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Collectibles Surge 57% at GameStop, Now Account for 45% of Company Sales

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GameStop is looking increasingly like a collectibles retailer that also sells video games. The company reported second-quarter 2026 results Tuesday, and the standout number was a 57% year-over-year jump in collectibles sales. GameStop generated $356.3 million from collectibles during the quarter, up from $227.6 million a year earlier. Collectibles now account for 45.1% of the company’s total sales.

That makes collectibles GameStop’s largest reported sales category. Video game sales totaled $263.2 million during the quarter, representing 33.3% of company sales, while pre-owned and refurbished products generated $170.7 million, or 21.6%. A year earlier, collectibles represented just 23.4% of GameStop sales while video games accounted for 50.9%.

The shift is especially striking because GameStop’s overall sales actually declined. Total second-quarter net sales fell from $972.2 million last year to $790.2 million this year, a decline GameStop attributed primarily to comparisons with last year’s Nintendo Switch 2 launch, planned store closures and the sale of its operations in France. While the overall business got smaller on a revenue basis, collectibles added nearly $129 million in quarterly sales.

The trend is not limited to a single quarter. During the first 26 weeks of GameStop’s fiscal year, collectibles generated $705.2 million in sales, compared with $439.1 million during the same period last year. Collectibles represented 43.4% of total sales for the first half of 2026, up from 25.7% a year earlier.

By comparison, first-half video game sales fell from $844.8 million to $549.8 million.

GameStop is also changing the way it reports its business to reflect that shift. Beginning this quarter, the company divided sales into three categories: Collectibles, Video Games, and Pre-Owned and Refurbished. Previous results were recast using the same categories for comparison.

And GameStop’s definition of collectibles is much broader than just trading cards. The category includes new and pre-owned trading cards, action figures, statues, replicas, apparel, plush, board games, building sets, toys, home goods and other products aimed at collectors and fans of gaming, entertainment and pop culture. GameStop also includes fees earned from helping customers submit trading cards to third-party authentication and grading services. That last part is especially notable as GameStop has pushed deeper into the trading card market and attempted to turn its stores into destinations for collectors buying, selling and grading cards.

The earnings report does not break out exactly how much of the $356.3 million came from trading cards versus figures, toys, apparel or other collectible categories, so it is not possible to say which individual product line is driving most of the growth. But GameStop’s own financial disclosures make clear how important the category has become. In the company’s risk factors, GameStop specifically points to the popularity and sale of trading cards and its ability to identify and respond to trends in pop culture as factors that can affect its business.

The collectibles surge came during what was otherwise a strong profitability quarter for GameStop. Operating income reached $160.2 million, the highest second-quarter operating income in company history, up from $66.4 million last year. Net income increased from $168.6 million to $298.7 million, while adjusted EBITDA rose from $75.7 million to $174 million. GameStop also raised its fiscal-year adjusted EBITDA outlook from more than $600 million to more than $650 million.