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Wouldn't a fair way to count the value be all of the money selling them produced minus all of the money you spent producing them?
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No, because the customers bought the games. That means the customers valued the games at some value higher than the purchase price. There's a ton of surplus value for society produced as part of this process that doesn't end up on a company's balance sheet.
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It's a question of "value created" vs "value captured". They captured about as much value as the risk-free rate of return.

Value that is created but not captured (e.g. the value of consumers enjoying games and consoles above and beyond the price that those consumers paid) is typically not considered when making business decisions.

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So, even worse than 0, if we’re saying the value of games is not measurable but substantial?
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That's pretty accurate when you consider the unfiltered slop produced by studios like Bethesda, Blizzard, Activision, King and most other Microsoft XBox studios.
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