This is utter crap! Although those figures might be close to reality in 2nd-world countries, that does not simply translate into lost revenue. If people could not pirate their games, they would simply not buy them, thus never experiencing how much (or little) talent was involved into making them. And that means people will never hear about you, and when their financial situation changes, they won't buy your games, but those they liked and pirated in the past. I believe it was Bill Gates who said "I'd rather have them pirate my software than someone else's" (he was referring to the Chinese market, which faced similar piracy rates), and then a few years later, managed to turn a hopeless case into a very profitable market. Let's take another example: Blizzard. It's by far the number one seller of PC games in my country. Why? Because they offer the players something worth their money. When you have very little money to spend on non-essential things, what would you buy, a Blizzard game or an Ubisoft one? Exactly! Now why did gamers in my country buy Diablo2, Starcraft1, Warcraft3? Was it because they couldn't find pirated copied of them? No! It was because a genuine copy allowed them to play on Battle.net, which was a totally different experience, and people raised up the cash to buy the games that a) they already finished several times in single-player, b) had countless nights of playing with friends in LANs and c) weren't even recently released titles. Now that is a success story! Long story short, here's two golden rules to lower piracy rates and make money out of developing games: make something worth buying, interesting, innovating, tasteful and smart. release demos. When you have little money to spend, you're not going to buy a game on the chance that it will turn out to be fun for you (something no review can guarantee), but you're going to look for a pirated copy and see for yourself.