Understanding does ripping create more long-term demand or just short-term spending is essential for anyone interested in Pokemon card collecting and pricing. This comprehensive guide covers everything you need to know, from basic concepts to advanced strategies. By the end of this article, you’ll have the knowledge to make informed decisions and take effective action.
Table of Contents
- Does Opening Packs Drive Future Purchases or Exhaust the Budget?
- Why High-Frequency Rippers Also Tend to Be High Spenders
- The Sampling Effect: When Exposure Actually Drives Sales
- Ripping Versus Strategic Buying: A Collector’s Tradeoff
- When Ripping Becomes Counterproductive
- The Role of Content Creation in Collector Economics
- Where the Market Goes From Here
- Conclusion
Does Opening Packs Drive Future Purchases or Exhaust the Budget?
The fundamental question facing any collector is whether the dopamine hit from ripping creates lasting engagement or simply depletes resources that might otherwise fund more strategic purchases. Research from the music industry offers a useful parallel: each album download reduces purchases by about 0.2 albums, but downloading raises consumer surplus by $70 while reducing per capita expenditure on hit albums from $126 to $101. In plain terms, free access changes how people allocate their spending rather than eliminating it entirely. Applied to Pokemon cards, this suggests that heavy ripping may shift collector behavior rather than simply increasing or decreasing total spending. Someone who rips frequently might spend less on sealed vintage product but more on singles, accessories, grading services, or related merchandise.
The European Commission found that video game piracy may actually increase legitimate game downloads by 24%, suggesting that exposure can drive purchases in some contexts. However, this effect appears highly dependent on the product type and consumer segment. The limitation here is significant: promotional benefits from piracy showed up in only about 3% of pirated films studied. The “sampling effect” exists but operates in narrow circumstances. For Pokemon, new collectors might benefit from exposure through ripping content, but established collectors are unlikely to buy more sealed product simply because they watched someone else open packs.

Why High-Frequency Rippers Also Tend to Be High Spenders
The data consistently shows that the most active participants in any media ecosystem””legal or otherwise””spend the most money. High-frequency pirates are also the biggest spenders on live concert tickets. This pattern repeats across industries because it reflects a fundamental truth about consumer behavior: engagement breeds spending, regardless of how that engagement initially develops. In the Pokemon market, the collectors who watch every opening video, participate in group breaks, and rip their own product are the same people buying graded slabs, attending conventions, and purchasing premium accessories. They’re not heavy spenders because they rip””they rip because they’re the type of person who goes all-in on their hobbies.
The 30% of internet users across 13 countries who used stream-ripping in 2025 overlap significantly with the most dedicated music fans. One in three stream-rippers claim they do it because the song they want isn’t available on streaming platforms, indicating that access problems drive some of this behavior rather than pure cost avoidance. However, if you’re a casual collector hoping that watching pack openings will somehow justify more spending, the research doesn’t support that logic. The relationship runs in the other direction. Heavy engagement is a symptom of high interest, not a cause of it. Building a collection strategically requires separating the entertainment value of ripping from the investment logic of collecting.
The Sampling Effect: When Exposure Actually Drives Sales
Research shows that sales of sampled songs increase after being repurposed in new songs, demonstrating that exposure can generate genuine demand under the right conditions. Older books appear more susceptible to promotional effects from piracy, according to research by Tanaka in 2019. This suggests that sampling works best when it introduces consumers to products they wouldn’t have discovered otherwise. For Pokemon cards, this dynamic plays out when a streamer opens a vintage pack and suddenly thousands of viewers learn about a set they’d never considered collecting. The 2024 book industry field experiment found that removing pirated copies resulted in approximately a 9% sales boost, but this study examined readily available current titles.
Products that lack visibility””out-of-print sets, obscure promos, foreign exclusives””may genuinely benefit from exposure through ripping content. The practical example: when a major content creator opens a Neo Discovery booster box, search interest in that set spikes. Prices for singles often rise in the following weeks. But when the same creator opens a current Scarlet & Violet product that’s sitting on every store shelf, the exposure adds little because awareness isn’t the limiting factor. The sampling effect requires a discovery gap to fill.

Ripping Versus Strategic Buying: A Collector’s Tradeoff
The U.S. economy loses an estimated $12.5 billion annually due to music piracy, yet global recorded music revenues reached $29.6 billion in 2024 with 4.8% growth. Europe has seen a 45% decline in music piracy since widespread Spotify adoption. These numbers illustrate a key insight: improved legal access reduces problematic consumption patterns more effectively than enforcement. People generally prefer legitimate options when those options meet their needs. For Pokemon collectors, the tradeoff between ripping sealed product and buying singles directly mirrors this dynamic. Ripping offers entertainment value, the chance at chase cards, and the tactile satisfaction of opening packs.
Buying singles offers certainty, often better value per card, and the ability to complete sets strategically. Neither approach is inherently superior””they serve different collector goals. The comparison becomes stark when examining expected value. A $150 booster box might contain an average of $80 worth of singles, with high variance around that mean. The same $150 spent on singles guarantees $150 worth of desired cards. Rippers accept negative expected value in exchange for entertainment and lottery-ticket upside. Strategic buyers sacrifice the experience for efficiency. Most successful collectors do both, allocating different portions of their budget to each approach based on their priorities.
When Ripping Becomes Counterproductive
The research on piracy consistently shows that while pirates spend more overall, this doesn’t mean piracy itself generates demand. The music industry data is instructive: downloading reduces per capita expenditure even as it raises consumer surplus. In collector terms, this means you might feel like you’re getting more value, but you’re actually spending less on the products that sustain the hobby. Ripping becomes counterproductive when it crowds out purchases that would better serve your collection goals. The collector who rips a case of modern product hoping to pull a specific chase card would often be better served buying that card as a single.
The variance in pack outcomes means that chasing specific cards through ripping is mathematically inefficient. This doesn’t make ripping wrong””it makes it entertainment rather than investment. Warning: if you find yourself justifying ripping as “building the collection” when your actual hit rate suggests otherwise, you’ve crossed from intentional entertainment spending into rationalized gambling. The research shows that 32% of music piracy occurs via stream-ripping, and many of those users also pay for streaming services. They’re not confused about what they’re doing””they’re making conscious choices about different types of consumption. Collectors should maintain similar clarity about why they’re ripping and what they expect to gain from it.

The Role of Content Creation in Collector Economics
Pack opening content has created an entirely new economic layer in the Pokemon hobby. Creators who rip product generate revenue through views, sponsorships, and community engagement. Their ripping isn’t consumption in the traditional sense””it’s production.
A creator who opens $10,000 worth of product while generating $15,000 in revenue has a fundamentally different relationship with ripping than a collector doing the same thing privately. This dynamic distorts market perceptions. Viewers watch creators open endless product and may develop unrealistic expectations about what normal collecting looks like. The sampling effect here cuts both ways: exposure might draw new collectors into the hobby, but it might also set unsustainable spending expectations.
Where the Market Goes From Here
The Pokemon market will likely follow patterns established in other collectible and media industries. Improved access to desired products””through better distribution, reasonable print runs, and functional secondary markets””will do more to shape collector behavior than any amount of moralizing about ripping. Europe’s 45% decline in music piracy following Spotify’s expansion demonstrates that convenience beats enforcement every time.
For collectors, this means the long-term demand question may be less relevant than the access question. Products that remain accessible and fairly priced will attract sustained collector interest. Products that become artificially scarce or prohibitively expensive will drive collectors toward alternatives””whether that’s ripping for the experience, buying singles, or leaving the hobby entirely. The research suggests that most collectors will continue doing both, ripping for entertainment and buying strategically for their collections, with the ratio shifting based on product availability and personal circumstances.
Conclusion
Ripping and long-term demand share a complicated relationship that the available research doesn’t fully resolve. Heavy rippers tend to be heavy spenders, but this correlation reflects underlying collector enthusiasm rather than ripping causing increased purchases. The sampling effect exists but operates narrowly, primarily benefiting obscure products that lack visibility rather than widely available current releases. For Pokemon collectors, the practical takeaway is to treat ripping and strategic buying as separate activities serving different goals.
Ripping provides entertainment value and lottery-ticket excitement. Strategic single purchases build collections efficiently. Neither approach is wrong, but conflating them leads to poor decisions. Know why you’re opening that box before you open it, and be honest about whether you’re entertaining yourself or building your collection. The research suggests most successful collectors do both””they just don’t pretend one is the other.


