Agree mostly with your point, but the developer failed on one dataset; the conversion rate. He shows that no one bought the app that pirated it. Well thats moot. If you've jailbroken your iPhone, you obviously don't buy the app via Apple since you don't have the ability to get the app onto your phone. Since the developer doesn't offer the app for sale via other non-Apple sites, the statistic is quite meaningless. Of course no one bought it, since they would probably have to reverse-jailbreak the phone and then re-establish the App Store with the unit. Or they could have a second iPhone (this would not surprise me) and in turn buy a copy for a couple bucks.
Regardless this particular statistic is still worthless since it's never going to show anyone converting from a pirate copy to a legit copy.
I agree, 'Try Before You Buy' is a reason "some" folks pirate, but not the majority. I'd say less than 5% of the pirates really believe this. Besides there are two other points missed out in this concept. Many games 'are not worth buying', and the majority of pirates don't want to spend money.
Developers have to understand that many of their offerings simply are not worth the money they as asking and since it's impossible (for very obvious reasons) to get a refund on software, it's just easier to copy it and play it without risk. But to say this is the main reason is absurd. Sure some folks may actually try a game out and then buy it. But usually the motivation is not clearly based on 'quality'.
What developers should do is focus on is the 20% who DO buy their software as these are really their customers, ignore the other 80% who are not contributing to their success and continue to provide a value added service. Many however think they are selling physical goods when in fact they are selling a concept in code, this can and should change and morph into more and more value for the paying clients.
The funny thing is that over all the time software games have been around, 80% of the users have been pirates and this has always been the case. However when you give the game away for free and then micro-sell addons, extras etc. in game to those that will spend the money (like many of the games you find today) or offer a subscription service, you can assure that your model will actively draw upon your actual market. The pirates then have nothing to take since they cannot 'steal that which is freely given', or steal from a subscription model (at least directly). This diffuses the entire scenario and puts the developers attention back at the paying customer.
I think developers who've learned that they cannot stop piracy and to quit focusing so much attention to it, become far more successful in the long run. It's like thinking you can solve all the worlds evils, by just talking rational about it. Pirates don't want to talk rational, they want your warez...
Competition is good, Nationalism is not.
AGREED. If you EVER get forced (or think you're being forced) to fill one of these out, put "Bill Gates" name down and his address (if you have it). Done.
Factorials were someone's attempt to make math LOOK exciting.