Trade Sector

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Trade Sector

Within the trade sector, wholesale and retail industries are effected directly by the demand for computer and video games. To avoid double counting the direct effect on the information sector, the direct effects on wholesale and retail “sales” are measured as wholesale and retail margins.

These margins are the differences between sales revenue and the cost of sales. Included here are trade margins on hardware deemed complementary and purchased only for the purpose of playing games. Specifically, 8-, 16-, 32-, and 64-bit consoles and accessories and portable video hard-ware and accessories, all of which is manufactured outside the United States, are included.

Although some personal computers (PCs) are purchased for the purpose of playing games, reported computer sales data do not identify such machines. Hence, trade margins on PCs are not included here.


If included – and it’s notable that IDSA’s annual consumer survey shows that PCs are used to play games more than for any other application – the direct (and indirect) effects of the demand for computer and video games would likely be significantly greater than estimated and presented in this report.
 
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