This has been a fascinating discussion.
Two things that bother me about encouraging buying new while simultaneously discouraging "second-hand gaming" is 1) the amount of physical garbage it produces and 2) the isolationist mentality it promotes.
Buying something used means one less unwanted object in the landfill, and in my opinion, that's wonderful. Of course, going digital would sidestep this issue altogether, but I still prefer physical objects and hope I'll always have that option. I appreciate it when anybody puts in the extra mile to find a new home for something they'd otherwise be tossing. Also, as it was so aptly put by Inazuma:
It's the only form of ownership we have left. Physical media gives us some rights and control. ... We are quickly reaching the point where all games will be download only and we will have no ownership, control or rights at all.
Discouraging "second-hand gaming" pushes the agenda that sharing is evil and that everyone should own their own individual copy of everything. I don't agree with this. (I work in a library.) Going purely digital does the same thing, as some people have previously mentioned. It happens with e-books too: you download a novel to your personal device, but if your friend wants to borrow your copy, they have to borrow your entire device. A lot of these files aren't transferrable, or only allow limited extra downloads to other machines.
I think gaming companies should acknowledge that players will share, should factor that into their budget decisions, and plan fair ways to cope instead of trying to smother it. What if companies agreed to pay a consumer for returning their used game to
them? They can make money reselling their own used games, discouraging the trashing and gifting of their previously-owned items. If a solution like this is just too inconvenient for them, I have no sympathy. I think that they should be happy that people would rather spread their materials around than trash them -- among other things it's respectful on their behalf. I also seriously believe that "second-hand gaming" is in their interest. For example, I do not own a single console I bought myself without playing it at a friend's house first. The ability to preview certain systems and their games swayed me to buy the ones I liked, and the inability to preview others kept me away from them -- even ones I now know I would have loved.
I would like to know how the profits are distributed between the company and the developer. If the developer is getting a small percentage in royalties and the company is raking in the big bucks in an unfair proportion, then the developers should demand more power and control in the equation. If the issue is unfairness within the system, it shouldn't be blamed on the consumers. Fix the system in a way that benefits the people responsible for generating the product. The companies should be the ones thanking their lucky stars that brilliant developers are giving them access to their services, not the other way around.