concept Updated 2026-08-18 Topics: Economics

Secondhand Game Economy

Secondhand game economy is the buying, lending, trading, and resale of physical games after their first sale. In 旧世代电台28 | 实体游戏的时代终结之际,不如重新定义拥有, it is one of the player-friendly features threatened by Physical Game Era Decline.

The episode presents this economy as a direct source of tension. Players use it to lower net gaming costs, share copies, collect objects, and keep games in circulation, while publishers and platform holders receive no new revenue from most used transactions.

GameStop CEO Ryan Cohen’s $56B Plan to Take Over eBay adds GameStop’s operator version through Ryan Cohen. Cohen says GameStop’s turnaround refocused on pre-owned products and collectibles, then extends the resale logic toward eBay and a proposed In-Game Asset Marketplace for useful digital game items.

Key Claims

  • Resale makes expensive console games less risky because players can recover part of the purchase price.
  • Lending and trading create social circulation outside platform-controlled accounts.
  • Publishers dislike the used market because it competes with new sales without generating additional publisher revenue.
  • Digital-only libraries weaken transferability and make ownership depend more on account access.
  • GameStop’s pre-owned focus shows that resale can be an operating strength for a retailer even when physical game ownership is structurally declining.
  • Extending resale into in-game assets raises harder ownership and permission questions because the asset exists inside a platform-controlled game world.

Connections