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Spreading culture does not decrease supporters. It increases it.
This article is my argument for why.
The formula to profit on the net is this:
1) More access to content = more fans
2) More fans = more true fans
3) More true fans = more money
The internet is the Economics of Abundance. Whereas in the 20th century, content was a scarcity (as a child I played through the same Nintendo games over and over again), today on the internet there is overwhelming content & overwhelming copies (people have huuuuge backlogs), which means My Time becomes the scarcity, not the content (nor the copies). That is why the internet is called the Attention Economy. John Perry Barlow, founder of eff.org states that the internet is monetized through “Attention” or “Familiarity”.
"Economically when you spread information you create demand for it." -- John P Barlow
This is how it works:
The spreading of your copies BUYS people's Attention.
The more your work is freely available, the more attention you've bought, therefore the more true fans you will generate, therefore the more money you will make from true fans gobbling up your shit.

Your own fans sharing those purchases have now become your single BEST asset to establishing even more relationships with fans. They have become your co-conspirators, your vehicle of advertisement. When they copy you, they evangelize you. And that is the BEST thing that can happen to any creator on the net because ACCESS to content generates fans, fans brew into true fans, and true fans will pay to see more of your work get made.

Why do true fans pay? True fans don't pay because they have to pay, they pay because they want to pay. They are patrons. They want to hire you to make more. They pay because they see value in exchanging their money for your goods. Now the goods you have for sale (or the service really) is not you manufacturing a copy for them. It is not the printing of copies of videos or music or writing. You are not selling copies you are selling your labour. Your goods (or your services) IS your labour. And the more people that know your work, the more likely they will be attracted to your TRUE goods which is your labour. Your labour IS the scarcity not the copies, for it cannot be pirated. Once you get your head around that it makes no sense to try to restrict the spreading of your works. (If in doubt, repeat this a few times in your head).

Neil Gaiman (a prestigious author) explains it the best:

The key thing to understand is that advances in information-reproduction has made the industrial activity of reproducing information infinitesimally cheap. Everyone can run a printshop for the price of a computer and an internet. Do you know what happens when almost every person in the country runs a printing press that previously needed hundreds of thousands of dollars to build? It creates an abundance. There is no scarcity or market demand left for the industrial activity of information-reproduction anymore. In fact it makes no sense to try and sell information-reproduction. That is why video game entrepreneurs must move to where scarcity still exists, to things where people are still willing to spend money on. Selling the creation of a sequel to your last game is not something that can be “pirated”. [Also see this article]

So to recap,
1) Post-scarcity world is where ONE TRILLION pieces of free entertainment competes for people's free time.
2) With so much competition, it is difficult enough just to get people to READ your work (for free), let alone PAY for it (and this is especially true if you have zero marketing budget). People do not inherently care for your visual novels. they have huge backlogs. Their free time is the scarcity. Not your content.
3) The spreading of your work generates demand for your work. Fan sharing is even better, because it carries recommendation capital. People don't just share anything. They only share the things that they like. When they copy, they're evangelizing it.
4) When you are ready, call in your true fans and ask them to commission your next piece of work. Keep in mind that they are paying you to create. They are your employers. It's not a donation.
5) The only way to make people feel comfortable about opening their wallets for you is through transparency. "These are my living expenses. This is my budget for the month. This money is going towards buying new equipment, this surplus money I didn't need so I donated it, etc. etc."
If people LIKE you for being honest, generous, open and human, they will be more willing to contribute.
6) If you have 1000 true fans who've paid for the game to be made, then 1 million playing it is as expensive as a “Torrent File”.
7) Note that I am not describing anything new. Jim C Hines's 2010 survey of today's novelists show that the average time spent writing BEFORE a sale was 11 years. Consider Alanis Morissette's attorney at the Future of Music Conference's remarkable statement: 97% of the artists signed to a major label before Napster earned $600 or less a year from it. And those were the lucky lotto winners, they were a tiny fraction of a 1% who even made it to a record deal to begin with.
These are Independent and Government studies on the effects of File-sharing:

We have empirical evidence to show:
1) No negative effects on sales as a result of piracy.

and 2) Piracy increases sales. Notice that we don't have any empirical evidence to show that piracy drops sales numbers. Please also see Christian Engstrom's summary article: File Sharing is not a problem that needs to be solved.

As Neil Young puts it, "Piracy is the new radio." People need to get used to the idea that internet is just like home taping when that came about in the 90s. The culture business never died (much less culture itself). In fact, it flourished. The top 5 grossing films in history were made in the last 4 years.

>>> Summary of my response to Mangagamer's takedown of DC3 fan translation: Response to Mangagamer