The psychology of collecting also offers insight into variance between similar behavior that can be recognised on a continuum between being beneficial as a hobby and also capable of being a mental disorder.
[7] Since these motivations are not restricted to a particular stage of life, collecting is sometimes considered a lifelong pursuit which can never be fully completed.
[8] Virtual forms of collecting are diverse, and can vary from collectible objects like equipment, characters, vehicles or mounts, to less material possessions such as skins or achievements, or currencies and objects valued primarily for rarity, memorability, or market value.
These virtual collections may have effects on game mechanics, or be acquired to reflect the personality of players through appearance.
Bryan Petrulis, a former outfielder at St. Mary's University in Winona, Minnesota, and autograph collector, stated "It gets addictive, [...] just like gambling, drugs or sex.
"[11] Neurobiological theories have suggested that collecting behaviors can in some cases be explained by brain damage or abnormalities.
[12] This research posits levels of collecting behavior result from abnormalities in the medial prefrontal cortex, which also serves to explain the poor outcomes of psychosocial interventions.