It's all of the above in terms of where they are. The core groups that stand to gain from widespread piracy of video games, and also of music, movies, and so forth—we're all in the same boat here—and some regular software as well, tend to be, in our case, those who offer, often for money, ways of breaking the copy protection. They actually charge for that because it's a service they offer.
If you want to open up your console and solder in a chip, that takes a level of technical sophistication that most people don't have. You'll pay someone to do it for you. They'll charge you $100 and another $80 for the chip. They've earned a nice little tidy profit and suddenly your console is open to the world for playing pirated games. Those guys tend to be more local. We have a lot of them in Canada because we don't have a prohibition, legally, against this activity until the bill actually comes into force. That would be one class.
The other would be the people who are offering the games available online. As I said, the number of local guys who used to offer the games at the Pacific Mall or flea markets and so forth is diminishing, as everyone is moving to online methods. Websites or hosting sites are springing up online. Megaupload and The Pirate Bay are notorious ones. They basically offer games and other forms of content and they earn advertising revenue. They want to attract a number of users. The more users they have on their sites, the more advertising revenue they get. Therefore, they want us to offer other people's content for free because it actually makes them money.
They operate in multitudes of jurisdictions, including in Canada. This was another aspect about the copyright bill's new enabling infringement provision that will enable rights holders to take action against these kinds of guys, which is something we were seeking in the past.