I'm glad there are other people that understand loss aversion. It's not a "lost sale" it's a "sale you likely wouldn't have gotten anyway."Baresark said:Edit: It all has to do with loss aversion. The publishers get money for their games, so they take any money they don't get that they feel they deserve as loss, which is not explicitly true. It's easier to trade in used games because people who think of things like "traders" think of things, do not experience the loss aversion (that is why getting less for a game than what you payed is ok). They also largely ignore bringing up the sales of the Walmart's of the world because the there is a greater emotional reaction to loss than there is to gains. To illustrate on a scale that is easy: Imagine you have no money. Someone gives you $10, you are happy about it. We'll say that increases your overall utility by 10 points (to keep it simple). Now, imagine if someone then steals that $10. While it seems like you simply lost 10 points of utility and you are simply back to where you started, you have an emotional reaction to that which makes it seem like you are put into a negative utility position. So, now instead of having 0 points of utility, you have -5 points of utility. While it's not true, the reaction is much worse at the loss than it is at the gain.
I have an idea, video game industry. Put your money where your mouth is. Let's implement something that makes games untradeable. In exchange, you drop the price of every new game to $30-$40.