Video Game Collecting

Video game collecting is the hobby of collecting video games and related memorabilia. Collectors may focus on a particular area of interest, such as retro consoles like the Atari 2600 and NES and retro computers like the Commodore 64 and the Atari 8-bit family computers. There may also be some overlap with animation, anime, manga, comic books, or other media. Collecting video games differs from other hobbies in that the collectible is interactive, allowing it to be enjoyed as a game as long as it still functions. Nostalgia plays a large factor, as those who grew up with a certain generation of games may have stronger appreciation for games of that era.

A collector may have started out by purchasing video games with no intent to collect, and later find that the act of owning games is in itself the means to collecting, with games owned for display purposes rather than being played. The value of a game depends on how sought after it becomes by collectors and casual gamers, especially rare games or games with a limited release. The condition of the game may also determine price, such as the quality of the cartridge or disc, label, and packaging. The inclusion of any packaging will increase value, as they are often thrown away. Most consoles, and their games are considered to be collectors' items years after their discontinuation. Many video game collectors are now starting to collect PlayStation, Xbox, Dreamcast, and GameCube games.

Read more about Video Game Collecting:  Approaches, Collectible Games, Collectible Systems

Famous quotes containing the words video game, video, game and/or collecting:

    It is among the ranks of school-age children, those six- to twelve-year-olds who once avidly filled their free moments with childhood play, that the greatest change is evident. In the place of traditional, sometimes ancient childhood games that were still popular a generation ago, in the place of fantasy and make- believe play . . . today’s children have substituted television viewing and, most recently, video games.
    Marie Winn (20th century)

    It is among the ranks of school-age children, those six- to twelve-year-olds who once avidly filled their free moments with childhood play, that the greatest change is evident. In the place of traditional, sometimes ancient childhood games that were still popular a generation ago, in the place of fantasy and make- believe play . . . today’s children have substituted television viewing and, most recently, video games.
    Marie Winn (20th century)

    In the game of “Whist for two,” usually called “Correspondence,” the lady plays what card she likes: the gentleman simply follows suit. If she leads with “Queen of Diamonds,” however, he may, if he likes, offer the “Ace of Hearts”: and, if she plays “Queen of Hearts,” and he happens to have no Heart left, he usually plays “Knave of Clubs.”
    Lewis Carroll [Charles Lutwidge Dodgson] (1832–1898)

    Though collecting quotations could be considered as merely an ironic mimetism—victimless collecting, as it were ... in a world that is well on its way to becoming one vast quarry, the collector becomes someone engaged in a pious work of salvage. The course of modern history having already sapped the traditions and shattered the living wholes in which precious objects once found their place, the collector may now in good conscience go about excavating the choicer, more emblematic fragments.
    Susan Sontag (b. 1933)