Exploring software piracy as a factor of video game console adoption

Sigi Goode*, Anasthasiou Kartas

*Corresponding author for this work

    Research output: Contribution to journalArticlepeer-review

    19 Citations (Scopus)

    Abstract

    The market for video game consoles is substantial and competition is heated. At the same time, software piracy has seen substantial literature coverage. The hardware controls that ordinarily prevent illegally modified software can be bypassed. As part of an ongoing research project, this paper explores the role of software piracy in the decision to adopt a video game console. This work presents a new research direction, observing software piracy as a previously unforeseen driver of system adoption. This study explores a set of consumers with low disposable incomes, who must make a moral choice with regard to consumption for entertainment. The study used focus groups and a literature review to develop a set of factors based on the Theory of Planned Behaviour. These factors were operationalised in a survey of 150 young adults. Analysis was conducted on the basis of adoption level and gender. In contrast to much prior information systems research, the ability to pirate console software was significant for adopters and both genders, but not non-adopters. Cost was not a significant factor.

    Original languageEnglish
    Pages (from-to)547-563
    Number of pages17
    JournalBehaviour and Information Technology
    Volume31
    Issue number6
    DOIs
    Publication statusPublished - 2012

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