Piracy primarily affects the smaller and independent studios that cannot afford to pay for DRM, large publishers using economy of scale can make DRM effective. Of course this only applies to PC titles, as console titles have built in DRM either by the media or by electronic purchase tied to a user account.
Piracy hurts the small guys, there is no question and it almost killed the PC game industry 2-3 times within the past 4 decades.
Streaming aka downloads is pretty much the defacto standard for PC and is the only option on mobile, and it is the preferable solution. One the title is locked to a user account on a service like an appstore or Steam, Bnet, Epic Launcer etc. it also means more money for the developers as they get a much bigger chunk of the revenue of the title, for example on steam I think the developers/publishers keep 70% of the profit, wherein a retail environment it is like 20% at the end of the day. Plus you only need a golden master about 1 week prior, instead of 1-2 months prior to print and distribute hard copies.
Online downloading and mobile both originally democratized the playing field and made the large publishers less powerful as anyone could put product into the appstore or Steam. The problem became to much ended up there and all titles tended to get lost in the shear volume of titles appearing every day, make the resources of the large publishers and the larger marketing outreach take control again. The rise and fall of large publishers is a trend that repeats every few years or so as new technologies or platforms for distribution appear, some fail, some shrink, then the survivors get bigger again as they reestablish control of marketing.|
Make sense?
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