Game Collectibles Market 2026
What studios need to know about the $15 billion opportunity
I'm going to share something that surprised me when I first saw the numbers.
The global video game collectibles market is on track to exceed $15 billion by 2027. That's not a typo. Fifteen billion dollars spent on figurines, statues, art books, and other physical goods tied to video games.
If you're a game studio that hasn't considered merchandise, you're leaving money on the table. Significant money.
The Numbers Tell a Story
The gaming merchandise market has been growing at roughly 9-11% annually. Several factors are driving this:
Why the Market is Booming
Gaming is Mainstream
The stigma is gone. People proudly display game merchandise at home and work.
Disposable Income
Average gamer is 35—old enough to have money to spend on hobbies.
Quality Revolution
Today's collectibles are genuine art pieces, not cheap novelty items.
Who's Buying (And What They Want)
Let's talk about the actual buyers—because they might not be who you expect.
Dedicated Collectors
10-15% of market, 40-50% of revenue
Casual Fans
$30-50 purchases, volume market
Gift-Givers
20-30% of purchases, often overlooked
What's Selling Right Now
Not all collectibles are created equal. Here's what's actually moving:
Figurines and Statues
Still the king of gaming collectibles. Sweet spot: $40-80 quality figures that look good on a desk without requiring serious commitment. Premium statues range $300-1000+.
Apparel
The market has evolved—people want subtle, well-designed pieces they'd actually wear in public. Hoodies, hats, and streetwear collabs are finding audiences.
Art Books & Lore
Underappreciated category. Fans of story-rich games devour these. Lower production costs, healthy margins.
Limited Editions
Bundled items (figure + art book + pin + game) remain popular. Key is perceived value—not overpriced fancy boxes.
The Production Challenge
Here's the part no one talks about: manufacturing collectibles is hard.
The Production Flow
Design → Tooling → Manufacturing → QC → Shipping → Customer Service. Each step requires expertise most game studios don't have.
That's why most studios either:
- License their IP to established merchandise companies (easier, but lower margins)
- Partner with specialists (balance of control and simplicity)
- Build internal teams (maximum control, maximum complexity)
The Pre-Order Revolution
"Traditional model: Manufacture → Hope they sell → Deal with overstock. Pre-order model: Announce → Take orders → Manufacture exactly what's ordered. Zero inventory risk."
This eliminates inventory risk. Cash comes in before production costs go out. The downside? Longer wait times (3-6 months typical). But collectors are used to this.
Opportunities by Studio Size
AAA Studios
Major partners compete for your IP. Focus on quality control.
Mid-Size Studios
Sweet spot: big enough for partners, nimble enough to be creative.
Indie Studios
Start small, prove demand. Print-on-demand + crowdfunding = low risk.
What We're Watching
Key Trends for 2026
The Bottom Line
If you have a game people care about, there's almost certainly an audience for physical goods. The market is mature, the infrastructure exists, and the demand is proven.
"The question isn't 'should we do merchandise?' anymore. It's 'how do we do merchandise well?' Get it right, and you've created a revenue stream that keeps paying long after your game launches. Get it wrong, and cheap collectibles become another forgettable product in a landfill."
Ready to Launch Your Collectibles Line?
We handle design, production, and fulfillment for game studios. No upfront costs—we fund everything and you keep ownership of your IP.