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Hobby shop

From Wikipedia, the free encyclopedia
(Redirected from Hobby Store)
Hobby and model shop in York, England.

A hobby shop (or hobby store) is a type of marketplace that specializes in selling recreational or decorative items for hobbyists.

Types

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Modelling

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Classical hobby stores specialize in modelling, craft supplies, and specialty magazines for model airplanes (military craft, private airplanes and airliners), model trains (locomotives, rolling stock, track, power packs and accessories), ship models, and house or building models. They may also sell sell R/C cars, pinewood derby kits,[1] boats, and model or remote control planes.

Collectibles

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Collectible hobby shops at Comic Frontier 18 in BSD City, Indonesia.

Some hobby shops may also sell dolls, figures, and collectible coins and stamps.

Gaming

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Interior of a wargaming Games Workshop store in Vienna, Austria.

A subtype of hobby shop is a game store, which sells jigsaw puzzles, card and board games and role playing games. Such stores sometimes may also contain community space for hobbyists (gamers) to mingle and play games. In recent years, board and card game hobby shops have often become part-cafes.[2][3][4]

Computer

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Another subtype of hobby shop is the computer store, which sells computers, software, services, and training. Computer hobby shops have traditionally sold computers, related network equipment, and services, more often than not, they are selling training in software like Adobe PhotoShop, Autodesk 3ds, web design and other creative software pursuits. As technology continues to evolve, the post "dot com" computer hobby shops have transformed these equipment and services to hands-on training environments where people gather and learn from one another. This is because several people who work in technology also have it as a hobby.

See also

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  • Third place – Social space other than home or workplace

References

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  1. "Boys' Life". March 1986.
  2. "What Is the Deal With Board-Game Cafes?". The Atlantic. 23 November 2014. Retrieved 23 April 2015.
  3. Konieczny, Piotr (2019). "Golden Age of Tabletop Gaming: Creation of the Social Capital and Rise of Third Spaces for Tabletop Gaming in the 21st Century, (206)" (PDF). Polish Sociological Review. 206 (2): 199–215. doi:10.26412/psr206.05 (inactive 12 July 2025).{{cite journal}}: CS1 maint: DOI inactive as of July 2025 (link)
  4. "Japan's card game shops have cultivated community and companionship to fill the gap left by vanishing public spaces". 27 December 2023.
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