I've come up with a little hypothetical explanation on how one copy of a game can circulate, and generate plenty of revenue for the retail level, but does very little for the developer/publisher. I used a hypothetical cost of $35 for a $50 retail game, and took in calendar depretiation, and cash trade values (credit would have other implications that would skew numbers astronomically), but for some who might not realize how publishers/developers get hurt, here's the explanation:
Bob buys Madden 2005 new at EB in August 2004 for $50, the development/publisher side of that sees ~$35 of that, and EB ~$15.
So far the financial stats for the game:
EA: +35
EB: +15
Bob: -50
In October, Bob trades it in, and utilizes the cash value option at EB, where he sells the game for $20, that leaves the financial stats:
EA: +35
EB: -5, but +1 copy of the game
Bob: -30
Two days later, Jimmy comes in the store and sees Madden 2005 used on the shelf for $45, and buys it, making the financial stats:
EA: +35
EB: +40
Bob: -30
Jimmy: -45
Jimmy decided that he didn’t like Madden 05, and is going to trade it in at EB, getting the cash value, which at the time is still $20, and the adjusted stats are:
EA: +35
EB: +20, also +1 copy of the game
Bob: -30
Jimmy: -25
During the weekend, Johnny comes in, and picks up that same used copy of Madden 2005, and pays EBs price of $45 for it, leaving the financial stats at:
EA: +35
EB: +65
Bob: -30
Jimmy: -25
Johnny: -45
Johnny keeps the game all the way until after the Super Bowl, which leaves us in January/February, when he decides that he’s going to bring it into EB, and take the cash option, which gives him a whopping $12. And the stats go like this:
EA: +35
EB: +53, and a used copy of the game
Bob: -30
Jimmy: -25
Johnny: -33
Sometime in the middle of March, Joey comes into EB and sees that Madden 05 is at $30 for a used copy, and picks it up, and lets look at the stats:
EA: +35
EB: +83
Bob: -30
Jimmy: -25
Johnny: -33
Joey: -30
Joey keeps the game until July, where he brings it into EB and only gets $5 for it. And a check at the stats:
EA: +35
EB: +78, and a used copy of the game
Bob: -30
Jimmy: -25
Johnny: -33
Joey: -25
Bob comes back into the store, and is amused to find on the shelf in August is his copy of Madden 2005 selling for $20, and just for giggles, picks it up, looking at the stats we see:
EA: +35
EB: +98
Bob: -50
Jimmy: -25
Johnny: -33
Joey: -25
Now class, if you payed attention, you'd see that after the inital purchase, EA's cut never changed, no matter how many times that game changed hands, however by selling it used and buying back, EB multiplied their cut 6.53 times, with possible potential to expand that even more throughout the passing of time.
With all things being equal, at the ratio of cost to sales (at the absolute retail level), EA lost out on $58.10 of profit on that one copy of the game because of the used circulation. (Formula being a 7:3 ratio). Granted numbers would vary, but this example comes from an economic vaccuum, with no impeding factors.
EB is doing what in the present is the prudent business decision, but in the long run, because of the revenue being syphoned from the developers and publishers, it may not.