Scarcity only leads to slightly increased cost; however, with computer games, scarcity is rarely a factor except during the first couple weeks of release, and only with the physical store-bought copies of the game. There's essentially an infinite supply of digitally-delivered copies. Even in the first few months after release, the value is high due to the novelty and cutting-edge factor, but once the novelty and "prestige" of being one of the first to complete the game wears off, their prices tend to fall quickly because another game with better technology is going to be capturing everyone's attention.
In that regard, one could almost consider software to be consumable even if the license and media is transferable. If it's obsolete, it has negligible resale value when its owner upgrades.
This is even more true of Steam games. Since they are not transferable, they have no resale value even if not completely obsolete, and their retail value generally drops precipitously. The new releases may be at retail for a couple of months, then they drop off to the sub-$10 range by about the 1-year mark.
There's just no way to compare objects with some scarcity and high residual value (a used car's value or utility isn't diminished all that much by advances in technology and novelty) & one of the highest-scarcity commodities on the market (real property), to ephemeral, semi-tangible goods like computer games or software.