Dutch Pirate Party Refuses To Shut Down Proxy Service Based On Demand From Anti-Piracy Group

from the standing-its-ground dept

The Dutch anti-piracy group BREIN is somewhat famous for its overreaching efforts. While it succeeded in getting ISPs to block The Pirate Bay's website, it's been going after a bunch of proxy sites that have helped people get around the block. Its latest move may run into some difficulty however. The Dutch Pirate Party has its own proxy offering, and BREIN is demanding they turn it off. The Pirate Party, however, is standing its ground. As TorrentFreak reports:

Last week the local Pirate Party also received a letter from BREIN, demanding the shutdown of their Pirate Bay proxy site hosted at tpb.piratenpartij.nl. However, unlike the site owners that were previously contacted by the group, the Pirate Party is not caving in. They would rather fight the case in court.

Today the Party informed BREIN that the proxy site will stay online. To show that The Pirate Bay can be a useful communication tool the Pirate Party sent the letter through a torrent file, hosted on the BitTorrent site at the center of the dispute.

“The demands are ridiculous,” Pirate Party chairman Dirk Poot told TorrentFreak.

“A private lobbying organization should not be allowed to be the censor of the Dutch internet. We were also amazed to find an ex-parte decision attached, threatening Dutch minors with €1000 per day fines for operating their proxy. If we would have yielded, their trick would immediately be played out against numerous other private citizens.”

The larger point in all of this, of course, is just how completely and utterly useless BREIN's game of whac-a-mole is. There are so many proxy sites out there, and many are used for perfectly legitimate reasons. Trying to block every single one of them is a fool's errand. Those who want to go to TPB will figure out ways to get there.

Filed Under: anti-piracy, brein, proxy, whac-a-mole
Companies: the pirate bay

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  1. icon
    Greevar (profile), 6 Apr 2012 @ 10:16am

    Re: Re: I get so sick of these people.

    Well, the first thing would be to come to terms with the fact that content isn't the only thing they have to offer the market. Anybody that is worthy of being called a content creator must have something that is imperative to the creation of content. They must have talented people to create that content. It takes the time, labor, and talent of those people to create the content people enjoy in the first place. Without them, their content wouldn't exist. So logically, the plan would be to consider selling the value of the service they provide in making the content. The same way landscapers or contractors promote their skill and time to transform resources into finished creations. This works better because controlling access to labor is much easier than controlling access to information.

    So it would work as thus: Determine how many hours a project would take to complete, calculate how much per hour it takes to pay your costs (the salaries needs of you and your staff, supplies/utilities, etc.), and multiply the hourly rate by the number of hours required to complete it (with proper padding for the unforeseen) to find what the project will cost and, thus, how much funding your services will require. Then, you need to make sure the people interested in seeing this project happen find you and give them a reason to put their money into it. Since these people are likely to also be the people who want to enjoy the content you're creating, you just need to find that little something extra (that doesn't cost much, or nothing at all) to compel them to pitch in.

    The Doublefine Kickstarter project comes to mind. They offered very special bonus incentives to encourage greater investment in order to increase the chances of it being a success. When you offer something people really want and you offer something beyond that which makes the original more valuable to your audience, they will be willing to put their money in to get those added value bonuses. The bonuses could be as simple and cheap as insider access (production updates, exclusive teaser content, exclusive chats with the team), limited runs of physical goods (advanced boxed copy of the content so you can have it before the masses, autographed posters), or bigger things like meeting the team in person or a launch party.

    When all is said and done (everybody is fairly paid and the project is complete), you release the content for free. Why? It's because obscurity is your worst enemy, but your content is your best marketing tool. You're going to use your work to attract more customers to you so that you can sell bigger and better projects to them. The more paying fans you have, the grander your content can be. If properly executed, your fans will pay your bills and staff (including you, the boss man) fairly and they get the content they want, plus any added value rewards proportionate to their monetary contributions. The works you release is the marketing tool that brings in more customers and, thus, more money. The most important thing to do is to establish a relationship with your audience and keep them engaged with you. The second they start to forget about you, you start loosing customers. Keep them engaged and you will keep your customers. Art is communication and an integral part of any relationship, thus you need to maintain that communication or the relationship will end.

    This is, by no means, a complete and ready to go plan and it's not meant to be. That would take market research and experimentation to determine the proper incentives to motivate people to contribute. These are guidelines on which to build an effective content company in a world that knows content is not a finite unit of property and is accustomed to getting any and all content they desire despite your desires to control it. I think this is far more realistic than controlling content by creating impotent laws that can't stand up to the reality of communications technology that can always defeat any restriction you throw at it.

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