Academic literature on the topic 'Video game piracy'

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Journal articles on the topic "Video game piracy"

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Gorder, P. F. "Balancing video-game piracy issues." IEEE Security & Privacy Magazine 2, no. 1 (January 2004): 17. http://dx.doi.org/10.1109/msecp.2004.1264845.

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Depoorter, Ben. "What happened to video game piracy?" Communications of the ACM 57, no. 5 (May 2014): 33–34. http://dx.doi.org/10.1145/2594289.

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Goode, Sigi, and Anasthasiou Kartas. "Exploring software piracy as a factor of video game console adoption." Behaviour & Information Technology 31, no. 6 (October 22, 2010): 547–63. http://dx.doi.org/10.1080/0144929x.2010.501154.

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Bachell, Alasdair, and Matthew Barr. "Video Game Preservation in the UK: A Survey of Records Management Practices." International Journal of Digital Curation 9, no. 2 (October 29, 2014): 139–70. http://dx.doi.org/10.2218/ijdc.v9i2.294.

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Video games are a cultural phenomenon; a medium like no other that has become one of the largest entertainment sectors in the world. While the UK boasts an enviable games development heritage, it risks losing a major part of its cultural output through an inability to preserve the games that are created by the country’s independent games developers. The issues go deeper than bit rot and other problems that affect all digital media; loss of context, copyright and legal issues, and the throwaway culture of the ‘next’ game all hinder the ability of fans and academics to preserve video games and make them accessible in the future. This study looked at the current attitudes towards preservation in the UK’s independent (‘indie’) video games industry by examining current record-keeping practices and analysing the views of games developers. The results show that there is an interest in preserving games, and possibly a desire to do so, but issues of piracy and cost prevent the industry from undertaking preservation work internally, and from allowing others to assume such responsibility. The recommendation made by this paper is not simply for preservation professionals and enthusiasts to collaborate with the industry, but to do so by advocating the commercial benefits that preservation may offer to the industry.
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Kartas, Anastasiou, and Sigi Goode. "Use, perceived deterrence and the role of software piracy in video game console adoption." Information Systems Frontiers 14, no. 2 (May 19, 2010): 261–77. http://dx.doi.org/10.1007/s10796-010-9236-2.

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Tomczyk, Łukasz. "Evaluation of Digital Piracy by Youths." Future Internet 13, no. 1 (January 4, 2021): 11. http://dx.doi.org/10.3390/fi13010011.

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This paper sets out to explain how adolescents interpret piracy. Digital piracy is one of the most important risk behaviours mediated by new media to be found among adolescents. It is global, and changes dynamically due to the continued development of the information society. To explore the phenomena related to piracy among adolescent Internet users we need to apply qualitative research methods. The sample contained 1320 Polish respondents. The research used the technique of qualitative research. Data was collected using a form containing an open question. Adolescents will answer in the form how they interpret digital piracy. The categories characterize how piracy is perceived, and includes downloading various files—whether video or music files or even software (also games)—from unauthorized sources (P2P—Peer-to-peer ‘warez’ servers—websites which serve as repositories of illegal files). The qualitative data analysis allowed the identification of the following constructs in the perception of digital piracy by adolescents: ethical (giving value to the phenomenon), economical (showing profits and losses), legal (connected with punitive consequences and criminal liability), praxeological (facilitating daily life), technical (referring to the hardware necessary), social (the scale of the phenomenon and interpersonal relations), and personal benefits. The results fit into the discussion on the standard and hidden factors connected with piracy. The presented seven categories of the perception of piracy help us better understand the phenomenon of the infringement of intellectual property law and will help to develop appropriate preventive measures. Qualitative research makes it possible to understand the phenomenon of piracy from a deeper perspective, which can be translated into the design of effective educational measures. Preventive guidance on minimising risky behaviour is part of the development of one of the key competences, namely digital knowledge and skills. The research allowed us to enrich the theoretical knowledge on risky behaviours in cyberspace among adolescents (theoretical aim), to understand how to interpret risky behaviours in cyberspace (understanding of micro-worlds—cognitive aim), and to gather new knowledge that will be useful for prevention (practical aim).
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Magdi Fawzy, Rania. "Neoliberalizing news discourse: A semio-discursive reading of news gamification." Discourse & Communication 13, no. 5 (June 23, 2019): 497–515. http://dx.doi.org/10.1177/1750481319856202.

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Gamified news is a clear example of contemporary convergent practices which conflate the functionalities of formerly separate entities, video games and journalism. This practice marks a shift in the journalistic norms, positioning journalism and news users within the neoliberal paradigm. In this view, the study proposes a discursive approach to examine how gamified news discourse is colonized by the neoliberal values of marketization and commodification. The analysis takes a case study of Pirate Fishing: An Interactive Investigation, a gamified news launched by Al Jazeera. It is not just the narrative of Pirate that carries ideological bearings, rather the ludic design itself is found to be fit within the neoliberal mentality. Therefore, the ludic semiosis of Pirate Fishing is examined as well. As such, a dialectical relation between discourse, semiotics and neoliberal ideologies, in the context of gamification, is drawn in this article. Based on the analysis, seven interrelated neoliberal discourses are highlighted: ‘calculative rationality’, ‘self-entrepreneurship’, ‘minimalism’, ‘aesthetic preferences’, ‘individualism’, ‘sovereign consumer’ and ‘personal responsibility’.
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Fukugawa, Nobuya. "Are Heavy Pirates also Heavy Buyers?: A Case of the Video Game Industry in Japan." Asian Journal of Law and Economics 9, no. 1 (April 13, 2018). http://dx.doi.org/10.1515/ajle-2017-0024.

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Abstract Purpose This study aims to examine how piracy via peer-to-peer (P2P) network affects sales of original version in the video game industry. Design/methodology/approach This study conducted an online questionnaire survey in 2009 with a focus on 9970 users of portable video game platforms, and collected information of how familiar respondents were with techniques for downloading pirated video games via P2P network and how this knowledge affected their purchase behavior of original video games. Findings First, 38% of the respondents know how to download pirated video games via P2P network. Younger male respondents with greater enthusiasm for video games are exposed to greater opportunities to learn to pirate. Second, different respondents employ different channels to learn about piracy. Third, 95% of the respondents who knew how to pirate did not download any pirated video game. Once involved in piracy, jobless respondents with less enthusiasm for video games who were informed about piracy by their friends tend to download pirated video games more intensively. Fourth, there is no significantly negative relationship between the number of pirated video games respondents downloaded and the number of original video games they purchased. Fifth, respondents who downloaded pirated video games also purchased original video games of which pirated version they have downloaded. Originality/value This study clarified that heavy pirates are also heavy buyers not only at the aggregate level, but also at the individual level, and interpreted the results from the viewpoint of peculiarities of video games as a cultural product, making piracy harmless to sales of original version.
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Curien, Nicolas, and François Moreau. "The Convergence between Content and Access: Internalizing the Market Complementarity." Review of Network Economics 6, no. 2 (January 1, 2007). http://dx.doi.org/10.2202/1446-9022.1115.

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Developing a simple model of the content and access industries in the digital era, we show that, given the positive consumption externality from entertainment content (music, video) on access networks and playing devices (fixed broadband, 3G mobile, digital players, etc.), both content and access industries have an interest in blurring their business frontiers. As digital piracy, which is still increasing the above externality, benefits access providers to the detriment of content providers, a "win-win" game is possible only if access providers participate in content production, either through a subsidy or co-production.
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Tsotsorin, Maxim V. "Piracy and Video Games: Is There a Light at the End of the Tunnel?" SSRN Electronic Journal, 2012. http://dx.doi.org/10.2139/ssrn.2334057.

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Dissertations / Theses on the topic "Video game piracy"

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Wagner, Michael. "The Dark Souls of Internationalization : Video Game Developers Enter the Chinese Market." Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-96031.

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This thesis analyzes how the institutional environment of the Chinese market affects market entry by foreign PC video game developers. The thesis utilizes a qualitative, multiple case study of five independent PC video game developers from around the world. The results of the thesis finds that despite China’s strict rules regarding video game publishing by foreign developers, culture and language are stronger influences on market entry strategies than Chinese regulations for the PC platform. This is due to the prevalent use of Steam, not only by foreign developers, but also their Chinese partners who publish the game to bypass the approval process mandated by the State Administration of Press and Publication (SAPP). The study also finds that, despite being in a leveraged market position due to regulations, Chinese publishers provide host of services for the developer partners for a revenue share deemed within industry standards. Additionally, localization strategies are discussed by each of the cases and this thesis finds that, while a basic translation can have success in the Chinese market, utilizing native Chinese speakers has a significant impact on a game's success, regardless of the professional level of the translation. Finally, despite the notoriety of piracy in China, developers expressed indifference to the practice, however, several methods have been identified to help mitigate the activity.
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Raileanu, Petrut. "“Why you mad?” - User and media perception on game design anti-piracy measures." Thesis, Uppsala universitet, Institutionen för speldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-413147.

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Video game developers have implemented multiple measures to combat piracy throughout history. One of these measures, defined in this study as in-game anti-piracy measures, prevents player progression on unauthorized copies by degrading gameplay or drastically increasing the difficulty.This study conducts a content analysis research on textual data gathered from the world wide web to assess the public perception in regards to this type of anti-piracy measures. The data gathered for this study consists of 425 statements in the form of comments and forum posts that have been coded, divided into themes and then analyzed inductively to generate findings that can be linked to Moshirnia’s (2012) previous research.Even though no clear results occurred that can confirm Moshirnia’s (2012) findings, this study has discovered a potential connection between in-game anti-piracy measures promoting piracy. The findings also suggest that the unique “broke features” might lead to the popularization of games modded to let legitimate users experience them too.
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Nejepínský, Adam. "Monetizace vysokorozpočtových herních titulů." Master's thesis, Vysoká škola ekonomická v Praze, 2012. http://www.nusl.cz/ntk/nusl-162628.

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The master thesis deals with the monetization of big-budget video game titles. For this purpose the attention is paid to the three basic areas, namely business models, specific video game marketing and piracy. The theoretical part of the thesis analyzes and describes these aspects and looks for their strengths and weaknesses. It creates a possible ways to monetize the big-budget video game titles as well as the theoretical framework which is necessary for the research. In our research the attention is paid to the results of the questionnaire investigation, which is focused on gamers opinions about the aspects of monetization described in theoretical part. Thanks to the research and theoretical part of the thesis the optimal way of the monetization of the big-budget video game title was created
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Books on the topic "Video game piracy"

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Geek mafia. 2nd ed. Oakland, CA: PM Press, 2008.

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Geek mafia: Black hat blues. Oakland, CA: PM Press, 2009.

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Geek Mafia: Mile Zero. PM Press, 2007.

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Dakan, Rick. Geek Mafia. Blue King Studios, 2006.

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Dixon, Franklin W., Santy Gutiérrez, and Matt David. Hardy Boys Clue Book Case-Cracking Collection: The Video Game Bandit; the Missing Playbook; Water-Ski Wipeout; Talent Show Tricks; Scavenger Hunt Heist; a Skateboard Cat-Astrophe; the Pirate Ghost; the Time Warp Wonder; Who Let the Frogs Out?; the Great Pumpkin Smash. Simon & Schuster Children's Publishing, 2020.

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Book chapters on the topic "Video game piracy"

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Elkins, Evan. "Console Games." In Locked Out, 47–72. NYU Press, 2019. http://dx.doi.org/10.18574/nyu/9781479830572.003.0003.

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Chapter 2 explores the history of regional lockout in console video games. As video games became popular throughout Japan and North America in the 1980s, the industry forged a system of carefully managed adaptation and distribution of games to each market. Game companies introduced region chips and differently shaped cartridges to ensure that consumers were using games on approved devices, and they eventually adopted a region code format similar to the DVD. The industry’s longtime use of regional lockout helped set the contours of global distribution, but it also fomented a network of piracy, game and console hacking, and informal trade among consumers who typify the “hardcore” gamer. Knowing how to navigate and circumvent regional lockout became a marker of participation in hardcore gamer communities. Chapter 2 thus argues that regional lockout did more than simply control global video game distribution paths. It also helped shape the contours of hardcore gamer culture.
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