this post was submitted on 16 Jul 2026
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[–] Manticore@lemmy.nz 8 points 12 hours ago* (last edited 12 hours ago)

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.....