This is definitely a better analogy, but I actually agree that the second-hand games market is hurting the publishers, particularly the legitimised selling of pre-owned titles by bricks and mortar retailers.
There are always going to be x% of people who will get hold of the game for free (and x is going to rise as the means of obtaining them gets easier). So let's say 1,000,000 people are interested in playing 'Super Mega Hooper!' and 500,000 will find a way to obtain this for nothing. Before the dramatic rise in pre-owned sales, 500,000 would buy it from a retailer, and 500,000 lots of cut would go to the publisher. Now, only - say - 250,000 lots of cut go to the publisher with the other 250,000 people giving more of a cut to the retailer.
I'd say that over the last ten years of so the average price of a full-price game has remained reasonably constant given inflation, and the cost to produce (AAA) games has risen. Therefore: net loss to publishers using the traditional retail model.
(Of course, there has been plenty of opportunity for publishers to move away from the traditional model, but I'd argue that the culture of buying pre-owned is definitely having an affect on them.)
If you're comparing the experience of playing a video game to a physical good, yes, but really you're paying for the right of use to interactive content. Comparing 'owning' a video game to owning a car is fallacious.
I think you'll find that when you look at car ownership rights and digital content ownership rights there is completely different legislation and laws for both, and with good reason.
The physical media distribution of a game has merely been a cost effective delivery method. If publishers could distribute their games directly to your device over the internet or whatever they'd have done that as a first option.
If the contract of sale determines that your license is non-transferrable then, well, that's that, if the publisher can enforce it. It's the way things are going for digital content, get used to it!