I disagree, mainly because of some of the game devs I've spoke to see that price is a key factor in preventing piracy in the first place. This mainly applies to different market areas in the industry.
For example, a mum buying a game for little Jimmy from GAME need to be targeted differently in terms of both price and distribution of the product.
http://arstechnica.com/gaming/news/2...s-on-steam.ars
I find it difficult to imagine that all 1470 percent of those sales had not played / used / install a pirated version of the game previously. But you're right, I can't prove that every single one of them were not previously using a pirated version of it, no more than you can prove that they are all new, legitimate customers.
As I said, I don't think it's unreasonable to assume that
some of these sales may be pirate converts.