I think a great example of "pirating" is World of Warcraft private servers.
Because WoW is constantly evolving on the official servers, but the private servers move at a much slower rate of expansion, or even don't update besides minor bug fixes, there are all sorts of issues you could tackle there, such as:
■ The legitimacy of the server,
■ The reasoning behind the creation of the server (simple desire to avoid cost, or actually unhappy with the current version of the real game and therefore trying to maintain an older, "better" incarnation - could this be the start of gamers beginning to take the developmental decisions upon themselves to make? Why? Good/Bad overall?)
■ The effect of private servers on the official servers.
■ The similarities/differences between them (comment on interesting innovations which may not be present in the main game despite being perhaps beneficial, and use this to prove that piracy can be creative, etc.)
■ Whether these private servers (which are well known among WoW players) have any impact upon those playing officially.
■ The relationship between server owners in each case, and the effect this good/bad relationship has on the development of each version of the game (many have recently left WoW due to unhappiness with the development of the game and the lack of communication between devs and players - this is the biggest drop in WoW's playerbase, and many say they'll go to private servers - is this a trend? Could this hail a future where players take a more active role in game creation/maintenance, following a piracy style route and eventually becoming mainstream and legitimate (we see a lot more games that are created by players for other players - Minecraft for eg. ...could you perhaps find a link, or find some evidence to suggest that this is following some sort of trend?))
■ Whether this is a trend that is viable for future releases?
■ What effect such private servers could have in years to come?
■ Another benefit of this is that if you tried these private servers (which are usually free) you could encounter other players to research on, and you could even interview the owner of the server.
■ Have the effect of private servers had any impact on many developers choices (including WoW) to move towards a Free to play model, rather than the subscription based business model? Is it strange how free to pay (or pay to win) has been incredibly unpopular among players on official servers, but was perhaps the reason for the creation of private servers and their steady stream of traffic (avoiding cost)?
Edit: The only issue with WoW I think you'll find is research. If you choose to research among the community, you'll find strange statistics that perhaps don't point to a general concensus. The WoW playerbase is actually a psychologist's heaven, with all sorts of strange behaviour and mindsets appearing that don't always correlate with the opinions that you find presented. Especially on the official forums, there are all sorts of divides among the community that actually really warp (or totally negate) any attempt at accurate information gathering. This is especially apparent if you try to inject ideas for feedback. Due to all sorts of factors (lack of authoritative figures, frustration, mass divides among the playerbase, overall playerbase divide between continents which encourages pockets of stagnation among those who feel ignored, anonymity, lethargy, clash of cultures/lifestyles, competitivity, complete range of ages, a lack of verifyable and objectively accurate data to back up ideas/opinions, and a very interesting form of mood inception among a large percentage of active forum goers that often appears to subconsciously change their whole outlook on various topics) it's often very difficult to ascertain a statistically representative opinion (not to mention that only a fraction of the total players actually visit the forums), so beware of that difficulty.
Hope that helped at least a little
Good luck with your dissertation,
-Nih