Post #1654399
2025-12-23 09:06 UTC
@allanon With digital goods, those risks mostly disappear — but another one can appear:
extractive intermediaries, malware-ridden sites, monetization of piracy itself.
So the issue isn’t “copy vs original” in the abstract.
It’s who captures value, under what conditions, and at whose expense — creators and consumers.
That’s precisely why reducing everything to “copy = theft” misses the real problems.
Replies (1)
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@allanon@mastodon.uno 2025-12-23 11:00
@YanK Yes, that's it, pirated digital products are infected at 99% but I don't know how this practice is still in use. My game library, composed by legit digital products (15%) & gifted games is around 760 titles (75%): who is going to risk to download malware with this legit offer around? Maybe for music & movies this practice is still in use but, again, one person that download 100 movies does not mean 100 lost sells for the producer: it's a lie. It's bad practice but not lost sells.