The study shows that piracy hurts video game sales – especially those for single players – and the magnitude of the effect does not depend on the moment of the cracking. Moreover, piracy websites blocking does not improve the situation – possibly because gamers tend to be more tech savvy and thus might be able to circumvent the restrictions.
Here you can find an extended version of →the presentation, which includes details on the methods and results.
The studies conducted as part of the project have been presented at:
*Economics of Copyright in the Cultural and Creative Industries workshop, Bournemouth, UK
*Ninth European Workshop on Applied Cultural Economics, Copenhagen, Denmark.
*Komunikacja-Media-Kultura w erze nowych mediów (Communication-Media-Culture in Times of new media), Warsaw, Poland.
*35th Annual Conference of the European Association of Law and Economics, Milan, Italy.
*4th International DELab UW Conference, Warsaw.
*Young Researchers Workshop ACEI 2020, Melbourne, Australia.
* 20th International Conference on Cultural Economics ACEI 2020, Melbourne, Australia.
Warsaw International Economic Meeting 2018, Warsaw, Poland.
Project results have also contributed to and inspired → the doctoral dissertation of the principal investigator. The thesis comprises an in-depth analysis of the changes in the American comic book market in times of digitization. This work also describes a new typology of switching costs characteristic of markets with ‘pirate’ providers.