>>715230965Incorrect.
Most studies have shown that it's basically impossible to measure the precise impact or make generalized statements because there are so many factors at play. And factors can reach from increasing to decreasing sales, and that HIGHLY depends on the medium. The often quoted EU study that "disproves piracy has a negative impact" is exactly that. It kind of proves that everyone using that study as evidence has never actually read it (you should it's actually quite interesting).
Music piracy is the most likely to increase income, but game piracy is more likely to decrease sales. For games it depends if they have DLC, multiplayer components, etc. or not. Additionally music makes most money off of concerts or merch, while gaming only has that as a side gig. Sales are main income.
Additionally their can be a negative impact in one creation of an author, but the next one will have an increased one as more people now buy that one. Problem is if the original negative impact is too high, then there may never BE a followup to actually be able to exploit the bigger fanbase now.
Pure Singleplayer games will most likely result in a reduction of sales, while components that require some sort of online verification (like multiplayer) will massively reduce that negative impact of piracy.
Another factor is original price, the more expensive the original the less likely people are to buy it after pirating it, or will only buy it on a STEEP discount years later... which is still money lost because you never paid the money that you SHOULD have paid by the time you consumed the media.
The large amount of factors at play means that it's very much something you need to look at at a case by case basis, but can never make a generalized statement over it. Can it have a negative impact? Yes. Can it have a neutral impact? Also yes. Can it have a positive impact? Yes, yet again. You can never say for sure.