Eh, this game is being pirated more than the average app.<p>From what I heard at Greg Yardley (PinchMedia)'s talk at 360idev yesterday, the average piracy rate is 34%. My personal experience with Boxcar lines up with those numbers, along with a 0.056% conversion rate from pirated to paid. The "average" there, again according to PinchMedia, is 0.043% or 1 in 233.<p>They're taking the right approach in that, well, the truth is if someone is going to pirate something then even if you try and dissuade them they'll just move on to the next one. In my particular case, I send a push notification letting them know we've detected that they are using a pirated copy, and then disable their account. If they purchase the legitimate version, their account will automatically be re-enabled.<p>If I didn't have a backend server with monthly hosting costs, I wouldn't care that the application was being pirated. They use it, then move on. Based on the conversion rates I've seen myself and have heard of from others, it's just not worth the effort to try and get someone to purchase it.<p>Those conversion rates also invalidate the entire "I'm just trying it before buying it" argument, which is complete bullshit.<p>Pirates discuss it on Twitter: <a href="http://twitpic.com/jor06" rel="nofollow">http://twitpic.com/jor06</a><p>And I also get emails about it -- angry ones: <a href="http://jdg.net/post/160979167/retard" rel="nofollow">http://jdg.net/post/160979167/retard</a><p><a href="http://jdg.net/post/151845213/some-people-just-amaze-me-unfortunately-this-is" rel="nofollow">http://jdg.net/post/151845213/some-people-just-amaze-me-unfo...</a><p><a href="http://jdg.net/post/142912680/yep-dont-buy-this-piece-of-crap-or-how-about" rel="nofollow">http://jdg.net/post/142912680/yep-dont-buy-this-piece-of-cra...</a>