Parr describes a trend of ripping packs, in which a buyer purchases a pack, such as a Pokémon card pack, and hopes to find a valuable card. He says these apps reduce friction by letting the user open a pack on the screen and, if nothing good appears, offer to buy it back. In his example, a 50-dollar pack might be bought back for 43 dollars, and the user can use the amount as store credit to buy another pack.
Parr says the app has done about a billion dollars in revenue in the last year, though he is not sure how that is calculated, since it is partly gross merchandise value. The buyback, he says, is what changed everything, because the user is still hunting for treasure and sees a 43-dollar return as cheap for another try.
For the company, Parr says, it books the full 50 dollars of revenue, gives back 43 dollars, and keeps the seven dollars. Because it never had to sell the card to the customer, it can put the card back into the deck and sell it again to someone else. He also says the founder was a quant at Citadel and Bridgewater, and that copycats such as Logan Paul's Rip It have followed.