Topic summary

Collectible

Collectible

Extracted from the Wikipedia article Collectable.

Collectables in commerce

Manufacturers and retailers have used collectables in a number of ways to increase sales. One use is in the form of licensed collectables based on intellectual properties, such as images, characters and logos from literature, music, movies, radio, television, and video games. A large subsection of licensing includes advertising, brand name, and character collectibles. Another use of collectables in retail is in the form of prizes (items of nominal value packaged with or included in the price of a retail product at no additional cost) and premiums (items that can be "purchased" by redeeming coupons, boxtops, or proofs of purchase from the product along with a small fee to cover shipping and handling). Also, collectables have played an important role in tourism, in the form of souvenirs. Another important field of collecting that is also big business is memorabilia, which includes collectables related to a person, organization, event or media, including T-shirts, posters, and numerous other collectables marketed to fans; but also includes ephemera from historical, media, or entertainment events, items that were meant to be thrown away but were saved by fans and accumulated by collectors. Collectibles have become a huge market globally coupled with the rise in application of Non-Fungible Tokens (NFT) which are now used as a medium for digital collectibles sales. The collectables market size in 2020 was $360 billion with an estimated increase of 4% by 2028. Digital collectibles may become a reliable revenue stream for creators as NFTs evolve and spread.