EnzoHonda said:
I don't buy that argument at all. In the same vein, one could be said to be reselling the experience of not going naked, or getting from one place to another. It doesn't hold water. When you are buying a game, you are buying a product. That product has an experience associated with it, (50 hours of epic dragon slaying, as it were) but so does any other product you buy, (social acceptance for not making your friends look at your dong, the raw power of hurtling a 2-ton chunk of metal along an asphalt strip) - you're still buying the product itself, not the experience, and it's your right as the owner of that product to choose whether you wish to continue using it, or not and whether you wish to pass it on to someone else for them to use.
The argument is especially weak when you consider the used DVD or CD markets, which go largely unprotested by film and music companies. You are, every bit as much buing an "experience" with those products, and the same principles apply. A DVD, for instance, is going to be used maybe a handful of times before it is sold off, and while I admit, its value declines more rapidly due to the rather transient relevance of particular films, there is liable to be even LESS difference between a new DVD and a used DVD on account of the fact that it sees less use than a game and is therefore less likely to be damaged. To gut the "declining value" argument, though, CD's are incredibly permanent media, great music stays around forever and almost never drops in price. A CD that was 17.99 when it came out in 1995, is probably STILL selling for 17.99 today - Indie music stores thrive on this - along with trade in rare and discontinued CDs - and the music industry rarely even considers it. But the used music market is vibrant and present virtually everywhere. (at least among those who buy their music). Further, I'd argue that games have a very specific shelf-life. They're a commodity with value as long as the system they play on is alive - after that the game's value is toast.
The fact of the matter is, that every person who plays a title, new or used, is a game buyer. Maybe they pick up a copy of gears of war 1 on the cheap, realize they love it, and rush out to buy GoW 2 and pre-order GoW 3. Exposure is still exposure, whether the manufacturer saw a dime of the sale or not, and used game trades fuel new game purchases.
Additionally, it's a fallacy to assume that every person who buys a game used is a lost new sale. The difference in price, a coupon, a trade in or bogo promotion, there are any number of reasons that a person might choose to buy a used game, but wouldn't have bought the same game new. It's the same argument that publishers use to claim lost sales on piracy. Not everyone who pirates a game and plays it would have bought it at full price (and in fact, with piracy, I'd wager that they majority wouldn't).
Even with used sales, publishers are selling tons and tons of new product - the sales figures of CoD:MW2 should prove evidence of that. Make a killer game, and people won't be willing to wait around for a used copy to float back in. On the flip side, if you let gamers hook themselves on a franchise months down the road, when they grab a game on a used deal, they'll be lining up to pre-order the next.
The anti-used sentiment of the games industry is a simple attempt to strongarm more money out of consumers. It's unnecessary, and frankly, it looks bad. The CEO of EA isn't going hungry tonight, no matter how many copies of Madden get traded in. And while, to be fair, the music industry and film industry are attempting similar things, (iTunes, Digital download, etc) at least they aren't begging for your sympathy and whining about how much money they're losing while bending you over the barrel.
edit: tl;dr - you have bought a product, that product has a value associated with it. as the owner of that product it is your right to use it, or at your discretion attempt to recoup some of your costs by selling it to someone else for whatever value you and they agree it still holds. This is a fundamental right of ownership. Corporations aren't the only things able to sell items in exchange for money, as much as they'd like you to believe they are.