I know you're being silly, but you prove my point. Gum is the very definition of a disposable purchase. When you buy gum, you have a net gain of jack shit. You chew but get no nutrition, it doesn't fill you up or make you buzz or get you drunk or anything. And it'll be gone within the day. It' fully disposable, comes off a factory line and has next to no artistry or creativity involved in its manufacture.
Now compare this to a game. A game that may last 3, 4, 10 or 20 hours maybe. A game that a team of people have slaved over and dreamed about and poured their heart and soul into. A game, which, at the height of it's powers, you might get that chill up the back of your neck, with scenarios and characters that might stay with you for years, you might even dream about it yourself.
So yeah, when you compare a collaborative work of art (or even engineering if you don't go in for the whole games-as-art idea) to chewing gum, you're saying that the value proposition definitely falls on the side of the game. Gum is transient, but a great game is a great game.
And all of this is bypassing my point that the real value of a game should not be measured in pennies, but in whether it is worth your time to play it, because 10 hours of my time is worth far more than 99c.
So yeah, hem and haw over pocket change, that's up to you. But if you do, I reserve the right to take the piss out of you for being so cheap. Deal.