Gaming x Collectibles ($142bn)
Humanity’s innate desire to collect has been evident across millennia, profoundly influencing cultures and shaping the way we engage with the world throughout history. This instinct is trackable to as early as 8,000 BCE, when Neolithic communities collected polished stone axes as both tools and symbols of status. Fast forward to the 18th century, the rise of "cabinets of curiosity" showcased collections of exotic artifacts, blending science, art, and exploration. By the Victorian era, stamp collecting had emerged as a global phenomenon, reflecting an obsession with categorization and exploration.
Anything can be collected. There is no definition of a collectible other than it is an object regarded as something of value or interest to a collector. Regardless of the product or industry, there are typically four primary drivers for any collector: status, nostalgia, personal or historical ties, and/or investment.
The prevalence of collectibles (both physical and digital) is ubiquitous across most gaming communities, regardless of the benchmarks of success that we typically attribute to the IP or game itself (e.g., number of active players, game sales).
Despite the omnipresence of collectibles, barring major players like The Pokemon Company and Bandai Namco, the focus and investment into collectibles is depressed compared to (recently popularized) mediums such as TV and Film (transmedia).
We believe that collectibles are underutilized in games. This week, we will attempt to size the collectibles market and outline key considerations for expanding collectibles for any IP.
Sizing the Market: $142bn
There is a lack of comprehensive market sizing data around both primary and secondary sales of gaming-related collectibles. Today, we are segmenting the market into the following categories:
Based on our research, we believe the collectibles market today is primarily driven by four categories:
Considerations in Introducing Collectibles
There are four key factors to consider when introducing physical or digital collectibles into the IP’s strategy:
1) Presence and efficacy of a secondary market: In order for a collectibles market to proliferate past just initial sales, there must be some baseline of liquidity and the items must be to some degree tradeable or transferable.
For physical items, eBay remains the #1 marketplace for all collectibles. In 2023, an estimated 13% ($10bn) of eBay’s $73bn in gross merchandise volume (GMV; the total sales volume) was for collectibles. ~40% of this was toward trading card games alone (primarily Pokemon, Magic the Gathering), excluding sports. However, given its general purpose, eBay is an inefficient marketplace for collectibles. While more focused marketplaces have been established at retailers like Gamestop, gaming-related companies like IGN, or TCGPlayer for cards, there continues to be a lack of scaled secondary marketplaces for all gaming-related collectibles. This has driven the emergence of grey markets versus legitimate, specialized marketplace platforms.
Secondary markets have historically been restricted for most digital products in games, and there are two reasons for this. First, disallowing secondary sales allows the developer to funnel player spending to their primary monetization method (e.g., in-app purchases of skins in Fortnite and League of Legends). This also gives developers a degree of control over the game’s balance and economy. Second, game publishers have historically wanted exclusive control and the financial upside of owning the sales and distribution of assets related to their game within their own siloed ecosystems.
2) Trackability: The ability to easily understand the rarity and exclusivity tied to an item. This can be exhibited through explicit supply disclosure (“Item is #2 out of 1000”) or simplified classifications (“Item has a 5-star rarity rating”). Wata Games has begun tracking the number of games they certify and grade by console (Wata). We believe that the ability to roughly estimate rarity based on supply and scarcity will become increasingly important to design for. The value of tech-based solutions such as blockchain have proven that increased visibility into transactions and volume can drive more value.
3) Exclusivity: Status and exclusivity are often linear and interchangeably used. While this may come from constrained supply for physical goods, exclusivity can also be derived from the level of difficulty to obtain via achievements (typically for digital goods).
4) Utility: While this may come as a surprise given the medium's interactivity, we believe utility is one of the least important factors to implement for collectibles in gaming. Generally, collectibles have historically lacked long-term usage (unlike the replayability of “transmedia” projects like videos); the most prominent use case, display, is 1-dimensional. This is a result of the audience as well; limiting the strongest weapon to only those who can afford it does not bode well for gamers (derisively referred to as “pay-to-win”).
It is important to note that the primary motivators for collectors have different and sometimes competing contributions to the collectibles industry:
Takeaway: Collectibles are a valuable ($142bn) and underutilized channel in gaming. While the volume and scalability of digital collectibles will likely drive the most growth by dollar, there is an opportunity for AAA publishers and indie developers alike to expand their footprint in the physical collectibles category. Additionally, while the growth of the digital collectibles category in gaming has been hindered by barriers put in place by individual IP owners, we believe that formalizing secondary marketplaces for collectibles in games will unlock this at scale as a business model.