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DIGITAL PIRACY: A DEEPER DIVE IN THE LONGSTANDING

CULTURE OF PIRACY IN THE PHILIPPINES

A Qualitative Research

Presented in the English Department

of Palawan Adventist School, Inc. – Junior High School

In Partial Fulfillment of the Requirements for

Moving Up to Senior High School

Grade 10

Department Members

Mr. Elwyn Eli Roy V. Caldito, BSEd

Chairperson

Ms. Verna Mae I. Jusayan, LPT

Vice Chairperson

Nestor Jann C. Asag

July 2021
CHAPTER 1

The Problem and Its Background

This chapter of the paper introduces the problem and its setting. It also includes the

rationale, setting of the problem, objectives of the study, statement of the problem, significance

of the study, and the scope and delimitation of the study.

Rationale

Digital piracy is known and referred to as the act of illegally reproducing, bypassing

certain copyright protections of digital files, or sharing/distributing digital content that is

protected by copyright using physical media such as hard drives, flash drives, compact discs,

and memory cards (Hosch, 2021). Other options can include using online file-sharing services

like Google Drive, Mega, Dropbox, and OneDrive, or employing BitTorrent peer-to-peer

technology to spread illegal content across the internet.

In correlation to this, according to the Constitutional Rights Foundation (2021), the

timeline of digital piracy rising to the top of the mountain started in the 1990’s-2000’s when the

people and the market started to switch to digital technologies, because of analog tech’s

limitations and its limited interoperability capability with the new digital technology that is being

adopted.

The University of Minnesota (2018) with its published paper entitled “Understanding the

Media Culture: An Introduction to Mass Communication” found out that with the shift to digital

technology started to take flight in 1990s, content piracy branched into two separate types: one is
digital optical disc media piracy and digital online piracy. The first topic, digital optical disc

media piracy is a type of content piracy where the digital content is illegally duplicated and

distributed through the use of compact discs to the consumers who has no or less than stellar

internet connection.

In addition, this type of digital piracy is rampant throughout the 1990’s to early 2000’s

in the Philippines due to consumers have little to no internet connection in their homes, and

having not enough storage space in the computers of the era to keep the related content without

buying the compact discs (University of Minnesota, 2018).

Furthermore, as stated in an article of Asia Video Industry Association (2020), a new

survey shows that the Philippines is among the highest when it comes to online piracy in the

Southeast Asia. This study can help to further understand and comprehend the long-standing

culture of digital piracy in the Philippines along with the factors that influences the said custom.

Setting of the Problem

The researcher has come to a conclusion to conduct this study in order to fully

understand the culture of digital piracy in the Philippines and the factors that aggravate the

custom of digital piracy on our society. This research is conducted among the Grade 10 students

which those age is ranging from 15-17 years old, at various Junior High Schools that is

recognized by the Philippine Department of Education. The researcher would like to verify the

notion of the having a withstanding continuation of digital piracy in the Philippine culture

through the viewpoint of the Grade 10 students.


Objectives of the Study

This study aims to investigate the cause and effects of a cultural, traditional, and societal

aspect of digital piracy, and how it can affect the welfare of each user. This study would also

determine the social, emotional, financial, economic challenges of pirates today due to digital

content pricing in the current market and their offerings to each user. This study also aims to

further analyze the hierarchal background of digital piracy and how it affects the present society.

Furthermore, this study also looks into how government agencies such as Optical Media Board

and Department of Internet and Communications Technology, Intellectual Property Office of

the Philippines, and PNP Anti Cybercrime Group combat the age-old problem of digital content

piracy.

Statement of the Problem

The study aims to investigate the following questions:

1. What are the cause and effects of keeping up into a cultural, traditional, and

societal aspect of digital piracy to the welfare of each user?

2. How does the social, emotional, financial and economic challenges of pirates in the

present influence the continuous existence of digital piracy?

3. Where does the hierarchical background of digital piracy lead and how it

entirely affects the society?

4. How do government agencies such as Optical Media Board and Department of

Internet and Communications Technology, Intellectual Property Office of the

Philippines, and PNP Anti Cybercrime Group oppose the age-old problem of digital

content piracy?
Significance of the Study

This study aims to give awareness of the existence of how rampant digital piracy is in the

modern digital world in the Philippines, and how it affects everyone in the society. The

researcher hopes to provide useful information and data on the effects of digital piracy in the

society. It aims to improve the understanding of the effects of digital piracy on the modern times.

The researcher also intends to help the students, the youth and other members of the society to

have media literacy to lessen the foothold of digital piracy in the country.

Scope and Delimitation

This study will focus on the age-old culture of digital piracy in the Philippines and the

factors that influences the continuity of the said culture. The scope of this paper will be limited

to the causes and effects of the digital piracy to the users and its background. This study is

deemed limited on the Grade 10 students which ages are ranging from 15-17 years old only. The

researcher acknowledges the rights of the students in their participation in this study. Each

respondent is given the same questions to answer. This study significantly focuses on the

current Grade 10 students of the academic year 2020-2021. The survey will be answered

through a non-contact process because of the current health state of the public. The respondents

that participate in this study are given informed consent forms that involve confidentiality to

maintain ethical rights and to protect their viewpoints about the problem.

Definition of Terms

1. Film piracy - act of unauthorized recording/redistributing of any digital/analog forms


of films or any audiovisual work displayed in both physical media formats, in digital

formats, or inside the cinema by using a video camera.

2. TV series piracy - usually grouped with film piracy, but for the purposes of this paper, it

will be treated as a separate form. It refers to unauthorized recording and redistribution

any form of copyrighted TV shows displayed through the television, its online

counterpart in the streaming website.

3. Music piracy - The act of large scale, unauthorized duplication of copying, distributing,

copyrighted musical work with the intent to defraud the copyright holders of the

copyright fees, royalties. Copyright holders are the composers, lyricists and the artists.

4. Game piracy - act of bypassing/tampering any form of game piracy protection to gain

free, unhampered access to the games without given financial obligation for the whole

game.

5. Software piracy - act of unauthorized modification, tampering, tricking the software’s

built-in activation software/service, anti-piracy measures in order to gain access to the

full feature set of the software without paying for the software or any grace period

expiration.

6. Operating system piracy - the act of an unauthorized modification, bypassing, or

tricking the activation service or software to grant the user full access to the operating

system’s feature set without paying for the actual service.

7. Anti-piracy measures - defined as set of hardware and software implementations

algorithms designed to protect, check and verify the integrity, licensing, and ownership of

the digital content to prevent the large-scale unauthorized cracking and redistribution of

digital content.
CHAPTER 2

Review of Related Literature and Studies

This chapter of the paper indicates the review of related literature and studies. It includes

the theoretical and conceptual framework.

Related Literature

The term “piracy” as used in the Philippines and Vietnam primarily refers to the illegal

large-scale and commercial copying and distribution of optical media as stored in digital disc

formats such as DVD, DVD-R, CD, CD-R, and VCD (Ballano, 2016). It can also mean as the

unauthorized use, access, loading, downloading, selling, and sharing of copyrighted media on

the Internet by individuals or groups.

In accordance with that, Ballano (2016) also stated that media piracy can be classified

broadly into two different types depending on the source where the copyrighted media were

used and stored: optical disc media piracy if the digital media such as music, software, video

game, or film are stored and viewed in discs and online media piracy or Internet piracy if the

content is viewed, downloaded, or copied directly from the Internet. If piracy is understood

in the general sense as copying outside the copyright law, then optical media piracy is the

unauthorized copying of optical media as defined by the optical media law.

Also, in the study of Ballano, the prevalence of digital media piracy was found to have

started in the 1990’s in which the pirated copies of films, music and software are being

reproduced in compact discs, which are cheaper than the original copies and it became more

accessible to the people since the technology needed to use the compact discs are already

there. This form of media piracy has created illegal piracy markets in early 2000’s in
Philippines, Thailand, Malaysia and Vietnam due to relative ease of creating and mastering a

perfectly illegal copies of copyrighted material in large scale operations. But the transition to

online piracy in this country is being hampered by slow internet connections outside Metro

Manila due to, underdeveloped internet.

In a survey done by YouGov (2020), with the help from the Asia Video in Asia Video

Industry Association’s Coalition Against Piracy (CAP), 49 percent of Filipino online users

had accessed pirate streaming sites, torrent sites in 2020. This exhibits that digital piracy is a

rampant culture because a perfect formula of economic conditions, sociological conditions,

lack of media literacy, expensive options has been ingrained into the Filipino culture, where

it has hijacked a weak spot, Filipinos like to be frugal.

Software piracy in the Asia-Pacific region, according to the tallying made by the

Business Software Alliance, costed the developers/manufacturers about $8 billion US Dollars

in year of 2004 and the worldwide loss were at $32 billion US dollars, with the piracy rates

in China and Russia at sky high level of 87 percent, with the Philippines contributing to 33

million US dollars in estimated trade losses (Baumgartel, 2007).

It can be argued that one of the reasons why people pirate a digital copy of a

software/digital content is to try it as a consumer sample of the said product before they

purchase it, as the digital content belongs to the category of experience goods, as the integrity

and the quality of the product can only be tested after the purchase, with the positive effects

being it creates more “exposure” which in turn, potential sales. But the negative effects are

lost sales due to some erring people who will bypass it and keep it that way (Belleflame &

Peitz, 2010).
Theoretical and Conceptual Framework

This part of the study aims to clarify and represent what the researcher intends to look

out for in the experiment.

Studies such as Darke and Dahl (2003) or Huppertz et al. (1978) construed fairness of

pricing in the general context of equity theory (Adams 1963). In this approach, it is assumed

that individuals seek fairness in social exchange. In particular, exchanges tend to be perceived

as fair when the ratio of costs and benefits is the same for all participants.

When individuals find themselves participating in relationships perceived to be

inequitable, they try to take action to restore equity: buyers may justify digital piracy as a

mean to reinstate equity. Such a pattern would also be consistent with the findings of Gupta

et al. (2004) who observe that consumer’s feeling of being “ripped off” might make

(software) piracy a more acceptable option.

The researcher aimed to explain the causes, effects and the factors on how the culture of

digital piracy adversely affect the users in the Philippine society. This study is relevant to

further understand the withstanding custom of digital piracy along with the challenges that

contribute to its existence. It can also help people to fully know the role of government

agencies on why they continuously combat the ill-doings that the digital piracy has caused in

the society.
CHAPTER 3

Methodology

This chapter of the paper includes the research design, the population and sampling

techniques, the instruments, the data gathering procedure, and the plan for analysis.

Research Design

The researcher used both quantitative and qualitative method in this study by conducting

survey accompanied by both open-ended and close-ended questions as well as comparing data

given by the respondents on how the digital piracy affects them in general.

Population and Sampling Techniques

The Grade 10 students which ages are ranging from 15-17 years old that are enrolled at

schools accordingly acknowledge by the Philippine Department of Education, will be the

respondents for this study and a Convenience Sampling Approach is utilized by the researcher

for the purpose of determining the data in this study.

Instrumentation
The researcher used a survey that pertains to have both open-ended and close-ended

questionnaires that aims to answer the initially stated questions about digital piracy that were

sent to the respondents through electronic medium.

Data Gathering

The researcher has conducted a survey for the several respondents and participants that

were done through non-contact as it is sent to them with the use of electronic medium because

of the current state of the public health. The researcher also secured confidentiality agreement

question from the respondents to protect their viewpoints and acknowledge their rights.

Plan of Data Analysis

The researcher has decided to use narrative analysis as the method for analyzing the

data from the respondents.


CHAPTER 4

Results and Discussion

This chapter of the paper includes the analysis, interpretation of data, and findings. This

study aims to find out the cause, effects of digital piracy. This study also means to provide data

to back up the continued existence culture of toxic masculinity. The researcher used a narrative

analysis to interpret the data that were given by the several participants and respondents.

Figure 1. Do you use any form of proprietary software?

Figure 1 suggests that most of the respondents with seventy-six-point

five percent (76.5%) claim that they were using form of proprietary software in
their digital devices. Twenty-three-point five percent (23.5%) of the respondents

reportedly that they use some form of free and open-source software in their

digital devices freely sometimes. While no one among the 17 respondents do not

use any form of proprietary software.

Figure 2: If so, list down your proprietary software that are being used by you, as a user.

Other proprietary software users use that are not in the chart: Autodesk 3DS Max, Capture 3,

Openshot, Studio One 5, Sketchup, Wondershare Filmora 4 (23.5%)

Figure 2 shows that thirteen out of eighteen (81.3%) of the respondents

that were interviewed said that they use proprietary software from Microsoft,

while six out of seventeen (37.5%) said they use proprietary software from Apple.

Five out of seventeen respondents claimed that they use some form of proprietary

software from Adobe, while four respondents (23.5%) use other forms of
proprietary software

Figure 3: Where do you get your digital content? 

The third figure indicates that the majority of the respondents at sixty-

six-point seven percent (66.7%) do get their digital content both online and offline

sources, while thirty-three-point three percent (33.3%) do get their digital content

solely online.
Figure 4: Do you pay for your digital content (e.g music, movies, games, applications,

operating system licenses)?

Figure 4 suggests that most of the respondents with fifty-five-point six

percent (55.6%) claim they pay for select digital content and not paying select

digital content. Thirty-three-point-three percent (33.3) of the respondents claim that

they do pay for the digital content that they acquire. While eleven-point-one percent

(11.1%) of the respondents claim they do not pay for the acquired digital content.
Figure 5: If no, how do you obtain your digital content?

Figure 5 shows that two out of nine respondents said that they don’t

have to say about their acquisition of said digital content. The other one percent

of the chart said they get their digital content from myriad of legal/illegal

sources such as free software from software developers illegal pirate websites, or

in social news site communities such as Reddit, with a respondent claiming that

they themselves have no idea what sources they are getting their digital content

on their computer.

Figure 6: What is your view on free alternatives to paid software? (examples of paid software
are Microsoft Office, Microsoft Windows, Adobe Creative Cloud applications such as

Photoshop, Premiere Pro, After Effects)

“They get the job done, although paid software are packed with more features and capabilities.”

“I like the idea of having free alternatives for those who are on a budget”

“Feature-wise they have almost the same functionality and tools for the most

part. It all comes down to software support and services offered by paid software”

“They are better unless it comes with paywalls then no thanks.”

In Figure 6, it is apparent that eighteen respondents have different

opinions and views on the alternative software for some popular proprietary

software. Majority of the respondents responded that the general capability,

feature sets of those alternative software can be as similar and capable as with the

proprietary software’s feature set and capability. Some respondents claim that it’s

not that bad to use that alternative software if you have a tight budget. Other

respondents claim that alternative software is a good starting point for beginners.

They also claim that because of how proprietary software ecosystem works, it is

very difficult to transition to a free alternative. One said: “ I guess they're a way of

obtaining the files/programs for those people who are incapable of paying for the paid

files and programs.”

Another respondent claimed that the paid software has more features
and capabilities than the free software and more economical and practical than

paying upfront for paid software.

Figure 7: In general, how do you look at pirated digital content?


What do you feel about obtaining digital content illegally and using/consuming them?

“Piracy is theft, and there are very clear laws governing what people may and cannot do with content they

have paid for. When you buy something, you usually get the right to listen to it, play it, read it, or use it. It

does not grant you the right to copy, distribute, trade, or sell it to others, nor does it grant you the right to

profit from it.”

“Much more convenient”

“Illegal havens for poor f***s like me.”

“Its good but i really dont tolerate this behavior”

“For software, it looks the same but it doesn't support software updates like pirated Windows and it may

lead to vulnerability”

“It's good for someone that doesn't have money to pay for those paid software, for example me i don't have

money to buy it so I'll try to find pirated ones”

“I dont agree to piracy. It is a crime”


“it is ok as long as used for personal uses only :))”

“I see it as a means to help people with lack of resources to have access to software to better themselves”

“They provide a way for those people who aren't capable of paying for the paid software and files to obtain

them but illegally.”

Figure 7 indicates that eighteen respondents who responded to this question in the

survey have different opinions. Majority of them agree that the pirated digital

content is as good as the paid proprietary software without paying. Even useful as

one respondent says. Some claim that they do it out of necessity because they

cannot pay upfront. And they see it as a means to help people who cannot pay for

the software. Some respondents felt guilt for the pirated software because they

negatively affect the company and the developers. Some defend it as a result of

poverty that people resort to digital piracy. For a respondent, it’s okay if it’s used

for personal purposes. Some look at the pirated digital content as illegal and that

when the user buys/subscribes to a digital content platform or a digital file, he or

she is entitled for that content to be played back and use it. However, the user is

not granted rights for redistribution, copying, trading it, or selling it, as the user is

not authorized by the company/developers for redistribution.

Figure 8: How do you think people still obtain their illegal digital content?

“I think they first secure an illegal copy of a movie or TV episode then after obtaining this initial illegal
copy, they host the copy themselves or sell it to other users, who uploads it onto the internet.”

“Word of mouth, and by researching.”

“They are searching on youtube, google, and other search engine on how to get it”

“Pirate websites, hard drives by friends, word of mouth, and some computer repair businesses offer content

downloads for a price or pre-loading it for a repair.”

“Dark web¿”

“Maybe by connection or doing illegal things.”

Figure 8 suggests that the respondents have different answers on how

people acquire their illegal content. A respondent answered that they secure a

legal/illegal copy, then they host the copy themselves on a computer and uploads

it on the internet, which people can download using applications and technologies

such as BitTorrent protocol. Other respondents have said, pirate sites are being

utilized by some people to acquire the illegal digital content. Some computer

repair businesses are offering pirated digital downloads in their businesses for a

price, often times by copying it to a hard drive or pre-loading them into

computers sent for repair, a respondent said in the survey. Word of mouth,

researching, are also used, one respondent also said.

Figure 9: Since many of the companies' digital content pricing are expensive and requires a
credit card or a digital wallet, which many Filipinos don't have the capability and time to deal

with, does this drive up the digital pirate market, where people can illegally download the

digital content?

Figure 9 suggests that all of the 18 respondents agree that due to lack of

financial capabilities to pay for digital content such as no bank accounts, no

digital wallets, no bank cards, the foothold of the digital pirate market is still

strong, despite the digital market is changing rapidly.

Figure 10: Why do you think that instead of paying, you'll just find or a cracked version of the

software, a website that hosts illegal streams of TV shows, films?

“much more convenient”


“A lot of people couldn’t afford most of them, so instead, they just find ways on how they can acquire

almost the same thing but free of charge”

“Because there is no hassle and whose gonna say no to free, maybe rich people only?”

“There's a thin line of income wage on our country and the current pricing of the software you intend to

buy. A usual family could buy a week worth of grocery instead with the software money.”

“The pricing is insane and the pricing alone is better spent at necessities.”

“Many filipinos tend to find pirated or illegal streams of tv shows and many more, particularly because of

number 1 they are trying to be frugal, or they don't have enough money to purchase one”

“If they are incapable of paying, they will resort to piracy. They provide a way for the people to obtain

files for free but illegally.”

Figure 10 shows that respondents have different reasons on “instead of

paying the expensive price, I’ll just find a way to pirate that digital content”.

Some respondents explained that the pricing alone puts the legal version of the

software out of reach for majority of Filipino consumers for purchase. Some

respondents responded by saying that, the normal pricing of software/digital

content (be it subscription or one time purchase) can be used to buy a week’s

worth of groceries fit for a family, which alone, is more practical. Others also said

a similar sentiment, arguing that the prices of some digital catalog can be used for

necessities instead.
Others justify that it’s less hassle for the user, because the user can just

download it from a source personally, and have a copy of the content easily,

without paying.

This shows that the out of reach prices of digital content, whether

offered in a bundle on a subscription basis, or a one time purchase basis, along

with the Filipino’s frugal behavior, and having no financial account to back up

the purchases, is what pushes them into digital piracy, where they can obtain it

for free, or pay someone in cash to do it for them, which can keep some degree of

anonymity.

Figure 11: Do you think local computer repair shops contribute to the digital piracy problem by

pre-loading the laptops sent in for repairs for pirated content?


Figure 11 manifests the existence of piracy is also extended as a

business matter, with the fifty-five-point-six (55.6%) percent of the respondents

think that the computer repair businesses also contribute to the problem by pre-

loading the computers sent for repairs with pirated digital content, while the

forty-four-point four (44.4%) percent think that the repair businesses might have

the possibility of loading the computers sent for repairs with pirated content. This

shows that some people who don’t have the technical expertise or are not

motivated in the time being to download the illegal content are being helped by

those repair businesses by offloading the grunt work of pirating digital content to

them for a price when they send a computer for repair or for content downloads.

Figure 12: For you, how confident are you that the pirated content and the hosting website is

safe to access and use, and has no malicious stuff? 


Figure 11 manifests the existence of confidence among the Grade 10

respondents that the pirated content is safe to use and has no malicious, with the

majority of 8 respondents at forty-seven-point one percent (47.1%) rated the

safety of the pirated digital content at number 2 (which is at somewhat confident),

with 4 respondents at twenty-three-point five percent (23.5%) voted that they’re

confident in number 3, while the three respondents at 17.6% percent, voted much

confident (4) for the safety of the pirate content and the website hosting it, with 2

respondents at 11.8% percent voted not confident (1) for the safety of the pirated

digital content, and the site hosting it. This shows that despite the potential

dangers of the pirated digital content on their computers and their online

activities, consumers who cannot afford to pay will still patronize those free but

illegal digital content online and they are confident that the digital content isn’t

filled with malicious files.

Figure 13: Are you willing to pay for the digital content if you can afford it and have the

necessary payment options?


Figure 13 manifests the existence of the will of the respondents to pay

for the digital content whenever they have the resources and the necessary

payment options to do so, with the majority of 18 respondents at 88.2% percent

voted yes for paying for digital content whenever capable while the minority

11.8% percent said that they are not decided yet to pay for the digital content.

This shows that the price tags of the digital content are one of the driving factors

on why digital piracy hangs around, often reasoning out that it’s more money

saved for necessities.


CHAPTER 5

Summary, Conclusions and Recommendations

This chapter of the paper comprises the summary, conclusions, and

recommendations.

Summary

The study aims to give awareness about the continuous existence of digital piracy in the

present time and how it affects the society in various aspects. The researcher pursues to provide

relevant data and information on the causes, effects and factors regarding the culture of digital

piracy in the Philippines. The researcher also deemed regards this study as a course of action for
putting an end to digital piracy in the society. The data extracted from the respondents of the

study clearly proves the existence of digital piracy. Moreover, the results of the gathered

information also indicate that digital piracy is an act that has been constantly happening and have

its negative effects to the economy, finances and society as a whole. The age-old culture of

digital piracy escalates even from a hierarchical background and this simply gives an argument

that the culture of digital piracy does not only encourage unlawful acts, but it also promotes the

continued custom of pirating in different digital platforms.

Conclusion

Based on the results of the study, the researcher has concluded the following:

 The culture of digital piracy is still continuing on existing on this present time

 The culture of digital piracy is still continuing thanks to the out of reach prices for digital

content, majority of Filipinos don’t have a digital wallet, or a bank account from a

financial institution, and Filipinos being more practical that some of them do not think

about spending on software as important.

 Lack of digital and media literacy encourages this behavior of digital piracy in some

areas in Philippines.

 The effect of digital piracy is deemed as positively and negatively extensive

towards the different aspects of society and particularly affects the social or

cultural being of a user or person.

 The culture of digital piracy encourages actions or behaviors that were not conforming to

the law such as piracy and the act of stealing.


Therefore, the researcher has deduced that the culture of digital piracy is harmful and

dangerous to the society and the citizens as a whole. The researcher also concludes that the

financial, cultural and social challenges in the society trigger the existence of digital piracy and it

is primarily caused by perspective of piracy based on the society.

Recommendations

To further improve and nurture the study, the researcher recommends the following:

 Having a constant advancement for subjects in colleges and universities about

digital piracy.

 Starting an accessible program that penalizes the users that were found guilty of digital

piracy.

 Creating a policy against digital piracy as well as strengthening the government agencies

to strongly combat the digital piracy

 An applied research study that aims to abolish or stop the culture of digital piracy.

 Teaching Filipinos some degree of financial, digital, and media literacy and introduce

alternative ways for Filipinos to own a bank account for they can start obtaining digital

content legally.

 Lowering the prices of companies’ digital content catalog subscription that conforms to

the regional populaces’ financial capabilities.

 Introduce the concept of open-source software to more Filipinos, and create a much

easier way to let Filipinos experience it.

 Software companies and game companies, should try to price match their product

catalogs on each region and take consideration of the populace’s financial capabilities.
Acknowledgements

The completion of this study could not have been accomplished without the participation of the

people whose name is Paolo Aiman Suaib Ramirez, a University of the Philippines student, my sister

Cyrelle, and for the Time magazine issue about digital piracy and other people that may not be stated

or enumerated, the respondents’ contributions for this study are greatly appreciated and fully

acknowledged. I cannot express enough thanks to my friends and family for their continued

support and encouragement


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https://www.globe.com.ph/about-us/newsroom/consumer/philippines-highest-online-piracy-

southeast-asia.html#gref
Appendices

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