirates represents.
That such a large proportion pirated it is interesting, but is there any harm?
is there sales diversion (I think we may safely assume that someone who is willing to circumvent a fee of $3; $2 now apparently; can never be considered a lost sale; granted there may be a small subset who live in a region it isnt offered for sale or do not have a means of payment acceptable to iTunes.)?
or is this noise obscuring the real signal, did the effort of developing the app and submitting it to iTunes store pay off?It might be that an 80\% piracy rate is a broadly unavoidable part of the system; are the two even comparable sets of data or do 100\% of people who have heard about it and are willing to pay for stuff buy it and 100\% of idiots who have heard of it and like to fill their phone with a bazillion things for no useful reason pirate it.
The real question should be does it impact profits and return on investment and are the costs of preventing it ever going to be recouped with additional sales?Personally  I am firmly in the category where I would shell out $3 on the strength of a few screenshots without a demo, it just isn't expensive enough to worry about for me.
Hell, I shell out much more than that on steam pre-orders just on the strength of who is developing a game.
The question remains is this level of piracy even causing a problem?I am not going to attack the morals or ethics here, you make your choices and takes your chances; Personally I am of the view that piracy can not be justified; it is something you do as a child before you have finished learning right from wrong.
You want to make a free software stand, then do not use commercial software.
You want something, buy it, build it or trade for it; not willing to do that, live without it.
Sure, current business models may be broken and I am sick of being treated like a fscking criminal by every game publisher who isn't stardock, but that doesnt change my view.Just my $0.02err!jak.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855123</id>
	<title>Another example</title>
	<author>happy</author>
	<datestamp>1256381160000</datestamp>
	<modclass>Informativ</modclass>
	<modscore>5</modscore>
	<htmltext><p>I am the iPhone developer for the Notifications app (see <a href="http://www.appnotifications.com/" title="appnotifications.com" rel="nofollow">http://www.appnotifications.com/</a> [appnotifications.com]). On the first day my app was published on appulous (that happened very quickly after my app was on the appstore), the piracy rate was 99.3\%. On that 99.3\% I had about 1\% who bought the application after trying it.</p><p>That was in the beginning of September, I now have a total piracy rate of about 50\%. My app requires network and connects on my server, therefor my stats are pretty accurate. I think the piracy rate would be way higher than 50\% if my app did not have to connect to my server.</p></htmltext>
<tokenext>I am the iPhone developer for the Notifications app ( see http : //www.appnotifications.com/ [ appnotifications.com ] ) .
On the first day my app was published on appulous ( that happened very quickly after my app was on the appstore ) , the piracy rate was 99.3 \ % .
On that 99.3 \ % I had about 1 \ % who bought the application after trying it.That was in the beginning of September , I now have a total piracy rate of about 50 \ % .
My app requires network and connects on my server , therefor my stats are pretty accurate .
I think the piracy rate would be way higher than 50 \ % if my app did not have to connect to my server .</tokentext>
<sentencetext>I am the iPhone developer for the Notifications app (see http://www.appnotifications.com/ [appnotifications.com]).
On the first day my app was published on appulous (that happened very quickly after my app was on the appstore), the piracy rate was 99.3\%.
On that 99.3\% I had about 1\% who bought the application after trying it.That was in the beginning of September, I now have a total piracy rate of about 50\%.
My app requires network and connects on my server, therefor my stats are pretty accurate.
I think the piracy rate would be way higher than 50\% if my app did not have to connect to my server.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29860905</id>
	<title>Markets determine value, NOT producers</title>
	<author>Dysphoric1</author>
	<datestamp>1256389380000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>If the market is unwilling to financially support a work and would rather pirate it instead, then said work is not a viable product and has no real value. NO ONE has any inherent right to make money doing whatever they want, no matter how much effort they put into it.</p><p>If you can't make a living making something as trivial as games, get a new career or find some rich eccentric to bankroll your so-called &ldquo;art&rdquo;.</p><p>Where developers/artists get such a sense of entitlement from is beyond me. The only thing piracy stats prove is how completely out of touch they are with the market; a market that is currently in a huge recession with massive unemployment, I might add...</p></htmltext>
<tokenext>If the market is unwilling to financially support a work and would rather pirate it instead , then said work is not a viable product and has no real value .
NO ONE has any inherent right to make money doing whatever they want , no matter how much effort they put into it.If you ca n't make a living making something as trivial as games , get a new career or find some rich eccentric to bankroll your so-called    art    .Where developers/artists get such a sense of entitlement from is beyond me .
The only thing piracy stats prove is how completely out of touch they are with the market ; a market that is currently in a huge recession with massive unemployment , I might add.. .</tokentext>
<sentencetext>If the market is unwilling to financially support a work and would rather pirate it instead, then said work is not a viable product and has no real value.
NO ONE has any inherent right to make money doing whatever they want, no matter how much effort they put into it.If you can't make a living making something as trivial as games, get a new career or find some rich eccentric to bankroll your so-called “art”.Where developers/artists get such a sense of entitlement from is beyond me.
The only thing piracy stats prove is how completely out of touch they are with the market; a market that is currently in a huge recession with massive unemployment, I might add...</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29865875</id>
	<title>Missing the point...again!</title>
	<author>hackel</author>
	<datestamp>1256497680000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>This whole notion of releasing these tiny, little crap software programs for money and profit is absurd.  This is why I can't stand the Apple commercials advertising their thousands of "apps" for this and that...they never mention the fact that said apps are being released by greedy developers who insist upon selling them.  And it seems Apple doesn't even want developers to release the source code of their apps either.  We have to accept the fact that Apple is actually trying to fuel the proprietary software "industry" on their iPhone platform, and that it is in their best interests for people to sell their apps, and dupe users into thinking they should have to pay for such software.  What a waste of talent when so many talented developers are writing useless iPhone apps in an attempt to make money instead of contributing to decent open source software for everyone to enjoy...</p><p>Thank god my N900 will be able to run whatever open source apps I chose, free of piracy...</p></htmltext>
<tokenext>This whole notion of releasing these tiny , little crap software programs for money and profit is absurd .
This is why I ca n't stand the Apple commercials advertising their thousands of " apps " for this and that...they never mention the fact that said apps are being released by greedy developers who insist upon selling them .
And it seems Apple does n't even want developers to release the source code of their apps either .
We have to accept the fact that Apple is actually trying to fuel the proprietary software " industry " on their iPhone platform , and that it is in their best interests for people to sell their apps , and dupe users into thinking they should have to pay for such software .
What a waste of talent when so many talented developers are writing useless iPhone apps in an attempt to make money instead of contributing to decent open source software for everyone to enjoy...Thank god my N900 will be able to run whatever open source apps I chose , free of piracy.. .</tokentext>
<sentencetext>This whole notion of releasing these tiny, little crap software programs for money and profit is absurd.
This is why I can't stand the Apple commercials advertising their thousands of "apps" for this and that...they never mention the fact that said apps are being released by greedy developers who insist upon selling them.
And it seems Apple doesn't even want developers to release the source code of their apps either.
We have to accept the fact that Apple is actually trying to fuel the proprietary software "industry" on their iPhone platform, and that it is in their best interests for people to sell their apps, and dupe users into thinking they should have to pay for such software.
What a waste of talent when so many talented developers are writing useless iPhone apps in an attempt to make money instead of contributing to decent open source software for everyone to enjoy...Thank god my N900 will be able to run whatever open source apps I chose, free of piracy...</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855781</id>
	<title>Re:You can't beat pirates</title>
	<author>Mishotaki</author>
	<datestamp>1256391180000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>the only problem is that we're talking about low-budget games that can be finished in little time... someone who pirated it will probably delete it fairly fast after he's done with it to get another new game, so he won't really be looking for his price-point, he's just browsing...</htmltext>
<tokenext>the only problem is that we 're talking about low-budget games that can be finished in little time... someone who pirated it will probably delete it fairly fast after he 's done with it to get another new game , so he wo n't really be looking for his price-point , he 's just browsing.. .</tokentext>
<sentencetext>the only problem is that we're talking about low-budget games that can be finished in little time... someone who pirated it will probably delete it fairly fast after he's done with it to get another new game, so he won't really be looking for his price-point, he's just browsing...</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855153</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29862121</id>
	<title>Re:You can't beat pirates</title>
	<author>Anonymous</author>
	<datestamp>1256403360000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>I can attest to this. I have bought L4D, COD4, COD5, and a few other games when they where @ 50\% on Stream.  Every now and then Steam also has a deal on like 10 - 15 indie games in a pack and i've bought them as well, even if I already owned a game or two out in the pack (though I wish they'd let me gift the games I already own to a friend). Also I email my friends about the deal and they usually pick the game up as well, so we have another option on our weekly game night.</p></htmltext>
<tokenext>I can attest to this .
I have bought L4D , COD4 , COD5 , and a few other games when they where @ 50 \ % on Stream .
Every now and then Steam also has a deal on like 10 - 15 indie games in a pack and i 've bought them as well , even if I already owned a game or two out in the pack ( though I wish they 'd let me gift the games I already own to a friend ) .
Also I email my friends about the deal and they usually pick the game up as well , so we have another option on our weekly game night .</tokentext>
<sentencetext>I can attest to this.
I have bought L4D, COD4, COD5, and a few other games when they where @ 50\% on Stream.
Every now and then Steam also has a deal on like 10 - 15 indie games in a pack and i've bought them as well, even if I already owned a game or two out in the pack (though I wish they'd let me gift the games I already own to a friend).
Also I email my friends about the deal and they usually pick the game up as well, so we have another option on our weekly game night.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855153</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855899</id>
	<title>Re:Another example</title>
	<author>ViViDboarder</author>
	<datestamp>1256392500000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Software like Photoshop, Autocad, Final Cut, Adobe Premier are all basically in their own category <br> <br>

They are examples of "professional software."  Basically software that is beyond the price point of anyone using the products for casual use (thus their desire to pirate).  Because of their quality people want to use them for private use and thus it likely does lead to an ongoing domination of each of their respective markets.  When everyone grows up and goes to the workplace, they already know Photoshop.  Do you want to teach them a new piece of software?  No.  You're going to license PS.<br> <br>

You brought up a good point, but I think this group of software needs to be looked at separately than affordable, consumer products.</htmltext>
<tokenext>Software like Photoshop , Autocad , Final Cut , Adobe Premier are all basically in their own category They are examples of " professional software .
" Basically software that is beyond the price point of anyone using the products for casual use ( thus their desire to pirate ) .
Because of their quality people want to use them for private use and thus it likely does lead to an ongoing domination of each of their respective markets .
When everyone grows up and goes to the workplace , they already know Photoshop .
Do you want to teach them a new piece of software ?
No. You 're going to license PS .
You brought up a good point , but I think this group of software needs to be looked at separately than affordable , consumer products .</tokentext>
<sentencetext>Software like Photoshop, Autocad, Final Cut, Adobe Premier are all basically in their own category  

They are examples of "professional software.
"  Basically software that is beyond the price point of anyone using the products for casual use (thus their desire to pirate).
Because of their quality people want to use them for private use and thus it likely does lead to an ongoing domination of each of their respective markets.
When everyone grows up and goes to the workplace, they already know Photoshop.
Do you want to teach them a new piece of software?
No.  You're going to license PS.
You brought up a good point, but I think this group of software needs to be looked at separately than affordable, consumer products.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855381</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29857317</id>
	<title>If I may say...</title>
	<author>Anonymous</author>
	<datestamp>1256405100000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>I definitely fall under the category of "I wouldn't buy it anyway." For years, I held myself to the code of not pirating mp3s, instead, I listened to midis or rarely streamed music via Youtube or used internet radio. I played freeware games rather than pirating commercial ones. I used OpenOffice rather than Microsoft Office, pirated.</p><p>If something is not easily piratable and has a hoop or several that I must jump through, I won't go through the trouble. I'll find some free alternative. If I can get it for free as easy or easier as I can get a free alternative (I find mp3s easier to find than midis, for example, and I found Microsoft Office was insanely easy to get once I needed it for a class) , then I will go the more dishonest route.</p><p>If I can't beat copy protection very quickly, I won't.</p><p>And if it is relevant, I do have some standards. I won't play World of Goo and I did buy Democracy 2 after I pirated it because I enjoyed it so much. The same goes for the Baseball Mogul series.</p><p>Is any of this a justification? Not really. I'm really guilty as charged but I'm also guilty of taking the path of least resistance.</p></htmltext>
<tokenext>I definitely fall under the category of " I would n't buy it anyway .
" For years , I held myself to the code of not pirating mp3s , instead , I listened to midis or rarely streamed music via Youtube or used internet radio .
I played freeware games rather than pirating commercial ones .
I used OpenOffice rather than Microsoft Office , pirated.If something is not easily piratable and has a hoop or several that I must jump through , I wo n't go through the trouble .
I 'll find some free alternative .
If I can get it for free as easy or easier as I can get a free alternative ( I find mp3s easier to find than midis , for example , and I found Microsoft Office was insanely easy to get once I needed it for a class ) , then I will go the more dishonest route.If I ca n't beat copy protection very quickly , I wo n't.And if it is relevant , I do have some standards .
I wo n't play World of Goo and I did buy Democracy 2 after I pirated it because I enjoyed it so much .
The same goes for the Baseball Mogul series.Is any of this a justification ?
Not really .
I 'm really guilty as charged but I 'm also guilty of taking the path of least resistance .</tokentext>
<sentencetext>I definitely fall under the category of "I wouldn't buy it anyway.
" For years, I held myself to the code of not pirating mp3s, instead, I listened to midis or rarely streamed music via Youtube or used internet radio.
I played freeware games rather than pirating commercial ones.
I used OpenOffice rather than Microsoft Office, pirated.If something is not easily piratable and has a hoop or several that I must jump through, I won't go through the trouble.
I'll find some free alternative.
If I can get it for free as easy or easier as I can get a free alternative (I find mp3s easier to find than midis, for example, and I found Microsoft Office was insanely easy to get once I needed it for a class) , then I will go the more dishonest route.If I can't beat copy protection very quickly, I won't.And if it is relevant, I do have some standards.
I won't play World of Goo and I did buy Democracy 2 after I pirated it because I enjoyed it so much.
The same goes for the Baseball Mogul series.Is any of this a justification?
Not really.
I'm really guilty as charged but I'm also guilty of taking the path of least resistance.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29856857</id>
	<title>Arrrgh!</title>
	<author>De-Jean7777</author>
	<datestamp>1256401500000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Why do they call it piracy?</p><p>It's not like you had to board a ship, kill it's crew and rape the women, and then take the chest full of gold. Yeah, the author really had to walk the plank.</p></htmltext>
<tokenext>Why do they call it piracy ? It 's not like you had to board a ship , kill it 's crew and rape the women , and then take the chest full of gold .
Yeah , the author really had to walk the plank .</tokentext>
<sentencetext>Why do they call it piracy?It's not like you had to board a ship, kill it's crew and rape the women, and then take the chest full of gold.
Yeah, the author really had to walk the plank.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29857763</id>
	<title>Isn't pirating better than ignoring?</title>
	<author>shoeman22</author>
	<datestamp>1256408520000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>A lot of folks are making the argument that just because you can't afford it doesn't mean you should pirate it and instead you should just go without.

While I get that this adheres to a nice and simple principle of fairness, the author is the one that really pays the price.

Think about it, if I pirate a game and it's a good game, I'm likely to talk to my friends about it.  Maybe you get a sale out of my word of mouth, but even if you don't, you're getting a lot of free marketing out of the deal.  Plus, you're exposing me to how good your stuff really is so I may purchase another title legitimately in the future when I have the money (think college student).  Or maybe there comes a point where piracy is impossible (ya, unlikely) or you release a game that's heavily online (ie wow...much more likely), and now I'm forced to buy it.  It'd be tough to pass up your new game if I loved your old one so much.

The point is that you lost no money when I initially pirated, but it really does increase your chances at a future sale with the pirate and gives you free word of mouth advertising in the mean time.

Honestly, it's way better from a business perspective to be pirated than simply ignored isn't?</htmltext>
<tokenext>A lot of folks are making the argument that just because you ca n't afford it does n't mean you should pirate it and instead you should just go without .
While I get that this adheres to a nice and simple principle of fairness , the author is the one that really pays the price .
Think about it , if I pirate a game and it 's a good game , I 'm likely to talk to my friends about it .
Maybe you get a sale out of my word of mouth , but even if you do n't , you 're getting a lot of free marketing out of the deal .
Plus , you 're exposing me to how good your stuff really is so I may purchase another title legitimately in the future when I have the money ( think college student ) .
Or maybe there comes a point where piracy is impossible ( ya , unlikely ) or you release a game that 's heavily online ( ie wow...much more likely ) , and now I 'm forced to buy it .
It 'd be tough to pass up your new game if I loved your old one so much .
The point is that you lost no money when I initially pirated , but it really does increase your chances at a future sale with the pirate and gives you free word of mouth advertising in the mean time .
Honestly , it 's way better from a business perspective to be pirated than simply ignored is n't ?</tokentext>
<sentencetext>A lot of folks are making the argument that just because you can't afford it doesn't mean you should pirate it and instead you should just go without.
While I get that this adheres to a nice and simple principle of fairness, the author is the one that really pays the price.
Think about it, if I pirate a game and it's a good game, I'm likely to talk to my friends about it.
Maybe you get a sale out of my word of mouth, but even if you don't, you're getting a lot of free marketing out of the deal.
Plus, you're exposing me to how good your stuff really is so I may purchase another title legitimately in the future when I have the money (think college student).
Or maybe there comes a point where piracy is impossible (ya, unlikely) or you release a game that's heavily online (ie wow...much more likely), and now I'm forced to buy it.
It'd be tough to pass up your new game if I loved your old one so much.
The point is that you lost no money when I initially pirated, but it really does increase your chances at a future sale with the pirate and gives you free word of mouth advertising in the mean time.
Honestly, it's way better from a business perspective to be pirated than simply ignored isn't?</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29857003</id>
	<title>His game: Tap-Fu SUCKS. Thats why it didnt sell.</title>
	<author>Jackie\_Chan\_Fan</author>
	<datestamp>1256402460000</datestamp>
	<modclass>Informativ</modclass>
	<modscore>2</modscore>
	<htmltext><p>His game didnt sell well because the game "TAP-FU" sucks. Word of mouth traveled fast as soon as it released on Toucharcade.com and others. Many had felt that it had too few levels, and variation to its gameplay. You actually repeat the first level 3 times. Honestly i gave up after the 3rd level so i dont know if there is anything different after. Why? BECAUSE THE GAME IS BORING.</p><p>He says pirates use the excuse of "Try before you buy" but he fails to tell you that he did not provide a trial version version on itunes for people to try before buying. Typically this is known as a "lite" version, that is free on iTunes for people to demo before they buy.</p><p>So his try before you buy statement is incorrect. There was no way to "Try before you buy" his game, unless you pirated it.</p><p>Now what happened, is most people that pirated probably had the same experience as those who paid for it (such as myself).... and that is... IT WASNT WORTH BUYING.</p><p>Lets go back to the fact that there was no Trial version on iTunes. When a paying customer finds out that he bought something he is not satisfied with, and he understands that he cant get a refund due to itunes no return policy... even for $1.99, an unsatisfied customer will spread the word of his dissatisfaction. Multiply that by X amount of early adopters and factor in the great power of word of mouth on the internet.</p><p>The game was bad. I'm sorry. There are PLENTY of game companies that have started up just because of the success of the App Store on iTunes. Many developers have quit their day jobs and have written very succesful apps that have made them a great deal of money. Some as much as $250,000 in two months (Trisms game dev... and others... just google it)</p><p>App developers are making a good deal of money on their Apps. Dont blaim piracy for your poorly designed game that is a rip off of Street Fighters artwork, and a poor attempt at remaking nintendo's Kung-Fu. I admire your efforts to develop the game, and there is potential for it to be good... but there wasnt enough content, the animations were poor, and it lacked finish.</p><p>Pirates may have not paid for it, and they may even continue to play it as you state by your scoreboard data... but that doesnt mean it was worth it to them to buy.</p><p>OF COURSE... piracy is a concern to all developers... however one must have a piece of software worth buying before you start complaining that no one bought it.</p><p>Tap-Fu has 8 reviews on iTunes... and Fieldrunners has 2583 reviews. Granted Fieldrunners has been out for a while now, but it was an instant success that climbed to the top of the iphone app sales list the second it was available. It has made the developer a lot of money, and it is being ported to other platforms...</p><p>Piracy didnt stop Fieldrunners. It faced the same circumstances.... except, it was an incredible game worth buying.</p></htmltext>
<tokenext>His game didnt sell well because the game " TAP-FU " sucks .
Word of mouth traveled fast as soon as it released on Toucharcade.com and others .
Many had felt that it had too few levels , and variation to its gameplay .
You actually repeat the first level 3 times .
Honestly i gave up after the 3rd level so i dont know if there is anything different after .
Why ? BECAUSE THE GAME IS BORING.He says pirates use the excuse of " Try before you buy " but he fails to tell you that he did not provide a trial version version on itunes for people to try before buying .
Typically this is known as a " lite " version , that is free on iTunes for people to demo before they buy.So his try before you buy statement is incorrect .
There was no way to " Try before you buy " his game , unless you pirated it.Now what happened , is most people that pirated probably had the same experience as those who paid for it ( such as myself ) .... and that is... IT WASNT WORTH BUYING.Lets go back to the fact that there was no Trial version on iTunes .
When a paying customer finds out that he bought something he is not satisfied with , and he understands that he cant get a refund due to itunes no return policy... even for $ 1.99 , an unsatisfied customer will spread the word of his dissatisfaction .
Multiply that by X amount of early adopters and factor in the great power of word of mouth on the internet.The game was bad .
I 'm sorry .
There are PLENTY of game companies that have started up just because of the success of the App Store on iTunes .
Many developers have quit their day jobs and have written very succesful apps that have made them a great deal of money .
Some as much as $ 250,000 in two months ( Trisms game dev... and others... just google it ) App developers are making a good deal of money on their Apps .
Dont blaim piracy for your poorly designed game that is a rip off of Street Fighters artwork , and a poor attempt at remaking nintendo 's Kung-Fu .
I admire your efforts to develop the game , and there is potential for it to be good... but there wasnt enough content , the animations were poor , and it lacked finish.Pirates may have not paid for it , and they may even continue to play it as you state by your scoreboard data... but that doesnt mean it was worth it to them to buy.OF COURSE... piracy is a concern to all developers... however one must have a piece of software worth buying before you start complaining that no one bought it.Tap-Fu has 8 reviews on iTunes... and Fieldrunners has 2583 reviews .
Granted Fieldrunners has been out for a while now , but it was an instant success that climbed to the top of the iphone app sales list the second it was available .
It has made the developer a lot of money , and it is being ported to other platforms...Piracy didnt stop Fieldrunners .
It faced the same circumstances.... except , it was an incredible game worth buying .</tokentext>
<sentencetext>His game didnt sell well because the game "TAP-FU" sucks.
Word of mouth traveled fast as soon as it released on Toucharcade.com and others.
Many had felt that it had too few levels, and variation to its gameplay.
You actually repeat the first level 3 times.
Honestly i gave up after the 3rd level so i dont know if there is anything different after.
Why? BECAUSE THE GAME IS BORING.He says pirates use the excuse of "Try before you buy" but he fails to tell you that he did not provide a trial version version on itunes for people to try before buying.
Typically this is known as a "lite" version, that is free on iTunes for people to demo before they buy.So his try before you buy statement is incorrect.
There was no way to "Try before you buy" his game, unless you pirated it.Now what happened, is most people that pirated probably had the same experience as those who paid for it (such as myself).... and that is... IT WASNT WORTH BUYING.Lets go back to the fact that there was no Trial version on iTunes.
When a paying customer finds out that he bought something he is not satisfied with, and he understands that he cant get a refund due to itunes no return policy... even for $1.99, an unsatisfied customer will spread the word of his dissatisfaction.
Multiply that by X amount of early adopters and factor in the great power of word of mouth on the internet.The game was bad.
I'm sorry.
There are PLENTY of game companies that have started up just because of the success of the App Store on iTunes.
Many developers have quit their day jobs and have written very succesful apps that have made them a great deal of money.
Some as much as $250,000 in two months (Trisms game dev... and others... just google it)App developers are making a good deal of money on their Apps.
Dont blaim piracy for your poorly designed game that is a rip off of Street Fighters artwork, and a poor attempt at remaking nintendo's Kung-Fu.
I admire your efforts to develop the game, and there is potential for it to be good... but there wasnt enough content, the animations were poor, and it lacked finish.Pirates may have not paid for it, and they may even continue to play it as you state by your scoreboard data... but that doesnt mean it was worth it to them to buy.OF COURSE... piracy is a concern to all developers... however one must have a piece of software worth buying before you start complaining that no one bought it.Tap-Fu has 8 reviews on iTunes... and Fieldrunners has 2583 reviews.
Granted Fieldrunners has been out for a while now, but it was an instant success that climbed to the top of the iphone app sales list the second it was available.
It has made the developer a lot of money, and it is being ported to other platforms...Piracy didnt stop Fieldrunners.
It faced the same circumstances.... except, it was an incredible game worth buying.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29856495</id>
	<title>Re:Free software</title>
	<author>Anonymous</author>
	<datestamp>1256397960000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Doesn't always work, however. <em>World of Goo</em> is a modern piece of art which I place in the same lot as <em>Out of This World</em>.</p><p>WoG is worth paying for. I did buy it at $20 and downloaded all three version (Win,Mac,Lin) just in case I ever switch OS.</p><p>A lot of games, these days, are just crap and I wouldn't even bother reading their description.</p></htmltext>
<tokenext>Does n't always work , however .
World of Goo is a modern piece of art which I place in the same lot as Out of This World.WoG is worth paying for .
I did buy it at $ 20 and downloaded all three version ( Win,Mac,Lin ) just in case I ever switch OS.A lot of games , these days , are just crap and I would n't even bother reading their description .</tokentext>
<sentencetext>Doesn't always work, however.
World of Goo is a modern piece of art which I place in the same lot as Out of This World.WoG is worth paying for.
I did buy it at $20 and downloaded all three version (Win,Mac,Lin) just in case I ever switch OS.A lot of games, these days, are just crap and I wouldn't even bother reading their description.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_10_24_0136250.29855191</parent>
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