The collectibles market began as a hobby and vessel for nostalgia. In recent years it has become a dynamic asset class that blends financial speculation, fandom, and digital engagement. The global market reached $458 billion in 2022, and is projected to grow to $1 trillion by 2033, led by digital infrastructure and younger demographics entering the space. A recent innovation is driving a step-function change in unit economics and retention metrics. This user flow can be summarized by the formula: Mystery Box + Buyback Feature = Slot Machine
Mystery Boxes & Digital Pack Ripping: A Familiar Loop, Refined
The user experience borrows from the familiar logic of loot boxes in video games. Consumers pay a fixed fee for a sealed “mystery box” containing baseball or Pokémon cards. Prior to making a purchase, consumers are presented with a payout table, showing the likelihood of receiving cards of various values.
Once the mystery box is opened, ownership of the revealed card is transferred to the user and it is assigned a fair market value using pricing APIs or internal indexes.
Buyback Feature & Liquidity
Immediately, the user is presented with an option: keep the card, or sell it back to the platform for 90% of its assessed value.
This “buyback” mechanic injects real-time liquidity into what has historically been a slow and fragmented resale market. It delivers users a sense of security that they are not locked into any one purchase while providing the chance of an outsized, lottery-style outcome. For a mystery pack with an expected value equal to its purchase price, this is economically identical to a slot machine with 90% RTP (return to player).
The result is a hybrid of eBay, Robinhood, and DraftKings—a digital collectible platform where every interaction is both a game and a financial transaction.
Impact on User Behavior and Unit Economics
We have seen a flurry of companies implementing and raising money on the basis of this mechanic. Our assessment of these company’s performance suggests that for every $1 of collectibles held in inventory, the platform can generate $25 in gross transactional value per month.
The reason for this is that most customers end up using the functionality like a slot machine–buying a $25 pack in the hopes of scoring a $400 card but usually receiving about $25 back and then trying again.
Consider the following user journey:
User purchases $25 mystery pack
User receives a card worth $25
User sells card back to platform at 90% of FMV ($22.50)
User deposits another $2.50 and opens another pack
User receives another card worth $25 and sells it back to platform at 90% of FMV
This sequence provides the following economic impact:
Total deposits: +$27.50
Gross transaction value: +$95 (two purchases @ $25, two sales @ $22.50)
Platform revenue: +$5
Decrease in platform inventory: $0
Why This Model Works
The efficacy of this system lies in features that align with core consumer impulses: variable rewards, optionality, and instant gratification. Every unopened pack is a slot machine lever; every buyback decision is a miniature trade unlocking future opportunities.
These user flows are typically implemented on top of existing collectibles marketplaces. Platforms with the Mystery Box + Buyback Feature also see a boost in secondary market volume, sessions per user, time per session, and paid retention.
The logic behind the model is grounded in financial theory. As Cliff Assness (among many others) noted, “Markets that trade more often tend to grow faster. Liquidity begets activity, and activity drives innovation." This is echoed by data from Nasdaq, which shows that adding market makers and liquidity providers increases trading volume by over 40% in traditionally illiquid assets. Within collectibles, the ability to “get out” of a position immediately (even at a haircut) turns a passive purchase into an active, repeatable experience.
Business Risks
This model isn’t without fragility, especially during sharp market downturns:
Inventory Risk: Platforms accumulate depreciating assets through buybacks
Liquidity Risk: Market corrections can trigger "run on the bank" scenarios
Pricing Risk: Lag in value recognition creates exploitable arbitrage opportunities
Trust Erosion: Platforms struggling with liquidity may damage their value proposition
In declining markets, platforms risk becoming the buyer of last resort for rapidly depreciating assets. If pricing algorithms lag behind market sentiment, savvy users can arbitrage the buyback spread, selling overpriced cards back to the house before prices reset.
Operators must therefore implement:
Real-time pricing infrastructure
Dynamic spread adjustments
Substantial capital reserves
Circuit breakers during volatile trading periods
Category diversification to hedge exposure
Inventory hedging mechanisms
Safeguards to discourage abuse
It is worth noting that some gaming regulators (e.g. Belgium) have banned loot boxes for mechanics that closely resemble those discussed in this article. This may be a source of geography-specific headwinds in the future.
What Comes Next
This model is poised to spread beyond cards into anything collectible–sneakers, comics, coins, cigars, wine, whiskey, and more.
It will likely be combined with other modalities that are currently gaining momentum, such as:
Fractional ownership
Securitizing and collateralizing collections
Blockchain-secured provenance
Note to Founders
For any founders building at the intersection of collectibles, fintech, and gaming: Sharp Alpha is watching closely. We have access to proprietary sources of inventory, liquidity, and methods for collateralization. If you’re designing the infrastructure or experiences that will define the next evolution in collectibles, we’d love to connect.