Stopping people from pirating is a useless goal in itself. There is no value in it.
The only useful goal is getting people to pay for your content. It is irrelevant how many people have your content without paying. The only number which counts is the number of people who pay for your content. I rather have 7 billion people copy my content without paying and 100 million buying it, than having no one copying my content and 10 million buying it. Because in the first case I get 10x as much money!
So the question is how to make people pay. If you cannot use force, then this question transforms to the question how to make people *want to* pay. And artists have invented lots of ways to achieve that over the years. Hint: The central trick is to get fans who want you to keep working. Kickstarter shows how much untapped potential is in that.
One example: Over 150 000$ for fan-coins - on a fundraiser where the artist hoped to get about 2000$ to be able to start producing them: http://www.kickstarter.com/projects/...hallenge-coins
Another example: Over 300 000$ for a leather-bound deluxe edition of a roleplaying book where the artists hoped for 60 000$ - and RPGs are notoriously known for not being able to feed their developers: http://www.kickstarter.com/projects/...ed-3rd-edition — and still 29 days to go.