With music, discovery is a major problem, and pirating allows for music to be heard by a larger audience. Some of those people become fans and ultimately buy tickets to concerts (artists accrete more money this way, incidentally)
If you have 200 game developers slaving away to push out a to push out a 50-EUR game, pirating and then a year later buying it at a 10-EUR sale will not do them as much good.
Buzz is important, and products like games are heavily buzz-dependent. Piracy exposes more people to your product and generates that buzz.
However, while hardware manufacturers give out latest hardware to reviewers in order to generate buzz, they don't just hand out alienware laptops in the local mall. I think piracy needs to be tedious, unreliable and a compromise to the genuine game for it to be effective.
One year later I bought two licenses in Steam.
I also have heard lots of similar anecdotes, I would be very interested in an study about this phenomena.