Might even mean 12% of business transactions/goods sold. The profit margins, customer retention, market stability, minimal losses etc might be in other goods favour.
Given how many codes/games/etc a store might order that do not sell (losses to account for), games are much less ‘shelf stable’ compared to a plushie of a pokemon first shown on TV 25 years ago. Digital codes and registering also make any return/exchange obligations a bigger loss.
I think there’s several reasons a company might see games as a high-risk good when compared to collectibles.
It depends on what that 12% is.
Is it revenue, or is it profit? And does that Include both new and used games?
New games have a very small profit margin compared to used games and merch.
Fair but it seems like if you’re trying to minimize the importance of something you would choose the metric that shows how minimally important it is.
If it’s 12% of revenue but 1% of profit wouldn’t you say it’s “1%” instead of “12%”?
Might even mean 12% of business transactions/goods sold. The profit margins, customer retention, market stability, minimal losses etc might be in other goods favour.
Given how many codes/games/etc a store might order that do not sell (losses to account for), games are much less ‘shelf stable’ compared to a plushie of a pokemon first shown on TV 25 years ago. Digital codes and registering also make any return/exchange obligations a bigger loss.
I think there’s several reasons a company might see games as a high-risk good when compared to collectibles.
I just wish they hadn’t destroyed ThinkGeek…