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Why Does the Video Game Industry Hate Used Game Sales?
Posted on Saturday, September 17 2011 @ 16:38:49 Eastern

Seriously. What is the Big Fucking Deal?

Video game publishers (and by extension, video game developers) sell millions of copies of their games, and they have the audacity to complain about a few units lost to second-hand sales? Some people have said that, compared to the enormous number of pre-orders and day one sales for triple-A titles, retailers barely sell any used game products. Others have argued that used games that do get purchased are sold at a lower price than the new copies, which means that the retailers make less money on a used game sale than they do on a sale of the same game brand new. This, I am told, encourages retailers to sell new games over used—the second-hand games market is just a service to consumers. The video game industry, some say, keeps complaining because they are avaricious and stupid, churning out banal junk no one wants and then blaming used games for their poor sales numbers.

But why argue solely based on assumptions and hearsay? I, for one, think it’s high time that we, the loyal consumers of video game entertainment, pull back the curtain on the used games market.  Let’s reveal these publishers, developers, and hardware producers for what they are: a greedy, hegemonic entertainment-industrial complex trying to squeeze every last dollar out of the retailers and consumers that they purport to serve.

To analyze the used games market, we’ll look at real financial data from Gamestop, one of the most oft-cited retailers on the topic of second-hand game sales. All of the following data represents Gamestop’s 2010 full-year results and is publically available in Gamestop’s annual 10-K report.

Let’s start by looking at just how big the used games piece of retail pie actually is:



So of Gamestop’s $8.1 billion of video game-related sales in 2010, $2.4 billion came from used games and used game hardware. That’s 30.3% of video game-related sales coming from used game products… not exactly what I would call an insignificant portion of the market. Still! Gamestop is first and foremost a new games retailer. It’s not as though they’re making the majority of their money from second-hand sales.

Right?

The thing of it is: When we want to find out how much money is made by selling something, we can’t just look at the sales dollars—we also need to consider how much the sold item cost to create or, in the case of retailers, to purchase in the first place.

If I buy a boat for $499,000 and then turn around and sell it for $500,000, I haven’t actually cleared a cool half million. In fact, I’ve only made $500,000 - $499,000 = $1,000. This number is my gross profit—it’s the amount of money that I have earned on the sale, which I can then use to pay for common business expenses like labor, rent, utilities, travel, hookers, and blow, ultimately pocketing the final difference as earnings. For a game retailer, gross profit shows how much money was made off a video game sale after paying back the company or person the game was bought from in the first place. This is how Gamestop’s gross profit breaks down:



Holy ****.

What the hell happened to “selling at lower prices means lower profits?” According to these numbers, in 2010 Gamestop made more money selling used game products than it did selling new gaming hardware and software combined. 54.7% of Gamestop’s video game-related gross profits came from used game sales--Gamestop isn’t a game store that also carries used games, it is a pawn shop that also sells new products!

What’s going on here? How are these used games generating so much money?

To find out, we start by looking at the margin rate for used and new game sales. Margin rate measures the percentage of each sale Gamestop earns as profit. It answers the question, “If I could have one additional dollar of sales, what type of product would I want to have sold?”

To calculate margin rate, we take gross profit and divide by total sales. In the case of Gamestop, this gives us:



For cheap-ass second-handers, those are some valuable used games: Sales dollar for sales dollar, used game sales earn over DOUBLE the profit of new game sales. Put another way, if Gamestop had the choice of selling a $60 new game or a $60 used game, the used game wins hands down. In fact, Gamestop would rather sell a $50 used game than a $60 new game. And a $40 used game. And a $30 used game. If Gamestop had its way, it would not sell a single new $60 game until the price of the used game fell to just under $27.

But Gamestop doesn’t have to reduce used game prices to $27 in order to generate sales. Generating over one billion dollars in gross profit is as simple as a five dollar discount.

GamestopProfitComparison.png

We know now that selling a used game is more profitable to Gamestop than selling a new game. We know that this profitability is coming from not just the ability to acquire used games more cheaply than new games, but to then sell those used games at a nearly identical price to the new. What we don’t yet know is, how? How is Gamestop able to sell $2.4 billion worth of used games while only offering such a slim discount?

To answer that question, we need to tap into broader economic theory. Pay attention; this is where things get interesting.

There is an important distinction between used video games and other second-hand markets: With video games, a used product acts as a near-perfect substitute for a new one. Unlike cars and furniture, which degrade with use, a “used” game disc is functionally identical to a disc fresh out of the factory. Spinning around inside a console, both process the same data, project the same images onscreen, and react the same way to inputs. This substitution effect confounds developers and publishers, who work for years through countless software iterations and millions of invested dollars to bring to market the best product they have the faculties to produce. Within twenty-four hours, a competing product appears, only this game required no up-front investment, received free advertising and marketing, and is identical to the first in all aspects except one: It is less expensive.

Let’s take all of the above as a given: The thriving used games market, the products, and the price points all exist the day that you, Joe Consumer, step into a Gamestop outlet. You’ve traded in all of your old games, and now you’re browsing the PS3 rack. Arkham City catches your attention—new for $59.99, or used for $54.99.

You glance back to the register; a grizzled father is demanding to know why Gamestop released a new DS two weeks after he bought his daughter the old one she no longer wants because it has “fewer ‘D’s”. You’ve got some time.

First question: Does $5 make the difference between purchasing Arkham City and leaving the store empty-handed? This is the “market expansion” argument—that the lower price of used games allows gamers to buy software they otherwise would not have. In the majority of cases, the answer will be no. There are new games available from sixty to ten dollars, suggesting that an inability for new games to meet frugal consumer price points is not the issue. In fact, Gamestop intentionally prices their used stock as close to the new as possible, so long as the remaining difference still registers psychologically with consumers as being a ‘discount’.

But damn it, WHY? Why doesn’t anyone see what’s happening here? If we all buy used, the gaming industry suffers. Can’t we all just band together and give that $2.4 billion back to be reinvested in making the games we enjoy?

Nope.

If one gamer were given the choice to fund the future of game development with that $2.4 billion in exchange for buying every game he played new, that single person might say, “Hey! Said $2.4 billion is going to fund a ton of great games that wouldn’t exist otherwise, and having the option to purchase all those future entertainment experiences is going to give ME much more happiness than a measly five bucks per game. I’ll definitely buy new, because in the long run, it will be the bigger benefit to ME.” But his decision to buy new doesn’t give $2.4 billion back to his favorite developers and publishers. It gives $40—enough money to buy a developer a foot-long sub instead of the usual six-incher for a couple weeks, but not enough to influence anything in the long run. The other $2.4 billion worth of customers are in the exact same position, and they are all thinking the exact same thing:

“It doesn’t make a difference.”

Consumers make decisions at the margin. Whether the other $2.4 billion is going to the publishers or to Gamestop, my $40 contribution will not make ANY difference on the state of the industry. And it IS an industry—we owe it nothing. If my $40 donation won’t bring ME happiness, then as a rational consumer, I have no reason to buy new. If there is no discernable difference in quality between the new and used product, I have no reason to buy new. But, if I were to perceive one otherwise identical product as having a discount in price over the other otherwise identical product, no matter how meager the true dollar difference may be…?

So we buy the used game. And then publishers and platform owners, in a desperate attempt to re-capture sales lost to their doppelganger competition, push pre-order bonuses and downloadable content and subscription services and microtransactions and map packs and digital distribution and online passes and games that can only be played once and any other method of product differentiation that a retailer can’t turn around and resell in the same ****ing box the publisher created to house their own product. And then consumers complain that the video game industry is greedy and stupid and bereft of creativity and building things that customers do not want. And the video game industry takes this criticism with as much stoic optimism as their PR teams can muster because shouting back, “It’s your own ****ing fault!” will not in any way bolster what new game retail sales are still being captured.

And that is why the video game industry hates used game sales.

Comments
  • tinymhg
    tinymhg

    Joined: Jun 2011
    Posted: Sep 18th, 2011 at 2:22 pm
    Sliver storm I won’t argue numbers with you, because you seem to be a master in their use. However you are still wrong. First let’s talk about GameStop, they are not a pawn shop, they don’t give loans for collateral (the definition of a pawn shop). GameStop is a used game store that also sells new games, new and used consoles, accessories, and strategy guides. They make a ton of profit from used game sales. Sounds like I am agreeing with you doesn’t it? Yes, about their profiting on used game sales, but what has that got to do with anything? So GameStop makes money selling used games, BIG FAT HAIRY DEAL. If no one buys a new game there won’t be any used copies to sell. How is what GameStop doing not exactly like every other retailer of secondhand items (books, cars, DVD’s, Etc. Etc.)? Used games are not the same as brand new! DVD’s and Blueray’s can be scratched by even the most careful of users and most gamers don’t fit that description. Also cars may degrade with use, but what is a car’s function? Its function is to transport you from one place to another, it maybe barley running and degraded almost to junk, yet if it still gets you to where your going then it is functioning almost like, if not exactly like, a brand new car. DVD’s and books also fit in your “used product acts as a near-perfect substitute for a new one” category, even a terribly beat up book that is still legible fits your criteria. Games are not so special that they can’t or shouldn’t be traded on the second hand market.
  • sliverstorm
    sliverstorm

    Joined: Jun 2007
    Posted: Sep 18th, 2011 at 2:54 pm
    The point of the article really wasn't to claim that used games shouldn't be sold. It was to explain how the used game market affects retailers, publisher, and consumers--in magnitude, it's relatively unique. There's nothing sacred about used games, but there is something unique about their status as perfect substitutes. That major retailers of used games are ALSO major retailers of new games only makes things more interesting, because it creates all sorts of cross-dependencies and pressures between the retail and publishing sides of the market. You bring up a lot of great points, so I'll address each one in a separate comment.
  • sliverstorm
    sliverstorm

    Joined: Jun 2007
    Posted: Sep 18th, 2011 at 2:58 pm
    Regarding the idea of used games being like used cars because both are exactly like their new counterparts. When you buy a used game, do you worry about the disc not working correctly? Of course not--Gamestop will happily let you return it for a new disc. They do this because makes the used game further comparable to the new. It's not a bad thing--it's good business! If you buy a used car, the wear and tear is just part of the purchase--it's the reason that you are paying so much less for the used version in the first place! This pricing is the big differentiating point. Remember, the only reason used cars are priced so low is that consumers would not buy them if they were priced higher. The price differences themselves should be proof that people look at the used vs. new car decision MUCH differently than the used vs. new game one.
  • tinymhg
    tinymhg

    Joined: Jun 2011
    Posted: Sep 18th, 2011 at 11:02 pm
    I never said used cars are “…exactly like their new counterparts…” I said their function is “…almost like, if not exactly like…” a car that is brand new. It may sound like splitting hairs, but it isn’t I assure you. A 2000 year old sword can still kill a man just as dead as a brand new just out the box 9mm handgun. Are they exactly the same? No, but both are personal weapons designed to infect damage to a human body, their functions are basically the same. Not a perfect analogy, I know which one I’d want in a fight, and I also know it may leave you scratching your head. As for the pricing of secondhand merchandise, all I can say is look to basic economic theory. Two different principles apply 1) Supply and Demand 2) Charging what the market will bear. Supply and Demand dictates that if supply is high or demand is low the price will be lower than if supply is low or demand is high. Charging what the market will bear maximizes profit and minimizes loss, the market being what your competitors charge for a similar good or service. And any retailer worth their salt knows that you need to make a profit, so they will charge as high a price as they can, without pricing themselves out of the market.
  • drathbone
    drathbone

    Joined: May 2011
    Posted: Oct 4th, 2011 at 1:35 pm
    Comparing a used sword to a used gun is a pretty poor analogy considering the vast difference between the products, let alone the end result (killing) being the same. I think we might also be missing out on another fundamental economic concept: utility - or the relative satisfaction gained by consuming a good or service. To support silverstorm argument, to a rational, self interested consumer the price of a used game vs a new game and which to buy is a given. Everything else equal, the lower price for the same utility returned is clearly the only choice. Hence the push for pre-order bonuses, additional content, DLC, etc. The idea that you can have increased satisfaction from add'l content, DLC, bonus goodies etc from a new game should be pushing consumers away from used game purchases.
  • sliverstorm
    sliverstorm

    Joined: Jun 2007
    Posted: Sep 18th, 2011 at 3:28 pm
    You are exactly correct in stating that, product-wise, used vs. new DVDs are a direct comparison to used vs. new games. Both are information-based products whose used versions are functionally indistinguishable from the new. Yet, we know there is not a comparably-sized used DVD market. Why is that? I would bet on the nature of the consumer. Do the majority of people who purchase a newly-released DVD do so to watch it once and then return/discard it, or are they are buying it to keep long-term, as a part of their personal collection. The people who only wanted to watch the movie once saw it in theaters, where it was cheaper and better displayed. A second argument could be that movies are far more conducive than games to repeat use: they are shorter and much more passive entertainment experiences. I could name a few more, but it's all speculation. The real evidence is the lack of a comparably-sized market.
  • tinymhg
    tinymhg

    Joined: Jun 2011
    Posted: Sep 18th, 2011 at 9:37 pm
    The reason for the difference in market size isn’t just due to people buying to keep their DVD’s but because of the much larger rental market for DVD movies, the streaming of movies over the internet, On-demand cable, Pay-per-view, and Premium movie channels like HBO. Which brings up the point of some gamers, such as myself, who have game collections that can rival some Movie buff’s collections in size and scope (mine is small and is for replaying old favorites).
  • sliverstorm
    sliverstorm

    Joined: Jun 2007
    Posted: Sep 18th, 2011 at 4:05 pm
    I disagree about your used book vs. used video game comparison. Books get dirty, jackets get mangled, pages get creased, bent, torn, stained, discolored--it's just the damage that occurs through use. Anyone can tell immediately whether the book they have purchased is new or used, and in-store pricing suggests a distinct preference for the new. Unfortunately, trying to find a good new/used book pricing comparison online is tough, because major new book retailers don't also handle their own used book sales. But we can do a book to video-game comparison from Amazon.com to get a flavor. Steven King's 'Cell' retails for $9.99 new, with used copies ranging from a $4 max to as low as $0.01 (before you balk, remember shipping costs). Conversely, Pure Futbol for X360 retails at $9.89 new and has a LOW price of $4.96 (the high is an absurd $21.99, but there are also more reasonable offers priced between five to nine dollars). Clearly, something is different about these goods.
  • tinymhg
    tinymhg

    Joined: Jun 2011
    Posted: Sep 18th, 2011 at 10:15 pm
    “There is an important distinction between used video games and other second-hand markets: With video games, a used product acts as a near-perfect substitute for a new one. Unlike cars and furniture, which degrade with use, a “used” game disc is functionally identical to a disc fresh out of the factory. Spinning around inside a console, both process the same data, project the same images onscreen, and react the same way to inputs.” Even a terribly beat up book that is still legible fits this criteria, because the story is what you are buying not the paper and ink. You say that a pre-owned game gives you the same experience as a brand new copy of the same game does, true I agree wholeheartedly. Yet a used book gives you the same story, ignites the same imaginary responses, and provides exactly the same experience as a pristine copy does. As to the pricing of used books I have a story to relate. Piers Anthony’s “The Color of Her Panties” came out in September 1992, I bought it full price and devoured it in less than 24 hours. I took it to a little used book store I frequented, the owner was tickled pink to have such a fresh copy of a popular book. She was able to sell it for like 80% of the new price and I got slightly more than 50% of the new price in trade which got me a number of books to read. Books and games are time sensitive the older they are the less they are worth, in most cases, on the secondhand market.
  • wildmario
    wildmario

    Joined: Jan 2007
    Posted: Sep 26th, 2011 at 2:53 pm
    It's quite simple; if used game sales are creeping up on sales for new copies, companies are going to be worried and will do something to shift that balance in their favor. It's nothing new.
  • xxlordskullxx
    xxlordskullxx

    Joined: Nov 2007
    Posted: Sep 27th, 2011 at 9:10 pm
    i nominate this whole blog post for that thing we nominate people for.
  • JunkyArd
    JunkyArd

    Joined: Aug 2006
    Posted: Sep 30th, 2011 at 6:23 pm
    haha. BUT ITS TOOOOO BIG!
  • 213EDD
    213EDD

    Joined: Sep 2007
    Posted: Oct 1st, 2011 at 12:53 am
    Those TPS Reports.
  • spanky1113
    spanky1113

    Joined: Mar 2008
    Posted: Oct 1st, 2011 at 2:32 pm
    That's what she said.
  • NecroWolf
    NecroWolf

    Joined: Oct 2005
    Posted: Sep 28th, 2011 at 9:05 am
    I agree, nice blog.
  • Ashalar
    Ashalar

    Joined: Jan 2008
    Posted: Sep 28th, 2011 at 10:59 am
    Although the urge to post "tl;dr" was quite pressing, I simply will not lie to you. The article was in depth, insightful and most of all interesting and entertaining. I can only concur with the statement made earlier that this blog deserves a nomination.
  • usaglory
    usaglory

    Joined: Mar 2009
    Posted: Sep 30th, 2011 at 12:01 pm
    Good blog. I applaud sliverstorm's ability to present numbers and statistics in a way that's enjoyable and entertaining to read.
  • spanky1113
    spanky1113

    Joined: Mar 2008
    Posted: Oct 1st, 2011 at 2:33 pm
    I just recently got a job at gamestop. My manager straight up told me "Used games are huge. They're our business. We're like a pawn shop."
  • Russellkhan
    Russellkhan

    Joined: Oct 2011
    Posted: Oct 2nd, 2011 at 3:10 am
    I have to say, this is a very well thought out and well written piece on an interesting topic. I created an account here just to be a part of this discussion. I think that you missed an important point here however. For a long time I was quite torn about Gamestop. I think that the fact that they fight for the right to resell games is important and in consumers' interests. They have won battles (IIRC) that allowed you and I to continue to sell our own games that we purchased on craigslist, or other similar places. But I resented their pricing. I knew how little they paid for used games and how much they charge for those same games. I refused to buy their used games for a long time because of this. I didn't consider the $5 discount on a $50 game enough to make it worth buying used and giving them that much in their pocket. What changed my mind was something a friend of mine pointed out to me not very long ago: With used games, you can return them. I don't just mean replace a damaged disc, you can return the game for a refund. This is huge. The lack of a return policy on games that suck has always bugged me. Game reviews are barely a help. Even with aggregated review sites such as Metacritic, there are so many inflated reviews that it's super easy to fall for a game that really deserves to be skipped. With Gamestop used discs, I can buy a game, try it out, and return it if it sucks. In my book, that makes the used games better than new.
  • sliverstorm
    sliverstorm

    Joined: Jun 2007
    Posted: Oct 2nd, 2011 at 8:27 am
    I actually did not know that Gamestop would take back a used game no questions asked but not a new game. That is pretty incredible, and I agree--combined with the price discount, it definitely makes the used game a superior product for almost everybody. I'm assuming your refund is in Gamestop credit, though? The funny thing about returning a used game is that it is effectively just as "new" a used game as when you bought it, so I can see why Gamestop is more willing to take it back than a new game. Still--incredibly interesting, and definitely something I missed.
  • Russellkhan
    Russellkhan

    Joined: Oct 2011
    Posted: Oct 2nd, 2011 at 2:57 pm
    Actually no, you get a full refund within 7 days. Here's a link to their return policy: http://www.gamestop.com/gs/help/Returns.aspx
  • drathbone
    drathbone

    Joined: May 2011
    Posted: Oct 4th, 2011 at 1:12 pm
    Yeah it's 7 day guarantee on used games. New games once you open, you can only get the paltry store trade value. I was lucky to find 1 copy of Gears 3 used and with my discount card it was only $52 after taxes. In store incentives and CL works better IMO for selling/buying games, but that's another topic for another day.
  • bram00
    bram00

    Joined: Jun 2011
    Posted: Oct 11th, 2011 at 12:01 pm
    I still don't like companies like Gamestop (EB Games) who buy your used copy for less than nothing and charge you almost the price of a new game for a 6 month old USED copy. I have found a company in my city who has sales on used games that are real deals...$20 for a 2 month old game. Plus, Steam kicks everyone's ass when it comes to deals. Too bad they don't deal in the console market. With digital downloads, Steam has a much easier job of selling stuff cheap. Ever check XBOX Live Marketplace? They charge something like $39.99 for a 2 year old game.
  • Russellkhan
    Russellkhan

    Joined: Oct 2011
    Posted: Oct 2nd, 2011 at 3:12 am
    Sorry for the formatting of my last comment, my line breaks didn't show up and I can't find a way to edit it.
  • kingg5
    kingg5

    Joined: Aug 2006
    Posted: Oct 2nd, 2011 at 8:07 am
    Too long of a rant so I give you an A-

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