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NAICS Code 459510-48 Description (8-Digit)

The Video Games-Used (Retail) industry involves the buying and selling of previously owned video games and related accessories. This industry is a subdivision of the larger Used Merchandise Retailers industry. Video games are a popular form of entertainment and this industry provides an affordable option for consumers to purchase games that they may have missed out on during their initial release or to trade in games they no longer want. The industry is highly competitive and requires a deep understanding of the video game market to be successful.

Hierarchy Navigation for NAICS Code 459510-48

Parent Code (less specific)

Tools

Tools commonly used in the Video Games-Used (Retail) industry for day-to-day tasks and operations.

  • Video game consoles (e.g. PlayStation, Xbox, Nintendo Switch)
  • Video game controllers
  • Video game discs/cartridges
  • Gaming headsets
  • HDMI cables
  • Cleaning supplies for consoles and discs
  • Price guides for video games
  • Inventory management software
  • Point of sale systems
  • Social media platforms for marketing and customer engagement

Industry Examples of Video Games-Used (Retail)

Common products and services typical of NAICS Code 459510-48, illustrating the main business activities and contributions to the market.

  • Used video games
  • Pre-owned video game consoles
  • Retro video games
  • Classic video games
  • Second-hand video game accessories
  • Trade-in video games
  • Vintage video games
  • Refurbished video games
  • Discounted video games
  • Collectible video games

Certifications, Compliance and Licenses for NAICS Code 459510-48 - Video Games-Used (Retail)

The specific certifications, permits, licenses, and regulatory compliance requirements within the United States for this industry.

  • ESRB Rating: The Entertainment Software Rating Board (ESRB) is a self-regulatory organization that assigns age and content ratings to video games. The ESRB rating is required for all video games sold in the US. The ratings range from "Early Childhood" to "Adults Only" and provide information about the game's content, including violence, language, and sexual content. The ESRB is responsible for enforcing its ratings system and ensuring that video game retailers comply with its guidelines.
  • Business License: A business license is required for all businesses operating in the US, including video game retailers. The license is issued by the state or local government and ensures that the business complies with all applicable laws and regulations. The requirements for obtaining a business license vary by state and locality.
  • Sales Tax Permit: A sales tax permit is required for all businesses that sell goods or services in the US. The permit is issued by the state government and allows the business to collect and remit sales tax on its sales. The requirements for obtaining a sales tax permit vary by state.
  • Consumer Product Safety Commission (CPSC) Certification: The CPSC is a US government agency that regulates the safety of consumer products, including video games. Video game retailers must comply with the CPSC's safety standards and obtain certification for their products. The certification process involves testing the product for safety hazards and ensuring that it meets all applicable safety standards.
  • Federal Trade Commission (FTC) Advertising Compliance: The FTC is a US government agency that regulates advertising and marketing practices. Video game retailers must comply with the FTC's guidelines for advertising and marketing their products. The guidelines include requirements for truthful and non-deceptive advertising, as well as disclosure of material information about the product.

History

A concise historical narrative of NAICS Code 459510-48 covering global milestones and recent developments within the United States.

  • The video game industry has come a long way since its inception in the 1950s. The first video game was created in 1958 by physicist William Higinbotham, but it wasn't until the 1970s that video games became commercially available. The first home video game console, the Magnavox Odyssey, was released in 1972. The industry continued to grow throughout the 1980s and 1990s, with the introduction of popular consoles such as the Nintendo Entertainment System and the Sony PlayStation. The used video game market emerged in the 1990s, with retailers such as GameStop and EB Games offering trade-ins and reselling used games. In recent years, the rise of digital downloads and online gaming has changed the landscape of the industry, but the used video game market remains a significant part of the industry. In the United States, the used video game market has been a major player in the industry since the 1990s. GameStop, the largest retailer of used video games, was founded in 1994. The market has faced challenges in recent years, with the rise of digital downloads and the decline of physical media. However, the market has remained resilient, with many consumers still preferring physical copies of games and the ability to trade in and purchase used games. The COVID-19 pandemic has also had an impact on the industry, with increased demand for video games and consoles as people spend more time at home. Overall, the used video game market has a rich history and continues to be an important part of the video game industry in the United States.

Future Outlook for Video Games-Used (Retail)

The anticipated future trajectory of the NAICS 459510-48 industry in the USA, offering insights into potential trends, innovations, and challenges expected to shape its landscape.

  • Growth Prediction: Stable

    The future outlook for the Video Games-Used (Retail) industry in the USA is positive. The industry is expected to continue to grow as the demand for used video games increases. The rise of online marketplaces and the increasing popularity of retro gaming are expected to drive growth in the industry. Additionally, the industry is expected to benefit from the increasing number of gamers who are looking for affordable gaming options. However, the industry may face challenges from the increasing availability of digital games and the rise of game streaming services. Overall, the industry is expected to continue to grow in the coming years.

Industry Innovations for NAICS Code 459510-48

Recent groundbreaking advancements and milestones in the Video Games-Used (Retail) industry, reflecting notable innovations that have reshaped its landscape.

  • Increased Availability Of Retro Games: The availability of retro games has increased in recent years, with many retailers offering a wide selection of classic games. This has driven growth in the industry as more gamers look to relive their childhood memories.
  • Online Marketplaces: The rise of online marketplaces such as eBay and Amazon has made it easier for consumers to buy and sell used video games. This has increased competition in the industry and made it easier for consumers to find the games they are looking for.
  • Trade-In Programs: Many retailers now offer trade-in programs where consumers can trade in their old games for credit towards new games. This has helped to drive sales in the industry and has made it easier for consumers to afford new games.
  • Increased Focus on Quality: Many retailers are now focusing on the quality of their used games, ensuring that they are in good condition and come with all necessary accessories. This has helped to increase consumer confidence in the industry and has driven growth.
  • Increased Focus on Customer Service: Many retailers are now focusing on providing excellent customer service, offering warranties and returns policies to ensure that consumers are satisfied with their purchases. This has helped to increase consumer confidence in the industry and has driven growth.

NAICS Code 459510-48 - Video Games-Used (Retail)

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