There is no question that the trading card market has expanded. There are more ways to collect, more places to buy and sell, and more businesses built around the hobby than ever before. Products in the primary market range from inexpensive retail packs to premium boxes costing hundreds or thousands of dollars, while rare cards or sealed products on the secondary market routinely sell for six, seven, or even eight figures.
There is also much more variety in what collectors can buy. Cards differ across sports and non-sports categories, manufacturers, product lines, eras, scarcity and condition. These changes can also make the market difficult to navigate.
1. How has the trading card hobby changed over the last few years?
I tend to think about the biggest changes being in four broad, and often overlapping, categories: expansion, professionalization, digitization, industry reorganization, and financialization.
Expansion is perhaps the most visible change. There are collectibles for everyone, as more cultural subjects and events are being turned into cards across an expanding universe of sports, gaming, entertainment, music, pop culture, and other interests. The result is not just more cards, but more dimensions along which collectors can choose what to collect. One useful illustration of this point is the change in the number of unique rookie cards of a single player over the last couple of decades.
Michael Jordan, for example, has only 1-2 cards that collectors commonly recognize as rookie cards. LeBron James, by comparison, has over 60 distinct rookie cards produced by major manufacturers. More recently, Victor Wembanyama and Cooper Flagg have each appeared on well over 100 distinct rookie cards.
You can now see professionalization throughout the hobby. Collectors, local card shops, and card shows remain central, but grading companies, auction houses and consignment services, data providers, large-scale dealers, livestream sellers, and storage companies now perform functions that were once handled more informally. The uncertainties of what’s inside packs, conditions of cards, and uncertainty of authenticity make information valuable and create room for specialized businesses to help collectors.
Digitization has probably been just as consequential as it has changed the hobby’s geographic boundaries and market reach. Collectors can now find and transact with sellers across the country or around the world in near real-time. Transaction databases, population reports, scanning tools, portfolio trackers, and other digital tools have made previously difficult-to-obtain information readily accessible. Social media, livestream commerce, and collectibles-specific online communities have added another dimension by making collecting more participatory. That last point is important because attention has economic value in this market. The discovery of a rare card, a player’s recent performance or off-field activity, a viral post, comments from a prominent collector, or a major livestream pull can quickly affect what people search for, buy, and sell, and sometimes the prices they are willing to pay.
Livestream “breaks” are a good illustration of how several of these changes overlap. Consumers buy the rights to teams, players, packs, or other portions of sealed products that are opened live, dividing the product’s cost and uncertain payoff among multiple buyers. Each participant pays for the chance of receiving a high value “case hit” from a product they may not otherwise be able to purchase on their own. Breaking combines commerce with social interaction, entertainment, and chance, and has created an entirely new type of market intermediary: the breaker.
Repack products are another example. Companies (or individuals) buy cards on the secondary market, assemble them into new randomized products, and resell them online, sometimes with guaranteed buy-back offers. These products raise interesting questions about information asymmetry, transparency, reputation, and trust.
The industry’s market structure has also changed substantially. Major firms now operate in multiple stages of the supply chain rather than specializing in a single activity. This creates value for firms, but it also raises questions about market concentration, competition, and potential conflicts of interest.
Finally, more capital—and types of capital—have entered the hobby, and the language surrounding cards has become noticeably more financial. Market participants readily discuss and promote cards in terms of returns, portfolios, liquidity, arbitrage, indexes, and investment performance. Yet cards have not become purely financial assets, and I think that distinction is important. The same card can represent a childhood hero to one collector, a resale opportunity to another, and inventory to a dealer. A card can be something a person enjoys owning, something that connects them to a player or community, and an asset they expect to increase in value. Those motives are not mutually exclusive.
2. Are investment opportunity, entrepreneurship, FOMO, or nostalgia driving the increased interest?
The answer is some combination of all four, although I strongly believe investment and entrepreneurial opportunities have been especially important drivers of recent growth.
Nostalgia has always been a powerful part of collecting. People who collected Pokémon or sports cards as a kid may return decades later with more disposable income and reconnect with a favorite player, character, or moment. At the same time, a hobby once stereotyped as niche or childish has become far more mainstream and intertwined with interests in sports, entertainment, and financial opportunity.
The investment appeal has also become much more prominent. Highly publicized sales demonstrate the potential upside, while digital marketplaces make it easier to track prices, compare cards, and buy or sell quickly. For someone who loves sports or Pokémon but may be less familiar with traditional financial markets, cards likely feel more accessible than other types of self-directed investments. They offer the possibility (though certainly not the guarantee) of earning a return from something the buyer also enjoys owning.
That accessibility also creates entrepreneurial opportunities. Someone can sell cards from a childhood collection or inheritance, buy and resell individual cards at almost any price point, set up at a local show, break boxes online, or build an audience through social media. Digital marketplaces provide immediate access to buyers and extensive information about products and prices, which makes it easier to learn about the market and identify opportunities. With no storefront, employees, or substantial capital necessarily required, people can more readily turn their knowledge and passion into supplemental income or even a full-time business.
FOMO reinforces all of this. Although difficult to measure and certainly not new to the hobby, the modern industry is very effective at creating the conditions that amplify FOMO. Limited releases and rapidly moving prices create pressure to act, while auction houses, social media, and livestreams keep major sales and valuable pulls constantly in view, fueling the desire to experience the same seemingly once-in-a-lifetime moment. Yet these visible outcomes are rarely representative of the market as a whole.
Exceptional discoveries and profitable transactions attract attention; ordinary or unsuccessful purchases generally do not. This selective visibility can make rare discoveries appear more common—and the odds of pulling something valuable seem higher—than they actually are. It can also create the impression that opportunities are disappearing, which makes it difficult to distinguish a genuinely attractive purchase from the fear of missing one.
