I can't really take sides too heavily in the argument, especially since most of the arguments people use to defend their side are nothing more than "it's common sense" and "you have no data to support your argument." While the former is obviously flawed, the latter is OK if you actually use data to support your own position, which rarely happens. Just look at Jim Sterling's latest video where he basically says, "You have no data to back up your argument," but he fails to provide any real evidence to support his own position outside of some anecdotal evidence and numbers from a few years ago, and those numbers hardly even support his position in the defense of used games outside of "Well now you know why Gamestop pushes it so hard." The thing is, the used games debate is based heavily on numbers, but few ever really provide numbers in their arguments and possibly for good reason: no enough people care enough about the issue to really research it, causing a lack of numerical data to begin with.
With that said, though, personally, I'm still a huge fan of used games. It gives me the opportunity to play games that I missed from a few years ago and can't find new anymore. Also, since used games are very often a cheaper alternative, it allows me to put less risk on a game that I may not enjoy. However, unless those two options apply, I generally buy new just because it helps support the developer more than buying it used.
DoPo said:
If people really had the money to buy everything new then wouldn't they, you know, do it more?
I'm not going to go in-depth on the economics here, because it's something most of us know already given how logical consumers spend money, but if I can get X for $20 or $30, which do you think I'm going to buy? Unless there is something about the $30 product that increases its utility, I'm going to go with the $20 one because I not only get the product but I have $10 leftover that I can put towards another product, which should help maximize my total utility for the $30 I had to spend.
Granted, there are things about the used game market that affects demand for it outside of simple price, but the above does show why there is demand for used games: they are often cheaper, and all you need is the demand curve to show how that works.
Sure, some people just simply don't have the money and are forced to go with the lower priced option, but if we are talking about those with enough money to spend on both (as the example deals with), then any good, logical consumer would go for the lower priced option when all else is equal.