Revenue effects of Denuvo digital rights management on PC video games

IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Entertainment Computing Pub Date : 2025-01-01 DOI:10.1016/j.entcom.2024.100885
William M. Volckmann II
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Abstract

In the personal computer video game market, a digital rights management (DRM) technology called Denuvo has been used since 2014 to restrict software usage to legitimate buyers, thereby preventing piracy. Sometimes Denuvo DRM is bypassed or “cracked”, after which the video game can be pirated. I exploit the randomness with which Denuvo is cracked to estimate the effect Denuvo has on protecting revenue from piracy displacement. When Denuvo is cracked very early on, piracy leads to an estimated 20 percent fall in total revenue on average relative to an uncracked counterfactual, but that effect is weaker the longer it takes for Denuvo to be cracked. When Denuvo survives for at least 12 weeks, piracy leads to nearly zero total revenue loss on average. The results suggest that Denuvo does protect legitimate sales to an estimated mean of 15 percent of total revenue and median of 20 percent, but there is little justification to employ Denuvo long-term (i.e. for more than three months), especially given that Denuvo can have negative technical side effects and is generally disliked by users.
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Denuvo 数字版权管理对 PC 视频游戏收入的影响
在个人电脑视频游戏市场,一种名为Denuvo的数字版权管理(DRM)技术自2014年以来一直在使用,以限制合法买家使用软件,从而防止盗版。有时Denuvo DRM会被绕过或“破解”,之后视频游戏就会被盗版。我利用Denuvo破解的随机性来估计Denuvo在保护收入免受盗版取代方面的影响。当Denuvo在早期被破解时,与未被破解的反事实相比,盗版导致总收入平均下降20%,但Denuvo被破解的时间越长,这种影响就越弱。当Denuvo存活至少12周时,盗版导致的平均总收益损失几乎为零。结果表明,Denuvo确实保护了合法销售额,平均占总收入的15%,中值为20%,但没有理由长期使用Denuvo(即超过三个月),特别是考虑到Denuvo可能会产生负面的技术副作用,并且通常不受用户欢迎。
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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