Earlier this week we ran a story in which the Japanese Computer Entertainment Suppliers Association (CESA), citing data from a study conducted by Tokyo University's Baba Lab, said that piracy of games for portable devices cost the gaming industry over $41 billion between 2004 and 2009.
GP commenters noted a flaw, perhaps, in the survey methodology, while similarly, a TechDirt reader came up with a list of four reasons why, in his opinion, the study should carry no weight:
1. Every infringing download is counted as a lost sale
2. CESA took the numbers for Japanese handheld game piracy and multiplied it by four to get the worldwide numbers, because CESA "believes" Japan represents 1/4 of the market
3. Deviations in piracy levels in different world regions were not taken into account
4. Pricing for games per unauthorized copies were ALL based on the initial release price, not taking into account pricing fluctuations of games over time
A report issued earlier this year by the United States Government Accountability Office (GAO) questioned the credibility of U.S. piracy and counterfeiting data, calling widely used figures unsubstantiated.