Piracy in the Video Game Market
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This paper discusses the growing problem of lack of regard for copyright laws. The paper contends that the sales of counterfeit video games are increasing worldwide. The paper claims that while using copyright laws is effective, it is important to note that litigation is a slow and thorough process. The paper assesses that notice and take-down serves as a more logical and quick approach. The paper suggests that a global alliance against piracy is a clear need for the future and hopefully countries will unite to prevent future crimes.
From the Paper:"Sales of counterfeit video games are increasing worldwide. In 2003, video game executives joined a coalition of movie, software and music companies to appeal for help from the United States government, citing that they had lost a combined $20 billion due to piracy in 2002 (Kent, 2003). Video game piracy "is more than a $1 billion industry," according to Douglas Lowenstein, president of the Interactive Digital Software Association, the trade organization that represents the games industry (Kent, 2003). "It is well over $2 billion worldwide if you include all piracy, which would include PC games.""
Cite this Analytical Essay:
Piracy in the Video Game Market (2005, October 30) Retrieved June 25, 2019, from https://www.academon.com/analytical-essay/piracy-in-the-video-game-market-61832/
"Piracy in the Video Game Market" 30 October 2005. Web. 25 June. 2019. <https://www.academon.com/analytical-essay/piracy-in-the-video-game-market-61832/>