Laptop Converted to 2nd Monitor

June 28, 2007

The idea is to create more screen real estate in a small package at a low price. Here in 2007, the idea of purchasing a flat screen and plunking it down on my desk as a 2nd monitor was definitely appealing, but I am still unwilling to spend that much on a display device knowing full well that a “better” unit will soon be available within my El Cheapo price range. So I embarked on this project with these things in mind:

- Low Cost (Under $50)
- Simple Interface
- Simple Construction
- Readily Available Components (i.e. no ordering, all locally available)
- Low Build Time (“weekend” or Saturday project)
- Small Footprint
- Low Weight
- Maximum Performance (given the size & complexity restrictions)

Go to The Instructables Tutorial


Throwing File-Sharers in Jail to Grab Headlines

June 25, 2007

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To the casual file-sharer, the big headlines of people going to jail for engaging in their hobby may seem like terrifying stuff. Indeed, for the anti-piracy bodies, scaring file-sharers away from their activities is vital because after all, you can’t jail everyone, especially when laws don’t allow you to do so. So who has been jailed so far and more importantly, why?

It’s fairly common on the Internet to read that people go to jail for sharing files or file-sharing related activities. Some of these comments are made by the uninformed individual or passing writer, others are carefully crafted press releases which are designed to spread FUD – Fear, Uncertainty, Doubt – with the aim of reducing the numbers of people engaged in many different types of sharing-related activities. Although there is a chance of jail, even the more informed may believe that there is a significant chance of losing one’s liberty through being ‘busted’. So who has been to jail and what we’re they found guilty of?

Big Crook

First off, we’ll look at ‘Big Crook‘, the Hong Kong BitTorrent user jailed for 3 months for admitting uploading the Hollywood movies “Daredevil”, “Miss Congeniality” and “Red Planet”. Going to jail for using BitTorrent is a powerful headline which was designed to scare Hong Kong sharers away. Initially it worked with the HK BitTorrent community reduced by 80% after ‘Big Crook’s’ arrest. Unfortunately for the headline grabbers, the community size has since recovered and although there are undoubtedly significant numbers of people sharing Hollywood movies via BitTorrent, no-one further has even been arrested, let alone looking at prison. This ‘trophy’ bust which only has implications for Hong Kong residents, seems to have failed. Add that to the fact that this guy mounted the most ridiculous defense that was always destined to fail, this isn’t a really important verdict.

The Prince of Pirates

What about suppliers of material to file-sharing networks? Hollywood resident Johnny Ray Gasca – known as ‘The Prince of Pirates’ managed to get himself arrested three times for camcording movies in theaters. He’d hang around preview screenings and pass himself off as a movie insider in order to get access. He tried to argue that he didn’t profit from his activities but unfortunately notes in his diary said he’d made $4000 each week. When he didn’t get his confiscated equipment back he threatened the MPAA that he’d release even more movies online and said he would “laugh all the way to jail”. He was found guilty of criminal offenses (non-commercial file-sharing not involving pre-release media is a civil offense) and received 7 years in jail.

Pre-Release Leaks

In the United States ONLY, dealing in pre-release material or movies still in the theater was made a criminal offense when the Family Entertainment Copyright Act came into force. Up until then, things were dealt with under civil law. However, as soon as the changes were made, the government in the US (and the FBI) naturally got involved and they were quick to draw blood. For getting involved in the pre-release distribution of Star Wars Episode III, people who help to run the EliteTorrents website were all heavily punished. Scott McCausland, Grant Stanley and Sam Kuonen all went to prison. On July 23rd, Scott D. Harvanek will find out if he will join them.

Other people have also fallen foul of the law in the US when getting involved with pre-release material became a criminal offense. Salvador Nunez Jr is looking at a possible 3 years in jail for uploading the (pre-release) movies ‘Flushed Away’ and ‘Happy Feet’.

Jorge Romero uploaded 4 episodes of ‘24′ to the video sharing site ‘LiveDigital’ in advance of their official screening, making him guilty of a criminal offense in the United States. He is facing the possibility of 3 years in jail.

International Warez Leader

Just last week, Hew Raymond Griffiths, leader of notorious warez group ‘DrinkorDie’ was found guilty of “criminal copyright infringement” as a result of Operation Bucaneer and was sentenced to 51 months in a US jail. Even though he was a British citizen living in Australia who never committed any offense on US soil, he was extradited to the US on criminal charges. This is quite important. The MPAA went to the UK and threatened Alexander Hanff, (owner of the BitTorrent tracker DVDR-Core) with all sorts but he showed some great spirit and understanding of the law and refused to comply. They wanted him to come to the US to face them in Court but sadly, he didn’t want to go and because it was a civil case in another country and unlikely that he would be extradited, everything just died away and it seems they left him alone.
Conclusion

So in summary, if you live in Hong Kong and are caught uploading Hollywood movies and mount a ridiculous defense, you may be the unlucky one in hundreds of thousands to be made an example of.

Camcording movies is a very risky business in the US and will almost certainly result in some criminal charges, but as the millions of file-sharers around the world aren’t generally camming, these convictions have no effect on them.

Dealing in pre-release movies in the US automatically involves the FBI. That’s uploading, supplying, facilitating or operating a site, possibly any link will do for the FBI to start looking at jail, including if you upload something like SiCKO to YouTube. However, US law isn’t valid outside of the US so the millions of non-US file-sharers remain unaffected.

As for the DrinkOrDie case, 99.99% of all file-sharers aren’t being accused of pirating millions of dollars worth of material, so they can ignore this headline too. No small time downloader has been to jail for sharing applications.

If you’re a citizen of any county in the world apart from the US, the chances of going to jail for non-commercial file-sharing appear to be minuscule. Even a US citizen could achieve a similar level of security by not being the original suppliers of pre-release material.

Jail for Sharing? If I can find an offense that fewer people are in jail for around the world, i’ll be sure to report it.

Source


Copyright coalition: Piracy more serious than burglary, fraud, bank robbery

June 23, 2007

Photo Sharing and Video Hosting at PhotobucketIf the MPAA and the RIAA want to be taken seriously they should stop twisting words around and
start speaking with some clarity and truth. When you cannot act with integrity how can you condemn others who do the same?

You can’t tell people they should respect the law when you so conveniently bend the rules by breaking into people’s PCs. Not to mention going to the point of suing dead people.

For the more than nine years that Ars Technica has been publishing online, we’ve been outspoken when it comes to the lack of balance between the threat of piracy (which is always overstated) and the “solutions” to piracy (which are often draconian) that some copyright holders demand. Whether it’s laws that would turn the possession of software into a crime, completely baked piracy reports, or yet another law meant to criminalize civil infractions, we’ve cast a critical eye on an industry that defines solipsism.
Related Stories

* A look at Hollywood’s congressman, Rep. Howard Berman
* AT&T willing to spy for NSA, MPAA, and RIAA
* Why does the fashion industry thrive in spite of rampant IP “piracy”?
* British Library issues copyright manifesto

And, everyone once and while, we’re accused of hyperbole—of exaggerating our objections. That’s why it’s with both a grin and a lonely tear that I report to you the latest ridiculous claim from the copyright-trumps-all brigade.

NBC/Universal general counsel Rick Cotton suggests that society wastes entirely too much money policing crimes like burglary, fraud, and bank-robbing when it should be doing something about piracy instead.

“Our law enforcement resources are seriously misaligned,” Cotton said. “If you add up all the various kinds of property crimes in this country, everything from theft, to fraud, to burglary, bank-robbing, all of it, it costs the country $16 billion a year. But intellectual property crime runs to hundreds of billions [of dollars] a year.” Cotton’s comments come in Paul Sweeting’s report on Hollywood’s latest shenanigans on Capitol Hill.

There are two obvious rejoinders to such a ridiculous statement. The first is that “hundreds of billions of dollars a year” is a myth. The MPAA’s own cherry-picked study from Smith Barney in 2005 put their annual loss at less than $6 billion, and while the music and software industries also like to publish trumped-up claims, the figures are nowhere near hundreds of billions of dollars each year.

The second objection, of course, is that the traditional crimes Cotton describes often involve the destruction of people’s lives along with property. Burglaries can result in homicide, as can fraud (ask the preacher’s wife), while bank robbery is, without a doubt, a dangerous game. Those crimes also typically involve real property. For better or for worse, real property should not be confused with intellectual property, which is not subject to the same rules of scarcity. Stopping a bank heist is, without a doubt, a far more important matter than stopping the bootlegging of Gigli or Spider-Man 3. Chances are you would prefer that the cops spend their efforts protecting people from rampant home burglaries than chasing down kids with pirated music on their iPods.

Regardless, Cotton and his Coalition Against Counterfeiting and Piracy are seeking to change federal law enforcement emphasis so that intellectual property crimes are given priority over other kinds of crime… a realignment, to play off Cotton’s statement. Battling organized crime is hardly objectionable, and we hope the coalition sees success in taking down the profiteers of piracy. Offending the public with yet more lies and hyperbole isn’t going to curry much favor, however.

Source


Get a free disposable phone number with Numbr

June 22, 2007

Photo Sharing and Video Hosting at PhotobucketWeb site Numbr provides free, anonymous, disposable phone numbers.

Numbr supports 23 US cities, can forward calls to up to 2 phones, blocks telemarketers, and offers a Do Not Disturb option from 9PM to 8AM. Additionally, the app can also take voicemails and email you your disposable number’s call history. If you ever feel wary about handing out your real number for a short term contact (say for Craigslist), Numbr is the perfect place to go.

Numbr

Source


Create a customizable sidebar launcher with RunMe

June 20, 2007

Windows only: Freeware app RunMe creates a tightly themed sidebar launcher for the Windows desktop that allows you to add highly customizable shortcuts.

The premise behind RunMe is to improve your productivity by allowing you to avoid the Start menu altogether — that is, you can quickly access your most frequently used applications without impeding your work flow. The developer of RunMe says that RunMe is specifically for Windows XP, however, I’ve had mixed results with it on Vista under Parallels. RunMe is a free download for Windows only.

RunMe

Source


100 of the Best Legal Free Full Version Games You Can Download Online

June 19, 2007

Photo Sharing and Video Hosting at PhotobucketOver time I have found many fully functioning games that are free to download in various places across the web. Here are 100 of these great full games that are free to download online. They range from independent games, to games that were once commercial but are now free, free to play MMO games (some of the MMOs do have the option of purchasing in game items, etc.), free action games, 3rd person games, games designed by hobbyists, and many more!

If you know of others, please leave a comment with the URL. I’ll approve comments as I have time. The graphics do not need to be the most up to date or have the most advanced physics engine. The requirement I’m looking for is that they are fun to play! I want to create a single source to find these free games so that others don’t need to scour the web for them like I did.

JULY 30 2007 – List has been updated there are now 101 Entries

100 Free Full Games to Download Online:

1. Allegiance
http://www.freeallegiance.org/
2. America’s Army
http://www.americasarmy.com/downloads/
3. Anarchy Online
http://www.anarchy-online.com/free/ad_campaigns/freecampaign
4. Armada Online
http://www.armada-online.com/
5. Assault Cube
http://assault.cubers.net/
6. Bang Howdy
http://www.banghowdy.com/
7. BloodLust Multiplayer Online Vampire RPG
http://www.lasthalfofdarkness.com/bloodlust/
8. BOTS
http://bots.acclaim.com/
9. BZFlag
http://www.bzflag.org/
10. CodeRED: Alien Arena
http://red.planetarena.org/
11. Conquer Online
http://www.conqueronline.com/
12. Corum
http://corum.gpotato.com/
13. Cube 2
http://sauerbraten.org/
14. Cube
http://www.cubeengine.com/cube.php4
15. Daimonin
http://www.daimonin.net/
16. Dark Space
http://www.darkspace.net/
17. Darkeden
http://en.darkeden.com/
18. Darsana
http://darsana-game.com/
19. D-Day Normandy
http://dday.planetquake.gamespy.com/site/
20. Deicide
http://deicide.ongameport.com/
21. Digital Paint: Paintball 2
http://digitalpaint.planetquake.gamespy.com/
22. Dungeon Runners
http://www.dungeonrunners.com/
23. Entropia Universe
http://www.entropiauniverse.com/index.var
24. Eternal Wraith
http://eternal-wraith.com/
25. F.E.A.R. Combat
http://www.joinfear.com/main
26. Faldon
http://www.faldon.net/
27. Fishing Champ
http://fishingchamp.gamescampus.com/
28. Flyff: Fly For Fun
http://flyff.gpotato.com/
29. Freeciv
http://freeciv.wikia.com/wiki/Main_Page
30. FreeStyle Street Basketball
http://freestyle.sierraonline.com/
31. Frets on Fire
http://fretsonfire.sourceforge.net/
32. Gekkeiju Online
http://www.gekkeijuonline.com/
33. Glest
http://www.glest.org/
34. Global MU Online
http://www.globalmuonline.com/
35. Golf?
http://www.golfquestionmark.com/
36. Graal Online
http://www.graalonline.com/
37. Grand Theft Auto 2
http://www.rockstargames.com/classics/index.html
38. Grand Theft Auto
http://www.rockstargames.com/classics/gta.html
39. Gunbound
http://gunbound.softnyx.net/
40. Gunror
http://www.asahi-net.or.jp/~cs8k-cyu/windows/gr_e.html
41. Gunz The Duel
http://gunzonline.com/
42. HaloZero
http://www.dobermannsoftware.com/index.php?p=games&g=1
43. Hero Online
http://hero.netgame.com/
44. Immortals
http://www.immortalsusa.com
45. KAL Online
http://www.kalonline.com/
46. Knight Online World
http://www.knightonlineworld.com/
47. Kuma\War
http://en.wikipedia.org/wiki/List_of_free_first-person_shooters
48. Last Chaos
http://lastchaos.aeriagames.com/
49. Lunia
http://global.lunia.com/
50. Maple Story
http://www.maplestory.com/
51. Marathon Trilogy
http://trilogyrelease.bungie.org/
52. Martial Heroes
http://www.martialheroes.com
53. Mixmaster
http://www.mixmaster.com.au/
54. Myth War Online
http://www.mythwaronline.com/
55. N
http://www.harveycartel.org/metanet/n.html
56. Neverball
http://icculus.org/neverball/
57. Nexuiz
http://alientrap.org/nexuiz/
58. Orbiter Space Flight Simulator
http://orbit.medphys.ucl.ac.uk/orbit.html
59. Parsec47
http://www.asahi-net.or.jp/~cs8k-cyu/windows/p47_e.html
60. Pirate King
http://www.piratekingonline.com/
61. Plasma Pong
http://www.plasmapong.com/
62. Purge
http://www.purgefinal.com/
63. Puzzle Pirates
http://www.puzzlepirates.com/
64. Racing Pitch
http://skinflake.com/games/prototypes
65. Rappelz
http://rappelz.gpotato.com/
66. Risk Your Life 2
http://www.ryl2.com.my/
67. rRootage
http://www.asahi-net.or.jp/~cs8k-cyu/windows/rr_e.html
68. Rumble Box
http://phackett.com/rumblebox/
69. Rumble Fighter
http://www.ogplanet.com/rf/default.asp
70. Savage
http://www.s2games.com/savage/
71. Scions of Fate
http://fate.netgame.com/
72. Scorched 3d
http://www.scorched3d.co.uk/
73. Secrets of Mirage
http://www.secretsofmirage.com/
74. Shadow Armada
http://home.comcast.net/~shadowman131/ShadowArmada.htm
75. Shadowbane
http://chronicle.ubi.com/
76. Shattered Galaxy
http://www.sgalaxy.com/
77. Silkroad
http://www.silkroadonline.net/
78. Space Combat
http://www.x-plane.com/SpaceCombat.html
79. Space Cowboy Online
http://sco.gpotato.com/
80. Starsiege: Tribes
ftp://ftp.sierra.com/pub/sierra/tribes/other/tribes_fullgame.exe
81. Steel Panthers
http://www.steelpanthersonline.com/
82. Strange Attractors
http://www.ominousdev.com/games.htm
83. Tantra
http://www.tantra.com.ph/
84. Thang Online
http://thang.ongameport.com/
85. The Battle for Wesnoth
http://www.wesnoth.org/
86. The Dinohunters
http://www.thedinohunters.com/
87. The Elder Scrolls: Arena
http://www.elderscrolls.com/downloads/downloads_games.htm
88. The New Satan Sam
http://satansam.co.uk/blog/?page_id=11
89. Tickster
http://www.tricksteronline.com/
90. Tobolo
http://toblo.csnation.net/
91. Torus Trooper
http://www.asahi-net.or.jp/~cs8k-cyu/windows/tt_e.html
92. TrackMania
http://www.trackmanianations.com
93. Transfusion
http://www.transfusion-game.com/
94. Tremulous
http://tremulous.net/
95. Tumiki Fighters
http://www.asahi-net.or.jp/~cs8k-cyu/windows/tf_e.html
96. Turf Battles
http://www.turfbattles.com/
97. Urban Terror
http://www.urbanterror.net/news.php
98. War Rock
http://www.warrock.net/
99. Wild Metal
http://www.rockstargames.com/classics/wmc.html
100. Wolfenstein: Enemy Territory
http://www.splashdamage.com/?page_id=14
101. Xiah
http://www.gamescampus.com/xiah/

Source


The Continuation of Xenosaga Petition

June 18, 2007

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Xenosaga was left hanging at the end of its third installment Xenosaga Episode III: Also Sprach Zarathustra. Well, a lot of fans share the feeling that it should have continued, including me :) ). But most of us fling our hands up in the air and give up.

Well one fan did something about it (no, it wasn’t me). He started a petition and last I checked he had 565 signatures, and set a goal of 150,000.

This petition is for the continuation of the Xenosaga series. I am sending a letter to the head of the company in attempt to show the adoration for the series. If you agree, please sign this petition to show the President and CEO of Namco that in renewing the Xenosaga series, they will have a potential goldmine on their hands.

If any of you would like to sign the petition feel free to do so at…

The Continuation of Xenosaga Petition.

Xenosaga is one of the best RPGs around, many have compared it to final fantasy. This is however, with the obvious understanding that final fantasy has a far larger budget. But you could say that this could grow to that same magnitude if it were allowed to continue. The storyline is very rich and well thought out. This is due to the fact that the game is based on a series of novels.

Screenshots:

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6 Ways to Download Torrents with your Web-Browser

June 18, 2007

Photo Sharing and Video Hosting at PhotobucketWouldn’t it be easier if people can download .torrent files with their web-browser? This is a question BitTorrent novices often the ask. Last year Opera was the first browser to add BitTorrent support, soon followed by BitFox, FireStorm, FoxTorrent, AllPeers, and Wyzo/FireTorrent. Here’s an overview of these applications and extensions that add BitTorrent support to your web-browser.

All the applications listed in this article were previously featured on TorrentFreak. Our friend Niek from mininova wrote a great roundup post at the Mininova blog reviewing all of them, and pointing out some of the pros and cons. The remainder of this article is copied from his post.

Opera

Opera was the first browser to support the Bittorrent protocol. Their BT support is quite solid, but not very advanced and doesn’t support some well-known BT extensions. In short: nice for new users, but not for regular downloaders.

Pros:
Nicely integrated, multi-platform.
Cons: No advanced features (missing DHT, peer exchange, encrypted transfers), not open source.

BitFox


BitFox
is a quite new extension for Firefox, made by the student Joshua Hendo. The backend of the extension is based on Rasterbar’s libtorrent, so it supports quite some advanced BT features. The project is in a VERY early stage of development, and can only be obtained from SVN, so I haven’t tested it yet.

Pros: Open source, using libtorrent, so a quite solid backend (including DHT).
Cons: Not usable yet, early stage of development, seems to run only on Windows & Linux.

FireStorm

FireStorm is quite similar to BitFox, it’s an extension for Firefox and still in pre-alpha development stage. They use the Mainline client as a basis, so they will probably support most BT extensions/features.

Pros: Open source, using the Mainline reference client as a backend.
Cons: In pre-alpha development stage, not usable yet, interface is quite ugly.

FoxTorrent

FoxTorrent
is a project of the company Red Swoosh/Akamai, these guys have the funding and expertise to build a nice Firefox extension. This extension isn’t that well integrated in Firefox, clicking a torrent basically opens a webpage to the webinterface of an external application. The advantage is that closing your browser doesn’t stop the torrents from downloading.

Pros: Open source, torrent streaming/progressive downloading support, continue downloading even when browser is closed.
Cons: Not very well integrated in Firefox, no advanced features (missing port mapping, DHT, peer exchange, encrypted transfers).

AllPeers

AllPeers is also funded by a company, so you would expect a nice client. The whole interface looks very nice and clean, but they’re more focussed towards sharing URL’s/images/etc than downloading torrents. In the current stable version (0.60), there is not an option to download a regular torrent. They do have a My Torrents tab in the beta version though.

Pros: Clean and professional interface, also available as a bundle with FireFox
Cons: No regular torrent support (yet), no advanced features (missing port mapping, DHT, peer exchance, encrypted transfers)

Wyzo/FireTorrent

Wyzo/FireTorrent is very new, they released their first public version a week ago. The difference between the two is that FireTorrent is a BitTorrent extension for Firefox, while Wyzo is a full-featured customized Firefox browser including the FireTorrent extension. These guys managed to integrate BitTorrent support seamlessly in the Firefox download manager. FireTorrent also has the most advanced BT features of all the projects mentioned here. The Wyzo browser has some cool advantages over Firefox, like direct searching on social sharing networks (including Mininova) and Alexa/Pagerank integration.

Pros:
Seamless Firefox integration, available as a bundle with Firefox (Wyzo), has all advanced features (including port mapping, DHT, encryption, peer exchange, STUNT).
Cons: Not open source, Mac/Linux version not out yet – will be released in a few weeks

Conclusion

Of all the projects reviewed above, I think Wyzo has the most potential. This browser supports all the nice BT features/extensions and makes downloading via BitTorrent as easy as a regular HTTP download. Does Wyzo beat the “good old” µTorrent and Azureus? Probably not, but I will definitely recommend new BitTorrent users to install this browser.

Source


World of Warcraft: The Life of the Chinese Gold Farmer

June 17, 2007

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The Life of the Chinese Gold Farmer
By JULIAN DIBBELL

It was an hour before midnight, three hours into the night shift with nine more to go. At his workstation in a small, fluorescent-lighted office space in Nanjing, China, Li Qiwen sat shirtless and chain-smoking, gazing purposefully at the online computer game in front of him. The screen showed a lightly wooded mountain terrain, studded with castle ruins and grazing deer, in which warrior monks milled about. Li, or rather his staff-wielding wizard character, had been slaying the enemy monks since 8 p.m., mouse-clicking on one corpse after another, each time gathering a few dozen virtual coins — and maybe a magic weapon or two — into an increasingly laden backpack.

Twelve hours a night, seven nights a week, with only two or three nights off per month, this is what Li does — for a living. On this summer night in 2006, the game on his screen was, as always, World of Warcraft, an online fantasy title in which players, in the guise of self-created avatars — night-elf wizards, warrior orcs and other Tolkienesque characters — battle their way through the mythical realm of Azeroth, earning points for every monster slain and rising, over many months, from the game’s lowest level of death-dealing power (1) to the highest (70). More than eight million people around the world play World of Warcraft — approximately one in every thousand on the planet — and whenever Li is logged on, thousands of other players are, too. They share the game’s vast, virtual world with him, converging in its towns to trade their loot or turning up from time to time in Li’s own wooded corner of it, looking for enemies to kill and coins to gather. Every World of Warcraft player needs those coins, and mostly for one reason: to pay for the virtual gear to fight the monsters to earn the points to reach the next level. And there are only two ways players can get as much of this virtual money as the game requires: they can spend hours collecting it or they can pay someone real money to do it for them.

At the end of each shift, Li reports the night’s haul to his supervisor, and at the end of the week, he, like his nine co-workers, will be paid in full. For every 100 gold coins he gathers, Li makes 10 yuan, or about $1.25, earning an effective wage of 30 cents an hour, more or less. The boss, in turn, receives $3 or more when he sells those same coins to an online retailer, who will sell them to the final customer (an American or European player) for as much as $20. The small commercial space Li and his colleagues work in — two rooms, one for the workers and another for the supervisor — along with a rudimentary workers’ dorm, a half-hour’s bus ride away, are the entire physical plant of this modest $80,000-a-year business. It is estimated that there are thousands of businesses like it all over China, neither owned nor operated by the game companies from which they make their money. Collectively they employ an estimated 100,000 workers, who produce the bulk of all the goods in what has become a $1.8 billion worldwide trade in virtual items. The polite name for these operations is youxi gongzuoshi, or gaming workshops, but to gamers throughout the world, they are better known as gold farms. While the Internet has produced some strange new job descriptions over the years, it is hard to think of any more surreal than that of the Chinese gold farmer.

The market for massively multiplayer online role-playing games, known as M.M.O.’s, is a fast-growing one, with no fewer than 80 current titles and many more under development, all targeted at a player population that totals around 30 million worldwide. World of Warcraft, produced in Irvine, Calif., by Blizzard Entertainment, is one of the most profitable computer games in history, earning close to $1 billion a year in monthly subscriptions and other revenue. In a typical M.M.O., as in a classic predigital role-playing game like Dungeons & Dragons, each player leads his fantasy character on a life of combat and adventure that may last for months or even years of play. As has also been true since D. & D., however, the romance of this imaginary life stands in sharp contrast to the plodding, mathematical precision with which it proceeds.

Players of M.M.O.’s are notoriously obsessive gamers, not infrequently dedicating more time to the make-believe careers of their characters than to their own real jobs. Indeed, it is no mere conceit to say that M.M.O.’s are just as much economies as games. In every one of them, there is some form of money, the getting and spending of which invariably demands a lot of attention: in World of Warcraft, it is the generic gold coin; in Korea’s popular Lineage II, it is the “adena”; in the Japanese hit Final Fantasy XI, it is called “gil.” And in all of these games, it takes a lot of this virtual local currency to buy the gear and other battle aids a player needs to even contemplate a run at the monsters worth fighting. To get it, players have a range of virtual income-generating activities to choose from: they can collect loot from dead monsters, of course, but they can also make weapons, potions and similarly useful items to sell to other players or even gather the herbs and hides and other resources that are the crafters’ raw materials. Repetitive and time-intensive by design, these pursuits and others like them are known collectively as “the grind.”

For players lacking time or patience for the grind, there has always been another means of acquiring virtual loot: real money. From the earliest days of M.M.O.’s, players have been willing to trade their hard-earned legal tender — dollars, euros, yen, pounds sterling — for the fruits of other players’ grinding. And despite strict rules against the practice in the most popular online games, there have always been players willing to sell. The phenomenon of selling virtual goods for real money is called real-money trading, or R.M.T., and it first flourished in the late 1990s on eBay. M.M.O. players looking to sell their virtual armor, weapons, gold and other items would post them for auction and then, when all the bids were in and payment was made, arrange with the highest bidder to meet inside the game world and transfer the goods from the seller’s account to the buyer’s.

Until very recently, in fact, eBay was a major clearinghouse for commodities from every virtual economy known to gaming — from venerable sword-and-sorcery stalwarts EverQuest and Ultima Online to up-and-comers like the Machiavellian space adventure Eve Online and the free-form social sandbox Second Life. That all came to an official end this January, when eBay announced a ban on R.M.T. sales, citing, among other concerns, the customer-service issues involved in facilitating transactions that are prohibited by the gaming companies. But by then the market had long since outgrown the tag-sale economics of online auctions. For years now, the vast majority of virtual goods has been brought to retail not by players selling the product of their own gaming but by high-volume online specialty sites like the virtual-money superstores IGE, BroGame and Massive Online Gaming Sales — multimillion-dollar businesses offering one-stop, one-click shopping and instant delivery of in-game cash. These are the Wal-Marts and Targets of this decidedly gray market, and the same economic logic that leads conventional megaretailers to China in search of cheap toys and textiles takes their virtual counterparts to China’s gold farms.

Indeed, on the surface, there is little to distinguish gold farming from toy production or textile manufacture or any of the other industries that have mushroomed across China to feed the desires of the Western consumer. The wages, the margins, the worker housing, the long shifts and endless workweeks — all of these are standard practice. Like many workers in China today, most gold farmers are migrants. Li, for example, came to Nanjing, in the country’s industry-heavy coastal region, from less prosperous parts. At 30, he is old for the job and feels it. He says he hopes to marry and start a family, he told me, but doesn’t see it happening on his current wages, which are not much better than what he made at his last job, fixing cars. The free company housing means his expenses aren’t high — food, cigarettes, bus fare, connection fees at the local wang ba (or Internet cafe) where he goes to relax — but even so, Li said, it is difficult to set aside savings. “You can do it,” he said, “but you have to economize a lot.”

This is the quick-sketch picture of the job, however, and it misses much. To sit at Li’s side for an hour or two, amid the dreary, functional surroundings of his workplace, as he navigates the Technicolor fantasy world he earns his living in, is to understand that gold farming isn’t just another outsourced job.

When the night shift ends and the sun comes up, Li and his co-workers know it only by the slivers of daylight that slip in at the edges of the plastic sheeting taped to the windows against the glare. As Li clocks out, another worker takes his seat, takes control of his avatar and carries on with the same grim routines amid the warrior monks of Azeroth. On most days Li’s replacement is 22-year-old Wang Huachen, who has been at this gold farm for a year, ever since he completed his university course in law. Soon, Wang told me, he will take the test for his certificate to practice, but he seems in no particular hurry to.

“I will miss this job,” he said. “It can be boring, but I still have sometimes a playful attitude. So I think I will miss this feeling.”

Two workstations away, Wang’s co-worker Zhou Xiaoguang, who is 24, also spends the day shift massacring monks. To watch his face as he plays, you wouldn’t guess there was anything like fun involved in this job, and perhaps “fun” isn’t exactly the word. As anyone who has spent much time among video-gamers knows, the look on a person’s face as he or she plays can be a curiously serious one, reflective of the absorbing rigors of many contemporary games. It is hard, in any case, for Zhou to say where the line between work and play falls in a gold farmer’s daily routines. “I am here the full 12 hours every day,” he told me, offhandedly killing a passing deer with a single crushing blow. “It’s not all work. But there’s not a big difference between play and work.”

I turned to Wang Huachen, who remained intent on manipulating an arsenal of combat spells, and asked again how it was possible that in these circumstances anybody could, as he put it, “have sometimes a playful attitude”?

He didn’t even look up from his screen. “I cannot explain,” he said. “It just feels that way.”

In 2001, Edward Castronova, an economist at the University of Indiana and at the time an EverQuest player, published a paper in which he documented the rate at which his fellow players accumulated virtual goods, then used the current R.M.T. prices of those goods to calculate the total annual wealth generated by all that in-game activity. The figure he arrived at, $135 million, was roughly 25 times the size of EverQuest’s R.M.T. market at the time. Updated and more broadly applied, Castronova’s results suggest an aggregate gross domestic product for today’s virtual economies of anywhere from $7 billion to $12 billion, a range that puts the economic output of the online gamer population in the company of Bolivia’s, Albania’s and Nepal’s.

Not quite the big time, no, but the implications are bigger, perhaps, than the numbers themselves. Castronova’s estimate of EverQuest’s G.D.P. showed that online games — even when there is no exchange of actual money — can produce actual wealth. And in doing so Castronova also showed that something curious has happened to the classic economic distinction between play and production: in certain corners of the world, it has melted away. Play has begun to do real work.

This development has not been universally welcomed. In the eyes of many gamers, in fact, real-money trading is essentially a scam — a form of cheating only slightly more refined than, say, offering 20 actual dollars for another player’s Boardwalk and Park Place in Monopoly. Some players, and quite a few game designers, see the problem in more systemic terms. Real-money trading harms the game, they argue, because the overheated productivity of gold farms and other profit-seeking operations makes it harder for beginning players to get ahead. Either way, the sense of a certain economic injustice at work breeds resentment. In theory this resentment would be aimed at every link in the R.M.T. chain, from the buyers to the retailers to the gold-farm bosses. And, indeed, late last month American WoW players filed a class-action suit against the dominant virtual-gold retailer, IGE, the first of its kind.

But as a matter of everyday practice, it is the farmers who catch it in the face. Consider, for example, a typical interlude in the workday of the 21-year-old gold farmer Min Qinghai. Min spends most of his time within the confines of a former manufacturing space 200 miles south of Nanjing in the midsize city of Jinhua. He works two floors below the plywood bunks of the workers’ dorm where he sleeps. In two years of 84-hour farming weeks, he has rarely stepped outside for longer than it takes to eat a meal. But he has died more times than he can count. And last September on a warm afternoon, halfway between his lunch and dinner breaks, it was happening again.

The World of Warcraft monsters he faces down — ferocious, gray-furred warriors of the Timbermaw clan of bearmen — are no match for his high-level characters, but they do fight back and sometimes they get the better of him. And so it appeared they had just done. Distracted from his post for a moment, Min returned to find his hunter-class character at the brink of death, the scene before him a flurry of computer-animated weapon blows. It wasn’t until the fight had run its course and the hunter lay dead that Min could make out exactly what had happened. The game’s chat window displayed a textual record of the blows landed and the cost to Min in damage points. The record was clear: the monsters hadn’t acted alone. In the middle of the fight another player happened by, sneaked up on Min and brought him down.

Min leaned back and stretched, then set about the tedious business of resurrecting his character, a drawn-out sequence of operations that can put a player out of action for as long as 10 minutes. In farms with daily production quotas, too much time spent dead instead of farming gold can put the worker’s job at risk. And in shops where daily wages are tied to daily harvests, every minute lost to death is money taken from the farmer’s pocket. But there are times when death is more than just an economic setback for a gold farmer, and this was one of them. As Min returned to his corpse — checking to make sure his attacker wasn’t waiting around to fall on him again the moment he resurrected — what hurt more than the death itself was how it happened, or more precisely, what made it happen: another player.

It isn’t that WoW players don’t frequently kill other players for fun and kill points. They do. But there is usually more to it when the kill in question is a gold farmer. In part because gold farmers’ hunting patterns are so repetitive, they are easy to spot, making them ready targets for pent-up anti-R.M.T. hostility, expressed in everything from private sarcastic messages to gratuitous ambushes that can stop a farmer’s harvesting in its tracks. In homemade World of Warcraft video clips that circulate on YouTube or GameTrailers, with titles like “Chinese Gold Farmers Must Die” and “Chinese Farmer Extermination,” players document their farmer-killing expeditions through that same Timbermaw-ridden patch of WoW in which Min does his farming — a place so popular with farmers that Western players sometimes call it China Town. Nick Yee, an M.M.O. scholar based at Stanford, has noted the unsettling parallels (the recurrence of words like “vermin,” “rats” and “extermination”) between contemporary anti-gold-farmer rhetoric and 19th-century U.S. literature on immigrant Chinese laundry workers.

Min’s English is not good enough to grasp in all its richness the hatred aimed his way. But he gets the idea. He feels a little embarrassed around regular players and sometimes says he thinks about how he might explain himself to those who believe he has no place among them, if only he could speak their language. “I have this idea in mind that regular players should understand that people do different things in the game,” he said. “They are playing. And we are making a living.”

It is a distinction that game companies understand all too well. Like the majority of M.M.O. companies, Blizzard has chosen to align itself with the customers who abhor R.M.T. rather than the ones who use it. A year ago, Blizzard announced it had identified and banned more than 50,000 World of Warcraft accounts belonging to farmers. It was the opening salvo in a continuing eradication campaign that has effectively swept millions in farmed gold from the market, sending the exchange rate rocketing from a low of 6 cents per gold coin last spring to a high of 35 cents in January.

Of course, nobody expected the farmers’ equally rule-breaking customers to be punished too. Among players, the R.M.T. debate may revolve around questions of fairness, but among game companies, the only question seems to be what is good for business. Cracking down on R.M.T. buyers makes poorer marketing sense than cracking down on sellers, in much the same way that cracking down on illegal drug suppliers is a better political move than cracking down on users. (Only a few companies have found a way to make R.M.T. part of their business model. Sony Online Entertainment, which publishes EverQuest, has started earning respectable revenues from an experimental in-game auction system that charges players a small transaction fee for real-money trades.) As Mark Jacobs, vice president at Electronic Arts and creator of the classic M.M.O. Dark Age of Camelot, put it: “Are you going to get more sympathy from busting 50,000 Chinese farmers or from busting 10,000 Americans that are buying? It’s not a racial thing at all. If you bust the buyers, you’re busting the guys who are paying to play your game, who you want to keep as customers and who will then go on the forums and say really nasty things about your company and your game.”

The cost to farmers of being expelled from WoW can be steep. At the very least, it means a temporary drop in productivity, because the character has to be to built up all over again, as well as the loss of all the loot accumulated in that character’s account. Given the stakes, some Chinese gold farms have found that the best way to get around their farmers’ pursuers is to make it hard to distinguish professionals from players in the first place. One business that specializes in doing just that is located a few blocks from the gold farm where Min Qinghai works. The shop floor is about the same size, with about the same number of computers in the same neat rows, but you can tell just walking through the place that it is a more serious operation. For one thing, there are a lot more workers: typically 25 on the day shift, 25 on the night shift, each crew punching in and out at a time clock just inside the entrance. Nobody works without a shirt here; quite a few, in fact, wear a standard-issue white polo shirt with the company initials on it. There is also a crimson version of the shirt, reserved for management and worn at all times by the shift supervisor, who, when he isn’t prowling the floor, sits at his desk before a broad white wall emblazoned with foot-high Chinese characters in red that spell: unity, collaboration, integrity, efficiency.

The name of the business is Donghua Networks, and its specialty is what gamers call “power leveling.” Like regular gold farming, power leveling offers customers an end run around the World of Warcraft grind — except that instead of providing money and other items, the power leveler simply does the work for you. Hand over your account name, password and about $300, and get on with your real life for a while: in a marathon of round-the-clock monster-bashing, a team of power levelers will raise your character from the lowest level to the highest, accomplishing in four weeks or less what at a normal rate of play would take at least four months.

For Donghua’s owners — 26-year-old Fei Jianfeng and 36-year-old Bao Donghua, both former gold-farm wage workers themselves — moving the business out of farming and into leveling was an easy call. Among other advantages, they say, power leveling means fewer banned accounts. Because the only game accounts used are the customers’ own, there is much less risk of losing access to the virtual work site. For their workers, however, the advantages are mixed. Though there is a greater variety of quests and quarries to pursue, the pay isn’t any better, and some workers chafe at the constraints of playing a stranger’s character, preferring the relative autonomy of farming gold.

As one Donghua power leveler said of his old gold-farming job, “I had more room to play for myself.”

It may seem strange that a wage-working loot farmer would still care about the freedom to play. But it is not half as strange as the scene that unfolded one evening at 9 o’clock in the Internet cafe on the ground floor of the building where Donghua has its offices. Scattered around the stifling, dim wang ba, 10 power levelers just off the day shift were merrily gaming away. Not all of them were playing World of Warcraft. A big, silent lug named Mao sat mesmerized by a very pink-and-purple Japanese schoolgirls’ game, in which doe-eyed characters square off in dancing contests with other online players. But the rest had chosen, to a man, to log into their personal World of Warcraft accounts and spend these precious free hours right back where they had spent every other hour of the day: in Azeroth.

Such scenes are not at all unusual. At the end of almost any working day or night in a Chinese gaming workshop, workers can be found playing the same game they have been playing for the last 12 hours, and to some extent gold-farm operators depend on it. The game is too complex for the bosses to learn it all themselves; they need their workers to be players — to find out all the tricks and shortcuts, to train themselves and to train one another. “When I was a worker,” Fan Yangwen, who is now 21 and in Donghua’s main office providing technical support, told me, “I loved to play because when I was playing, I was learning.” But learning to play or learning to work? I asked. Fan shrugged. “Both.”

Fan himself is a striking case of how off-hours play can serve as a kind of unpaid R. and D. lab for the farming industry. He is that rarest of World of Warcraft obsessives, a Chinese gold farmer who has actually bought farmed gold. (“Sure, I bought 10,000 once,” he said, “I don’t have time to farm all that!”) When Fan shows up at the wang ba after work, it is a minor event; the other Donghua workers pull their chairs over to watch him play — his top-level warlock character is an unbelievable powerhouse that no amount of money, real or virtual, can buy.

What makes Fan’s dominance so impressive to his peers is that he achieved it in regions of the game that are all but inaccessible to the working gold farmer or power leveler. Therein lies what is known as the end game, the phase of epic challenges that begins only when the player has accumulated the maximum experience points and can level up no more. The rewards for meeting these challenges are phenomenal: rare weapons and armor pieces loaded with massive power boosts and showy graphics. And the greatest cannot be traded or given away; they can only be acquired by venturing into the game’s most difficult dungeons. That requires becoming part of a tightly coordinated “raid” group of as many as 40 other players (any fewer than that, and the entire group will almost certainly “wipe” — or die en masse without killing any monsters of note). Each player has a shot at the best items when they drop, and players must negotiate among themselves for the top prizes. These end-game hurdles have some subtle but significant effects. For one thing, they force the growth of “guilds” — teams of dozens, sometimes hundreds, of players who join together to hit high-end dungeons on a regular basis. For another, they shut farmers out from an entire class of virtual goods — the most marketable in the game if only they could be traded.

For a long time the Donghua bosses, Fei and Bao (known even to employees as Little Bai and Brother Bao), could do no more than nurse their envy of the raiding guilds’ access to the end game. But Fan’s prowess pointed to another way of looking at it: raiding guilds weren’t the competition, they realized; they were the solution. Donghua would put together a team of 40 employees. They would train the team in all the hardest dungeons. And then, for a few hundred dollars, the team would escort any customer into the dungeon of his or her choice. And when the customer’s longed-for item dropped, the team would stand aside and let the customer take it, no questions asked. Thus would the supposedly unmarketable end-game treasures find their way into the R.M.T. market. And thus would gold farming, of a sort, find its way at last into the end game.

hen Brother Bao and Little Bai put their team together in April of last year, Min Qinghai, a veteran Donghua employee at the time, was among the first to make the roster.

“Before I joined the raiding team, I’d never worked together with so many people,” Min told me. They were 40 young men in three adjoining office spaces, and it was chaotic at first. Two or three supervisors moved among them, calling out orders like generals. A dungeon raid is always a puzzle: figuring out which tactics to use to kill each boss is the main challenge; doing so while coordinating 40 players can be dizzying. But members of the team raided just as diligently as they had power-leveled: 12 hours a day, 7 days a week, making their way through the complexities of a different dungeon every day.

There was a lot of shouting involved, at least in the beginning. Besides the orders called out by the supervisors, there were loud attempts at coordination among the team members themselves. “But then we developed a sense of cooperation, and the shouting grew rarer,” Min said. “By the end, nothing needed to be said.” They moved through the dungeons in silent harmony, 40 intricately interdependent players, each the master of his part. For every fight in every dungeon, the hunters knew without asking exactly when to shoot and at what range; the priests had their healing spells down to a rhythm; wizards knew just how much damage to put in their combat spells.

And Min’s role? The translator struggled for a moment to find the word in English, and when I hazarded a guess, Min turned directly to me and repeated it, the only English I ever heard him speak. “Tank,” he said, breaking into a rare, slow smile, and why wouldn’t he? The tank — the heavily armored warrior character who holds the attention of the most powerful enemy in the fight, taking all its blows — is the linchpin of any raid. If the tank dies, everybody else will soon die too, as a rule.

“Working together, playing together, it felt nice,” Min said. “Very . . . shuang.” The word means “open, clear, exhilarating.” “You would go in, knowing that you were fighting the bosses that all the guilds in the world dream of fighting; there was a sense of achievement.”

The end arrived without warning. One day word came down from the bosses that the 40-man raids were suspended indefinitely for lack of customers. In the meantime, team members would go back to gold farming, gathering loot in five-man dungeons that once might have thrilled Min but now presented no challenge whatsoever. “We no longer went to fight the big boss monsters,” Min said. “We were ordered to stay in one place doing the same thing again and again. Everyday I was looking at the same thing. I could not stand it.”

Min quit and took the farming job he works at still. The new job, with its rote Timbermaw whacking, could hardly be less exciting. But it is more relaxed than Donghua was, less wearying — “Working 12 hours there was like working 24 here” — and he couldn’t have stayed on in any case, surrounded by reminders of the broken promise of tanking for what might have been the greatest guild on Earth.

In the meantime, Min is doing his best to forget that his work has anything at all to do with play or that he ever let himself believe otherwise. But even with a job as monotonous as this one, it isn’t easy. On his usual hunt one day, he accidentally backed into combat with a higher-level monster. Losing life fast, he grabbed his mouse and started to flee. He hunched over his keyboard, leaning into his flight, flushed now by the chase. His boss, 26-year-old Liu Haibin, an inveterate gamer himself, wandered by and began to cheer him on: “Yeah, yeah, yeah . . . go!”

Finally the monster quit the chase, and Min got away with no consequence more untoward than having to explain himself. “It’s instinctual — you can’t help it,” he said. “You want to play.”

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The problem with MPAA’s shocking piracy numbers

June 16, 2007

One of this month’s top intellectual property stories will surely be the MPAA’s startling revelation that even it had underestimated the threat of piracy against the movie industry. This “shocking” confession scored a lengthy and largely sympathetic report in the Wall Street Journal, where we’re told that “sources” had revealed that the findings in a report by LEK Consulting were so bad that some studios wanted to suppress the entire thing, and interstudio conflict ensued. What could be so bad that even the people behind Gigli and Aeon Flux and would want to see it lost at the bottom of a river?

The Journal says that it’s the whopping US$6.1 billion “lost” to piracy, which they say represents “75% more than previous estimated losses of $3.5 billion in hard goods” (a claim also put forth by the BBC). The fear, it seems, is that such dramatic figures could hurt the industry by making its enforcement efforts appear “laughable,” and by harming investor confidence. Yet while busily portraying this new study as as shocker that’s causing problems between the studios, the Journal failed to note that the MPAA had already conducted another study, done by Smith Barney in 2003 which determined that $5.4 billion would be lost to piracy in 2005. It’s an odd omission, and an important one, too. Instead of talking about a 75 percent increase in losses, we’d only be talking about 13 percent on the losses that the studios already expected.

Now contrast these statements:

WSJ authors: “But now a study shows the damage is far worse than expected”

MPAA spokeswoman, indirect discourse: “She says the numbers weren’t far out of line with what the industry expected.”

So which is it? Far worse or not far out of line? The Journal’s “source” seems to be primarily interested in drama.

Of course, the drama steals focus from the real questions (by design?), including those relating to the study’s methodology. Instead, we’re to assume that these studies are trustworthy, and that is a huge assumption. Why? Because whether you’re the Wall Street Journal or Ars Technica, you don’t get to see the study. It’s private. What you get to see are “summary” points which you’re supposed to take on face value. I won’t repeat everything that the press materials say, because you can read them for yourself (PDF). I do want to hit some highlights, however, and note some of the massively problematic gaps in the story that should have been raised by “reporters” across the country, but weren’t.

As expected, losses to “bootlegging” were the greatest, estimated at US$2.4 billion. Generally speaking, this is hard piracy, often (but not always) involving organized crime and illegal distribution (think: guy on the corner selling movies for US$5). But the rest of this towering 6.1 billion loss is largely made up of what I consider “soft” pseudo-piracy, namely, “losses” stemming from Internet downloads as well as so-called illegal copying. Consider the latter, for instance. Nearly US$1.4 billion is “lost” to illegal copying, but just what is illegal copying exactly? According to the MPAA, it is “Making illegal copies for self or receiving illegal copies from friends of a legitimate VHS/DVD/VCD.” Thus, the MPAA is counting personal non-commercial backups and transformative “ripping” as piracy (ripping including decrypting DVDs so that the content can be moved to a portable player).

It’s especially curious to see them argue that 62 percent of this kind of piracy happens outside of the US, because the US is one of the few countries to make the circumvention of DVD access controls illegal. I’m left suspecting that a significant portion of this estimate stems from copying happening in places where local statues do not explicitly forbid it. I’m also left suspecting that what most of us consider Fair Use is being marked as piracy. Hey, the RIAA makes the very same argument.

Normally you’d check the study, but in this case, the study can’t be studied.

The real threat according to the blowhards is, of course, Internet downloading, which represents US$2.3 billion in “losses.” Here the MPAA says international piracy accounts for 80 percent of such losses, but once again the age-old problem of counting those losses arises. According to the Journal, this study “specifically asked consumers how many of their pirated movies they would have purchased in stores or seen in theaters if they didn’t have an unauthorized copy,” supposedly alleviating the methodological problem of relating downloads to lost revenues.

What the Journal did not report on was the methodology used in mapping these consumers’ poll responses to the combined domestic and international population. If these losses were calculated using a 1,000-person poll conducted in the United States, then applied to the globe as a whole, then you can see where this has gone awry (actually, you can see the problem no matter what sampling method is used: you cannot control for mass psychology and stay accurate). Unfortunately, the MPAA could not clarify this methodology for me, and no one else covering the story has any information, either. We’re left with the vague assurance that “consumers” apparently admitted what they would have bought otherwise.

So in the end, the great US$6.1 billion figure looks to have a good deal of questionable padding in it, much like most other “studies” that purport to map real financial losses onto piracy, including its softer forms. This isn’t to say that piracy doesn’t exist, or that it’s not harmful (although we do find the words “piracy” and “pirate” to be rather inappropriate). However, the contours and effects of piracy are quite open to debate, and as a result, the best ways to address the problem are up for debate, too. This is particularly clear when talking about “soft” forms of piracy, which can easy be massaged to make a situation look dire. And keeping a study private surely doesn’t help, either.

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