THQ is Wrong: Used Video Game Sales Help the Industry
Laying the Smackdown on Used Video Game Sales Myths
Buying Used Games Is A Legal And Moral Right
Once you have purchased a video game, you own the game you bought. The rights of the creators of a copyrighted work, such as a video game, stop once the work has been sold (with the exception of making unauthorized copies). You have the right to the give away or sell property that you own to someone else if you want. It's called the "Right Of First Sale", and it's been a part of property law in the US for 102 years. In the more recent case of Vernor v. Autodesk, Inc. the court held that a retail purchase of a computer or console game has all the physical and commercial aspects of a sale, not a license. If if looks like a sale, walks like a sale, and quacks like a sale, then your have the same rights of first sale doctrine. That means that you can even resell it if you want; you're not infringing on any other rights.
A Customer Who Buys A Used Game Is Still A Customer
When a customer walks into a store and pays money to purchase a used game, they are already doing two out of three things a game company wants them to do. A sale is still being made, a game is still being purchased, monetary value is still being assigned. All a game company has to worry about in that case is providing enough of a value to the customer that the customer will decide to buy a new game instead of a used one next time.
Someone pirating a video game is not engaging in a sale, or assigning a monetary value to a game. A video game or software pirate is downloading an unauthorized copy for free. There is little a video game company could do from its end to change a pirate's behavior.
Sales of Used Games Fuel The Purchase of New Games
GameStop CEO Dan DeMatteo spoke to industry publication Gamasutra in 2008, saying that he expected the retail chain to give out approximately 800 million dollars in used video game credits, pointing out that these "... trade-in credits will go toward the purchase of new video games... [T]he consumer oftentimes.. needs that residual value from those games as a trade-in to be able to afford a new video game". Steve Perlman, speaking at the Design Innovate Communicate Entertain Summit in Las Vegas recently, established that the average price for a new video game is $60. With a recession that is showing no signs of reversing anytime soon, consumers are looking to stretch entertainment dollars even further. And sixty dollars is three times the average new release DVD or CD.
Industry analyst Micheal Pachter of Wedbush Morgan Securities says that the relationship between used video game sales and new game sales isn't parasitic, but mutually dependent, asserting that when customers get credit for used games, consumers buy more games, "Sometimes they buy new games. If, instead, they buy used games, so what?" he said in article for the Holywood Reporter. He continued, "In creating more demand for used games, it keeps the price of used games up, which means there is less cannibalization of new game sales."
Selling A Used Game Is Inherent In The Value Of The Game Itself
This value extends past the legal right of first sale. There is actual monetary value inherent in physical media that you own and can later give away or sell if you wish. When a company strips away the ability to re-sell, rent, or even lend out a game, that company is now delivering less of a value to its consumers.
For a salient example, one need look no further than conducting a Google search for "PSP Go" and "expensive". The PSP Go is similar to Sony's previous hand-held gaming console, the PSP, except it does not use physical media at all. All games are sold through a digital download system. These digital downloads are non transferable. These digital downloads are also priced at the same cost as traditional physical media. This, in essence, makes the consumer pay more for video games with less value. It's not hard to see why sales have been lackluster and consumers feel the PSP Go is an expensive proposition. It turned out that lots of people noticed they were paying physical media prices for digital media that can't be loaned, re-sold or lent out. There's always a market for the the latest and and coolest design, and PSP Go is a smaller and sleeker design than the original PSP. But the video games for the PSP Go weren't just the same price as comparable hand-held console games and other media. The games cost more while offering less value because they are not transferable.
Used Game Sales Help Video Game Retailers Large And Small Stay In Business
Wilm Stocks, the Executive Vice President at Atari acknowledged in a Hollywood Reporter interview that video game stores are balancing on very thin profit margins. saying "[I]f you talk to anybody in the used [video game sales] business, they'll tell you that they don't make enough margin on sales of new releases and that, in the large, expensive environments in which these guys operate -- in the mall-based stores -- that a three- or six-month delay becomes a problem for them." Customers playing a game and trading it it towards the purchase of a new game generate additional revenue for the store and video game publishers. As Patcher said, even customers who just buy used games end up reducing and internalizing market churn.
Used Game Sales Help Minimize Consumer Risk While Creating Potential Fans
While intense competition for entertainment dollars, being able to re-sell a game offers a built-in incentive to try a video game they might be unwilling to buy new. If a consumer is unsatisfied with the purchase, the customer can partially recoup their losses by selling or trading the game in. If the buyer of a used game likes the game, they may be more likely to purchase the next video game in the franchise, or other video games from the publisher.
The Video Game Industry Is Doing Just Fine
According to market research firm The NPD Group, Infinity Ward's Modern Warfare 2 sold 550 million dollars worth of video games in just five days. After 2 months of being released Modern Warfare 2 achieved sales of a billion dollars. Rockstar's Grand Theft Auto 4 sold over 3 million copies the first week it was out, and as of Spring 2010, it had sold a total of 17 million copies.
In conclusion, while video game companies may have issues with retails that sell used video games, there is nothing wring with a consumer choosing to purchase a used video game. It is a legal right, and in a period of increasing costs and shrinking disposable income, a legitimate choice.
Source:
http://laws.findlaw.com/us/210/339.html
http://ftp.resource.org/courts.gov/c/F2/550/550.F2d.1180.76-1141.html
http://www.computerandvideogames.com/article.php?id=261330
http://www.techdirt.com/articles/20100824/11142810761.shtml
http://www.law.cornell.edu/uscode/17/109.html
http://www.hollywoodreporter.com/hr/search/article_display.jsp?vnu_content_id=1002035113
Published by Shawn Struck
Shawn Struck is a freelance writer whose work has appeared on Yahoo.com, the 1UP Network, 411 Mania, and in PC Magazine. He lives in a secret underground lair in South Plainfield, NJ. View profile
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6 Comments
Post a CommentIf you buy a used game and like the franchise, you are more likely to buy the sequel.
Also don't forget that it is not just the publisher who is missing out with used sales. Each item of used stock on the shelf is one less that needs to be ordered.
That means less deliveries for the delivery company to make, less cases for the plastics firm, less covers for the printers to put out. You can even take it back to the manufacturing as there would be less discs that need pressing.
That new sale doesn't just get split between the store and publisher. There is a whole distribution chain that takes a cut.
No one in this economy can afford 60 dollar games. Resale of games that are only 20 hours long (on ebay or craigs list for much more then the pittance gamestop will give),results in making games more affordable for the non-billionares of the world. The result is that we the average gamer can buy more games.
In the case of games like chrono trigger an original boxed chrono trigger for the SNES has become a collectors item worth 100 times it's initial resale value or more. when a company takes away the physical medium they remove collectors status. Imagine buying a brand new car for $20,000 and being told it's worth nothing once you drive it off the lot. Would you invest $20,000 into something that yields no return?
I don't think I have ever bought a game new that I could find used and I probably never will. I believe that a creator or his publisher deserve monetary compensation, what I don't agree with is how much. If game developers and publishers charged less they would most certainly see an increase in sales. On the topic of the "PSP GO" That has got to be the dumbest idea Sony ever came up with. I completely agree that it devalues a product when you don't provide a physical medium. Downloadable games typically cost as much as $10 less then their physical counterparts. (namely PC games)
Even more so in this economy, I cannot grasp the concept of purchasing something that has no sustainable value. If a games only value to me is the entertainment I get from it which is only temporary then I won't purchase it. Likewise I won't purchase a game that I don't expect to have a good entertainment value, but once I'm no longer entertained by it I expect to be able to retain some monetary value.
Some of what you state is true: once a product has been sold, the new owner gets to do whatever they want with it. Reselling it is completely their choice. What IS the problem, however, is that they are not getting fair market value/valuable consideration from places like Gamestop for the product. A new game is bought for 60, and when Gamestop buys it back, they only give you 8 bucks for it, and then turn it around for 40. Who gets that profit? Gamestop alone, which they shouldn't!
It's not like there's the freedom of bartering over the prices either; the game owner really has no choice to accept the pitiful amount that Gamestop offers for a fairly new used game. Sure, there's the option of not selling your game at all.
I've loaned games to my friends and I get them back. Does that rob a game company of a sale for a new game? Sure, but no one is receiving an extra profit for my lending to a friend; I'm not charging him money per day to play it. The only benefit received is enjoying an