The Double Dip: Is the used game industry forcing us to pay more at the till?
Written by Xav de Matos   
Monday, 17 September 2007 08:00

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In the current generation of the Xbox 360 and PLAYSTATION 3, videogame prices have bloated to an average of $59.99 per unit; while Nintendo has maintained the previous generation’s $49.99 per unit average due to lower development costs.

Costs to develop videogames are on the rise and while the Entertainment Software Alliance (ESA) claims piracy is a factor we question does the sale of used software increase the suggested retail price of our beloved hobby?

In 2004 the ESA issued a report that claimed the industry lost $3 billion in potential sales due to videogame piracy. According to their official investor relations site, GameStop Corporation alone recorded just over $1.2 billion in profit from used software sales from January 2005 to February 2007.

Piracy works in many ways, but the most popular method is via the internet. In most cases a game is legitimately purchased, illegally copied and distributed online; the original sale of the game is the only profit the developer will gain. The used game model at various retailers works in a similar way. In most cases a title is legitimately purchased, later exchanged for credit (or cash) and resold for a profitable sum; the original sale of the game is the only profit the developer will gain.

While piracy is an illegal because it removes profit from industry developers, the used game business model is allowed but has a similar effect.

When asked who controls the majority of this market, analyst Michael Pachter told The Hollywood Reporter in February 2006:

"GameStop and Electronics Boutique [which merged with GameStop last April] essentially own about 80% of the second-hand game market,"

While GameStop and Electronics Boutique make up 80% of the used game market other retailers are focusing their attention on this cash cow. Movie Gallery's Hollywood Video, Blockbuster's Game Rush and Canada's MicroPlay stores carry used software while Best Buy is began testing the used-games business in nearly 50 stores in 2006.

Hal Halpin, president of the Interactive Entertainment Merchants Association (IEMA), the trade association that represents 75% of retailers that sell video games (including Wal-Mart, Toys R Us, Circuit City, Target, and Blockbuster) told The Hollywood Reporter, "Publishers were originally looking at the second-hand market as a second swipe at the apple." Publishers hoped the resale of an older title will push gamers to use their credit to purchase newly released titles, but it isn't usually the case.

Pachter told The Hollywood Reporter,

"I think publishers are making noise because they'd like to get a piece of that almost $1-billion that GameStop is making ... and that's all there is to it, or they'd like to somehow regulate the price of used games, to be able to say to GameStop 'we'll sell you copies of, say, the brand-new "Halo," but you've got to promise us that you won't sell the used copies for less than 80% of the new price.' If the retailers were to do that, if the used copies of a $50 game would go for, say, $40, most gamers would pay the extra $10 for the new version. That's how the used market would be regulated, but I don't think that's going to happen."

When an industry loses $1 billion dollars, doesn't that money need to be made up in other ways?

When the price of oil goes up, doesn't the industry increase the price of gas?

As piracy rocks the film industry ticket prices have bloated to $10+ in major cinemas to make up for losses.

Could the $1 billion in losses to the videogame industry of used software sales also fuel the fire of increasing the cost of games?

While we're not insinuating the sale of used games should be illegal, we wonder why the industry doesn't push the used software retailers into an agreement that secures a portion of the profit to its rightful owner.

The answer may be simpler than you think.

First, console makers are indebted to retailers to sell their hardware to the masses - any attempt to regulate their practices may strain their relationship. Valve's Steam service is a good example. Steam sells full games to customers downloadable via the internet but ordinarily sells at a rate equal-to or slightly discounted in comparison to its retail counterpart. The widespread belief is publishers force these price-points to maintain relationships with their retail partners.

Secondly; its legally within the limit, explains Halpin:

"Honestly, publishers can gripe about the used and rental markets 'til the cows home, but the reality is that the First Sale Doctrine permits the legal re-sale of this product, so it's a moot debate. If we, as an industry, are truly worried about the commoditization of our products and the erosion of wholesale and retail price points, there are far better uses of our time to that end. We need do nothing more than come together and discuss the matters face-to-face and agree upon resolutions that are both practical and legal."

Retailers that control the used software market own around 20% of the industry sales and both above points state they are within the limit to continue to push their philosophy onto gamers.

While used software sales affects the entire industry, it's surprising that most industry officials would not comment on this issue.

When The Hollywood Reporter's Paul Hyman brought the issue to then executive VP Wim Stock of Atari in 2006 he commented:

"Speaking only for Atari, I can tell you that we've tried to have a dialogue with the used-game retailers as recently as last year. We believe there's a discussion we can have with them about how publishers can share in the proceeds that come from a secondary sale. Obviously, that would make us feel very differently about the business. But, at this point, those kinds of talks have been met with a lot of pushback and it's just not something the retailers seem willing to consider. What can I say? The balloons have been floated."

Is this a business practice or are retailers holding publishers hostage for the profit of their own software?

We ask you loyal BBPS-Heads; because publishers do not receive any portion of the billion-dollar used software industry from the sale of their own titles, does the used software industry have any influence on the rising costs of the suggested retail price?

[Edit: Correction of small grammatical errors]


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Comments (21)Add Comment
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written by g.e., September 17, 2007
Used game @ $40 or New game @ $50??

I would (and do) choose the used game... it plays just like the new one. next gen games are too expensive, I try to buy use whenever possible.

I remember in High school that I use to go to the theaters 3-5 times a month depending what movies came out... now a days, I barely go once a month.

Companies keep squeezing and squeezing, customers are looking for a way to relieve some of that squeezing and used games (which gamestop exploits to its fullest) are a way to do it.
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written by Dan Zuccarelli, September 17, 2007
I gotta admit, I know the developers don't get any money from the sale of a used game, but I'm usually inclined to get the used game. It's merely a budget thing.

Though if it's some new game that's 5 bucks less if you want it used I'll spring for the new game.

That all being said I usually buy my games the day they come out, so I usually buy new.

When it comes to buying older games used, I tend to use eBay.
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written by Xerxes3rd, September 17, 2007
It seems that until recently, Gamestop had pretty good prices on used titles. Now, however, many used titles are only $5 cheaper than their shrink-wrapped counterparts. This has led me to explore many other venues for second-hand purchase, such as ebay.

An example where a secondary market has direct influence on a primary market can be easily observed by taking a look at the music industry, which has been struggling with this issue as well. They (the RIAA) took the "price increase" approach, which hasn't been well-received by consumers. The advent of online music purchase, however, seems to be having a positive effect on the music industry, as it appears to have driven prices down, while simultaneously reduced the influence and popularity of the secondary market. I think we are seeing, and will continue to see an increase in the use of on-line sales in the video game industry (like Steam). Hopefully this will eventually result in a price decrease, but I suspect that it is more likely that it will result in a maintained price and an increase in profits for publishers.
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written by MC, September 17, 2007
I think that game publishers are missing something vital in all this though. There have been quite a few times when I've bought a game used, and it was part of a series and I've ended up spending a lot more money investing in that publisher's new titles. Happened with Burnout, SOCOM, Sly Cooper etc for me.

I remember from the podcast that Warhawk has a "feature" that means that the disc it is on is permanently attached to one system, and the idea that such DRM schemes are also affecting console gaming sort of angers me. I should have the right to use a piece of physical media as I see fit. If I want to take it to someone else's house, that should be my right. I can think of no other industry that could get away with such restrictions. Could you imagine someone at one of the Big 3 telling the public that only one person can drive their car and they can never sell their car? No one would stand for that.

I think an interesting counterpoint in this debate is the used DVD market. DVD's are still between 9-30 dollars despite a rather lucrative market for these goods... and the source material often cost 2-5 times more to produce than a game.
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written by Tralfaz, September 17, 2007
1) I have never trusted Gamestop, etc. concerning used games, and I often find that the price rarely differs more than $7 between a new and used copy of a game. There are of course other offers that they offer to "sweeten" the deal, like having one of their discount cards or the "Buy 2 used, get one used free" offers... and that makes it more worth it, but I'd still rather stick with a virgin copy. I basically only buy used when new copies of a game cannot be found through standard means.

2) I don't really feel as though publishers are entitled to a second grab at the profits of a game. The slippery slope to this (which I don't really consider to be all that slippery) is that this even further reduces any incentive to create new and creative content.

3) I honestly believe that the primary reason for the increased cost of new games is because of the rising costs of developing a game, coupled with publishers' paranoia at risking their profit margin on any title that isn't guaranteed to be AAA.

There's nothing wrong with the used-game retail sector, per se. I don't agree with a lot of the practices of Gamestop, et al., and they're probably not helping, but what they're doing is perfectly legitimate in my opinion.
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written by Xav de Matos, September 17, 2007
At the time the Warhawk comment was speculation and in fact it does NOT tie the title to a console.
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written by MC, September 17, 2007
Xav... good to know, as I remember there was speculation before the release of the PS3 that publishers were looking into that option heavily.

Now, I am going to make a controversial argument here, so bear with me.

Generally, new games today are actually cheaper than they have ever been when you adjust their prices for inflation. The prices I mention are all Canadian, so don't yell at me if you didn't pay prices these high.

I remember back in the 1980's that Centipede for the Atari was 50 dollars and so was E.T.(a game which took 6 weeks to program) which is 104.55 in today's dollars. Of course, the crash came and prices fell to around 2 dollars a cartridge. And when I got a Nintendo, I ended up having to buy Super Mario Brothers separately, which cost me 34.95(66.42 in today's dollars).

When the NES was reaching its old age and the Super Nintendo was dominating, buying those older NES titles cost me about 20 dollars(which is roughly 30 dollars today). And those 50 dollar SNES games cost about 74 dollars in today's dollars.

And then came the Playstation/Saturn age where their 60 dollar first games would be 82 dollars in today's currency, and the older SNES titles down to 20 dollars would be a reasonable 27 bucks.

Of course, the new generation of consoles were released in the early part of this decade, and the older PSX titles ended up dropping in price to 20 dollars, which is about 23 today. I have to speculate about Xbox and PS2 prices because I didn't buy a next gen console until 2005, so let's just say in 2002 a new game cost 55 Canadian. That would be 63 adjusted for inflation.

It is interesting to look at pricing in that perspective.
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written by Xerxes3rd, September 17, 2007
MC, your argument makes me wonder about differing costs of manufacturing. I would think it would have been more costly to manufacture a cartridge than it is to press CD's or DVD's. Anyone have any information on this?
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written by MC, September 17, 2007
It is so much more expensive to make a cartridge than press a disk, and I kept that in mind, however, you also have to keep in mind the vast increase in labor, resources and time needed to produce a modern console game.
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written by Will, September 18, 2007
"but has a similar affect."

"effect".

Anal aside; really well written article. You certainly make a point... Think about ebay doing the same thing...
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written by Xav de Matos, September 18, 2007
@Will: Thanks, missed that.

As I said in the article, rising dev costs obviously increase the suggested retail price of games but it seems that $1 billion dollars in lost sales could play a role too.

@Dan: While I too purchase used games over new for budget reasons, it is sad that publishers are losing money on their own creations due to strong arm tactics.

@Tralfaz: While I understand your points, I would rather the second dip of profit going to the companies who make the games rather than the corporation who basically acts as a car salesman.

In a perfect world, companies could focus all their profits making one great game that sold well instead of ten bad games that make a small profit each.
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written by Michael McClintick, September 18, 2007
Well I see your point, but you are completely missing the idea here. The greedy developers are losing out on "their" money so they are complaining. Part of the reason why the developers are losing money, is their own fault. STOP PRODUCING garbage games and charging an arm and a leg. I am a collector and only purchased new until I got sick of shelling out $50 for a new game which was only worth maybe $30.
We as consumers are also to blame for the high prices. When games come out in 2 or 3 versions, i.e. COLLECTOR'S EDITION, the developers are using those games as test market prices. Will people spend $70 for game? If so, then you will see the next generation of games coming out at $70, just like we did when we went from XBOX to XBOX 360.
Used games really have nothing to do with developers not getting 'their' money and here is why: PLACES that sell used games like GAME CRAZY, located in Hollywood Video, have to take in used games to sell them. Most people trade in their used games towards NEW GAMES. When companies buy the new games from the developers, publishers, venders, they receive their money from the stores. It does not matter how the new games are purchases, either by cash, credit card or trade-in. Many companies stand to lose money if they sell used, because games may trade in for $20, but may not sell until they drop in price and are then sold at a lost, let's say at $10.
Lastly, let the American market dictate the market. If we as gamers want to pay less for games, let the developers drop the price! If they do not, and people want to spend less money or trade in the garbage game that they spent $60 on, LET THEM!
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written by Xav de Matos, September 18, 2007
@Mike: I think you are mixing developers up with publishers. Dev teams have no control over the pricing, marketing or versions their game produces. The publisher decides, a great example would be Bungie with Halo 3. During their podcast they talk about how marketing and hype are out of their control.

Also, if we compare a major retailer and developer and you feel you can say the dev team has more greed going into this scenario than the corporate retailer, I'm going to have to call that total BS.
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written by Santos Gonzalez, September 18, 2007
I don't see a reason why GameStop shouldn't give publishers some sort of cut from the used game market. at the least a flat royalty fee per year.
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written by Dexie Oblivion, September 18, 2007
@Santos: Cause there's a lot of publishers out there, and a lot of used games on the shelves. That'd be a lot of money taken from Gamestop's pockets.
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written by Santos Gonzalez, September 19, 2007
@Dexie, I know GameStop is unwilling to part with all that money. That is part of the problem.
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written by Michael McClintick, September 19, 2007
@Santos: Game stores like game stop, eb and GAME CRAZY see more of a profit off of their used games versus the new games. That is how video stores stay open. Most game stores purchase new $59.99 games for around $54 per title and factor in their shipping and overhead costs. The net revenue is like $3 a game, if that. Big box retailers like Target and Wal-mart, who undercut the Manufactured Suggested Retail price on many games, i.e. undercutting the market, rely on you purchasing other overpriced items to make a profit, i.e. a $9.99 t-shirt that cost them $2.50.
So back to my point, the profit, WHICH KEEPS the video game stores open is USED GAMES. If a game trades in for $7 and is sold for $15, that's $8 profit for the store and a game that is $5 cheapier for the customer.
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written by Michael McClintick, September 19, 2007
@Xav No I'm not confusing developers and publishers, BUT the developers do work for the publishers, and if the publishers do not get enough money, they cut the developers i.e. clover (developer) who made okami published by capcom. Clover is no more, because their SUCCESSFUL games did not sell. So it is greed that keeps them all going. No money means that publishers will cut ties with them. We no longer have Akklaim, 2K is right now in trouble, and so is Atari. Those publishers could go under, and YES, the developers, like Rockstar, could go and work for some other publisher, BUT if there is no money coming for their games, they may never produce another game.
And I wouldn't want you to think that I avoided your original point which was that developers do not set the prices...some of the developers do..Gears of War fought with Microsoft to set what THEY WANTED. It is like a marriage between the 2 esp. if the game is a HUGH hit!!! There is a lot of give and go between the 2, sometimes it works and sometimes games are lost in the process.
And to you last statement, all I have to say is COLLECTOR'S EDITION, LIMITED EDITION, and different versions of the game just to make you buy it again...RESIDENT EVIL 4 Gamecube, PS2, and now Wii, each version different from the other, AND Devil My Cry 3 regular and Greatest Hits, ALSO Ninja Gaiden and Ninja Gaiden Black.
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written by Xav de Matos, September 19, 2007
@Mike: I understand your point, but I would rather profits are shared with the company associated with the creation of the product.

If it means balancing the books to swing the pub/devs a cut of used sales and give up a larger portion of new (which is typically laughably low) to do that I would prefer it.

My reason is simple; while I have no issue with retailers making profit on sales, retailers creating a market within a market and completely shutting out its partners (publishers/devs) to any gain is something I take issue with and personally feel can have an impact on all gamers when they go out to buy the hot new release.

Anyway you shape it, one company taking $1 billion away from the industry hurts... and there is more than one retailer caught in this web.
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written by Santos Gonzalez, September 19, 2007
@Michael I am aware of the markups on a retail video game. I used to work for a one of the major game distributors. While the mark up on a new game maybe be low, the mark up on a game accessories aren’t. They make quite a lot of money on them. Also I find it hard to feel bad for the Gamestop’s of the world when they mark a used game like new. Paying 54.99 on a used game that is 60.00 is just wrong.

Also you must remember it is really hard for a game publisher to break even at the 59.99 price point. Not all game sell like Halo or GTA. Even if the game is just as good.
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written by The bits bytes pixels sprites , September 24, 2007
[...] The Double Dip [...]

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