“You wouldn’t download a pizza!” A popular advertisement against internet piracy in the late nineties and the early 2000s, albeit while humorous, shows the public stance on piracy. Although internet piracy is often seen as a horrible crime that cripples the movie, gaming, and record industries; recent studies, as well as the outlook of several major companies/producers, say that (“You”) these claims are over-exaggerated. The question posed in this paper is fairly simple, but has been debated since the first few years internet piracy began to bud: is piracy truly hurting the film, record, and game industry as much as we are told? Before statistics are thrown in, as well as interviews and other various factoids, the definition of piracy should be made clear. Piracy refers to the act of using or reproducing another’s work without authority. The alternate definition; however, which is older and still used today, means, “The attacking and robbing of ships at sea.” You will never see Blackbeard torrenting (torrenting is a popular form of obtaining pirated media) the latest Katy Perry album, and you will never see some nerdy kid with no money plundering a cruise ship. Public opinion of piracy is not a very positive one: record companies, film producers, and even some game developers see pirates as heartless criminals, sitting behind a keyboard as they download millions of dollars worth of stolen content, and in turn, about forty percent of the general public see it that way as
After reading “Dear Piracy Apologist: Downloading unreleased films is not cool”, the author expresses that he does not torrent films with the reasoning of, ‘because I can does not mean that I should.’ He states opposing arguments with bias for anti-piracy and defends reasons not to pirate.
Accordingly, starting with the overall piracy insurance cost estimate, the authors created a “rough estimate” (15) for 2010 of $460 million to $3.2 billion. After some push-back from the insurance industry, they were able to acquire more data from multiple resources and revised the cost estimate at $635 million for the year 2011 (16). The authors assumed that the insurance resources were correct in their assessment that the cost estimate was in fact excessive. Bowden and Basnet stated they felt more comfortable with this new estimate to “further develop the precision of [their] study” (15). In reality, it is still an estimate. Using further assumptions, they derived at the new insurance cost estimate.
Abstract: Gene therapy is an experimental technique that uses genes to prevent or treat diseases. The process was initially designed to introduce genetic material into cells to compensate for abnormal genes or to make a beneficial protein. These abnormal genes, often caused by single nucleotide polymorphisms, can affect how humans develop diseases and how they will respond to pathogens, drugs, and other agents. Although gene therapy is a promising treatment option for a number of diseases and disorders, the technique remains risky and is still under study; it is currently only being tested for the treatment of diseases that have no other cures.
Online piracy is commonly referred to as a threat to businesses in the creative industries. The WTO Agreement on Trade-related Aspects of Intellectual Property Rights (a.k.a. “the TRIPS” agreement) defines piracy as:
Julian Sanchez, research fellow at the Cato Institute, provides an interesting outlook on the issue of piracy, and what should be done. He compares the actions taken in the movie and television industry to prevent piracy by stating:
Marijuana is a drug that has been used by millions of people worldwide, making it the most popular and well known drug, and has been used for thousands of years. It has been used a lot for is medical purposes, such as preventing seizures, calming down people with ADHD, help people with anorexia eat properly, and many other reasons that have been beneficial to thousands, if not millions of people around the world. Although many people use it for medical purposes, there are a good amount of people who use it recreationally, meaning they consume marijuana just because they like the feeling it gives them. As of today, there are currently twenty-three states that have medical marijuana legalized and only four states that legalized recreational use
Media Piracy is a major issue in the world today, involving all kinds of people from all reaches of the world. Canada and the US take different approaches to combat piracy, Canada’s method is superior with a focus on preventative measures as opposed to criminal enforcement. Preventative measures mean that a crime can be prevented or stopped before its even committed. Using this argument, the investment into preventative measures would mean less crimes are committed which, in turn is more beneficial to society and the budget of the government than pursuing a route of discipline. The United States’ approach involves tracking those who have committed the crime and punishing them. Net neutrality also plays a big part in the fight to battle piracy, with both countries taking interest in the idea of ending net neutrality.
I feel that the death penalty was and is a very effective form of punishment. The death penalty is the punishment of execution, administered to someone legally convicted of a capital crime. I also feel that the death penalty should be practiced in all fifty states and be the punishment for more crimes.Since 1976 there has been over fourteen hundred deaths caused by the death penalty. I also feel that if we see the ability to get the punishment at lower standards such as for rappings or for harder drug cases, then we will see that the crime rate will drop. I feel that this would be worth it even though each death penalty case cost about three million dollars a piece.
The actual content producers: the artists, scientists, engineers, software and game programmers are severely affected by piracy. The law-abiding consumers are the ones on losing side as they are paying higher prices for lesser content as compared to offenders. Moreover, they may be required to pay higher prices for recovering from losses due to piracy. Selling digital content becomes a challenge for content providers as they are now supposed to compete with free products and services. Piracy employing internet services to access unlawful content evidently targets the copyright holders to earn profits. Users mainly rely on P2P networks to upload and download copyrighted content without the publisher’s permission. Such users not the service providers violate the rights of content owners.
The rise of the Internet era opened the whole new market for traditional media full of opportunities as well as threats. Online piracy being one of them because the music and film industry loses £5.4bn in a year and if it was reduced by 10% it could have created up to 13 thousand jobs in the UK. There are various attempts taken to fight with online piracy; a case study of Anti-Counterfeiting Trade Agreement will be considered as well as other legislations attempting to regulate copyrights in the Internet. This
According to a study by Columbia University’s American Assembly called “Copy Culture,” 45 percent of Americans pirate media; and younger demographics pirate more (Mick 2). In response, some companies have gotten creative and put their media through alternatives such as Spotify for music, Netflix for movies and Steam for games. This makes media cheaper and more accessible, while still giving the companies something to stuff their pockets with. However, others refuse to go through the system and they still pirate entertainment. One
he Pirate Bay (TPB), a Swedish Web site (Piratebay.org), is one of the world's most popular pirated music and content sites, offering free access to millions of copyrighted songs and thousands of copyrighted Hollywood movies. In June 2011, The Pirate Bay reported that it h ad about 5 million registered users, and 25 million non-registered users (so-called "free riders"). To put that number in p erspective, consider that it is nearly three times the population of Sweden itself (9 million). The Pirate Bay is regularly in the top 100 most popular Web sites in the world, and reach es 1 % of the global Internet popula tion, according to Internet analysts in 20ll.
With today’s ever increasing technology, such as broadband internet, digital piracy is a constant problem. The faster and more efficient the technology, the easier it is to illegally get access to media. Digital piracy is the illegal copying of any digital software without authorization from the sources owners (Zhang, Smith, McDowell, 2009). One of the more common motivations behind committing digital piracy is that many believe it isn’t really a crime, and that information should be shared openly between all individuals. These people consider it a soft crime, meaning that since no violence or harm is involved the crime is harmless (Zhang, Smith, McDowell, 2009). Thus digital piracy has become a daily event for many people and they consider the act to be of no maltreatment (wulandari, 2010). And to these people digital piracy is a mainstay of their daily lives, being as normal of a thing as turning on the television. Digital piracy has three main factors: motivations behind committing the crime, repercussions on society, and repercussions to the individual.
Media piracy can sometimes be viewed as a repercussion of the digital age we live in. Although it had grown to become a common practice over the last 20 years, media piracy continues to be an illegal activity monitored by the Federal Bureau for Intelligence (FBI). Its effects range over a variety of industries, including software, music, TV and movie production. There is no denying that media piracy has transformed the way consumers enjoy products. By analyzing the origins of media piracy, studying its usage today, and debating the global and ethical views, one can see how this is an issue
In 2013, game developing company Greenheart Games released their game, Game Dev Tycoon, alongside a cracked version of it “on the number one torrent sharing site.” This revealed that within a day of the game release, 93.6% of users playing their game were using the cracked version that they uploaded” (Klug). These stats are terrifying when trying to make a successful business on a digital platform. As a majority of industries make some part of their revenue off of the internet, piracy is something that must decrease in order for more businesses to make profit on this relatively new platform. Piracy has been a concern for much longer than the internet as “[i]nventions such as the photocopier, CD burners, and the Internet has made the copying of books, music, and movies inexpensive and easy and the enforcement of copyright more difficult” (Adermon). This has only increased due to the accessibility of the internet. But in order to decrease piracy, one must first understand why it happens in the first place. The main reasons for people to resort to piracy rather than the legitimate acquisition of products is that piracy is free, piracy is more convenient, and piracy is anonymous. There are many ways to try to counteract these positives of pirating, but with such a large number of pirated digital goods, how is it even possible to lower the effects of piracy?