M0oP0o ,
@M0oP0o@mander.xyz avatar

I think the underlying issue is that the digital product is by its nature infinitely copyable and requires a different system/approach then the old physical distribution model. I don't think digital creators are today struggling for ways to monetize their work, but having issues convincing consumers of the value of that work. People are getting squeezed and it is changing how much (or even if) they spend on entertainment, art, etc. A major part about anything's value that keeps getting overlooked (by companies, creators, and often experts) is that the consumer does ultimately decide what that value is. With something that can be endlessly copied with little to no cost the assigned value drops, and we see in this current economic space more and more. Piracy is nothing but a byproduct of tech and market forces. I don't really think it is necessarily harmful or the core issue. I don't think gov bailouts are the fault of piracy, and more so using Nintendo as an example of a victim steels me in the other direction. As for the definition of theft, as has been said over and over here, it is not outdated and is very, very scary to think of the implications of a world where the definition is changed to include software piracy.

I get that it sucks being on the shit end of a shift in spending habits (hell, I sell drugs for a living and see the reduction in recreational spending firsthand). But to think that people are going to not bootleg, pirate, blackmarket trade, make knockoffs or such is, has and always be naive.

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