A specific instance of a sports simulation video game title available on a particular console, and its potential point of sale. The reference highlights the convergence of entertainment software, gaming hardware, and a retail outlet specializing in video games. For example, a consumer might search for a pre-owned copy of the game for the PlayStation 4 at a brick-and-mortar store or online marketplace.
The availability of this particular game, initially released in 2015, through a retailer like this underscores several factors. These include the longevity of video game titles, the secondary market for used games, and the continued relevance of physical media despite the rise of digital distribution. Further, it reflects the consumer demand and purchasing behaviors surrounding both older games and console hardware. It also plays into the historical context of video game retail, especially regarding physical copies.