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@YanK@ludosphere.fr

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)

  • @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.

    Open ##1654400