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ze_jerkface,
"Tracking piracy isn't hard, just have the app hit a website post install with a unique id and then compare to sales."
I thought of this too, but such a trivial approach will flag some false positives especially with fair use rights like loaning the software, which really isn't copyright infringement at all. One could could categorically add it to "piracy" statistics, but it wouldn't be entirely accurate.
I don't know how many people loan out software on tablets, but on computers loaning out games is incredibly popular and if not accounted for might account for a significant portion of additional hits for bugged-software.
Does anyone have numbers, or know whether the publishers do? I hope they don't gloss over these details, but I have a feeling they might.
How many people actually loan out $1 Android games? You can also do further tracking with updates and even if you wrote off 5% as false positives you would still have a majority not paying for the games. Android and pc gaming are rife with piracy, is that just a reality that is too harsh for some of you?
It's so pathetic that people here are making excuses for pirating $1 games, especially when data plans are a premium.
As I said before Android piracy statistics are similar to pc gaming. Japan consistently has low piracy rates while there are countries like South Korea where they are outrageously high. It's a moral problem, too many Westerners will pay $5 for coffee but think they are entitled to free games/music/movies.





Member since:
2012-06-22
Tracking piracy isn't hard, just have the app hit a website post install with a unique id and then compare to sales.
There was some Android dev that did this a while back and showed how piracy rates were high even in Western countries except for Japan. This interestingly mirrors pc gaming piracy.