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A video game store you can access from the comfort of your couch, it’s a pretty
convenient thing to have at your disposal. Except, shopping here costs almost double of shopping
Yet, the sales at this store are rapidly on the rise as you can see in fig 1(Statista), the sales of
digital games have been increasing rapidly from 2012, and it has kept on increasing ever since.
Which is unusual as people are willing to buy more of products that are financially less
advantageous to them.
So, looking at the graph we can see that people have an incentive to buy digital games
that are more valuable than the cost and having a physical proof of purchase which is worth
paying almost double the amount. For instance, Far Cry four digital sells for for$60 on the
PlayStation Store, whereas you can get a PS4 copy off Far Cry four on GameStop for $24 with
additional cover arts and maps. An incentive which is worth paying 60$ for a game you can get
for 24$.(Pereira)
Buying physical video games is great, It has a lot of distinct financial benefits in buying
them. As you may know trading and buying preowned games are the most advantageous aspects
of buying a physical game. (Reed)As Physical video games have a lot of resale value due to the
But people still buy digital games, games that can only be used by the person whose
account the game is tied to. As you can't sell it or trade it. It’s a done deal that cannot be undone
as you can’t even return the game the second you buy it.(Reed)
Incentives motivate consumers to make a choice and, a good incentive to buy digital
video games more than the monetary values of the product could be convenience.
As the key convenience related to microeconomics is the difference in the ease to access
of the product that has similar values. As the consumers who buy digital get to play new releases
the moment, it's available without waiting in line for days which saves up time and gives the
Instant gratification of enjoying a product without waiting for a long time. The time that can be
invested in more productive ways. Though this convenience comes at a price as you do not get
limited items and physical copies of the game which can be resold. (Reed)
But you get to be the first person to play a new game which ignites the gamer satisfaction to the
maximum if you value the game more than the art which is the primary reason of buying a game.
In addition to the instant access to new games, you have access to all your library without
swapping discs as all the games you need are inside the console. Which is convenient as you can
control everything without even standing up. Though it has limits in storage unlike physical
where it's unlimited, digital has limits, but these limits are pretty big, and you can always buy
The further cause of this unusual epidemic is that the structure of the games themselves
are changing as games are leaning towards Online gaming, where the games are being played for
more hours than before. People can play the games for months and years unlike before where
you complete a story, and the game is over. So, having an everlasting copy of the game is useful
as you keep on getting satisfaction from it and having a broken or stolen disk does not help when
As, there is a security of having the game forever. As digital games always stay with us
and no one can steal it from you as there is a backup in the cloud, so you can never lose the game
ever. Unlike physical where if someone steals your game you cannot take it back or have
ownership. (Beres)
In addition to that, due to reoccurring satisfaction, people are less likely to trade or sell
their games.As videogames are becoming more engaging as we’ve seen the rise of downloadable
content and in-game microtransactions, designed to extend the lifespan of major new console
releases. Making People less likely to trade games instead repeatedly playing because of updates
provided and new content always being added will keep on providing reoccurring satisfaction.
(Andronico).An incentive that beats the most valuable aspect of buying a physical copy.
As the theory of rational choice says, people make choices by optimizing their choices
and choosing the most satisfactory option for them. Which from looking at the incentives from
this essay I think is digital. So, I conclude that digital download is certainly the right choice as so
many people have already chosen to go digital as these incentives outweigh the monetary values
In addition to that, I myself love to play games online and enjoy add-ons to my game. So,
having an everlasting copy is convenient to keep on playing my games every day which in which
So, I conclude that unless people love to have a physical copy in their hand or have a
collection choosing digital games is wise. As a part of the buying decision, is figuring out how to
make the most of every dollar and if you like to play a game which can give you everlasting
satisfaction going digital is wise just like all the people who are going digital. As it has a lot of
incentives in its favor and not just money so people just like the music industry should adopt this
Andronico, Michael. “Digital vs. Physical Games: What's Right For You?” Tom's Guide, Tom&
26164.html.
Beres, Damon. “Stop Buying Physical Video Games Already!” The Huffington Post,
sales_us_5654946be4b0879a5b0c7fd6.
Devine, Richard. “Should you buy digital or physical Xbox One games?” Windows Central,
xbox-one-games.
Pereira, Chris. “Ubisoft Explains Why Digital Games Stay More Expensive Than
digital-games-stay-more-expen/1100-6428760/.
Reed, Chris. “10 Reasons to Buy Physical Copies of Video Games.” The Cheat Sheet, 19 Dec.
2016, www.cheatsheet.com/entertainment/reasons-buy-physical-copies-video-
games.html/?a=viewall.
Statista * All products require an annual contract. Prices do not include sales tax (New York
residents only). “U.S. computer and video game sales - digital vs. physical 2016 |
Statistic.” Statista, www.statista.com/statistics/190225/digital-and-physical-game-sales-in-the-
us-since-2009/.
Appendix
Fig1: U.S. computer and video game sales from 2009 to 2016(Statista)