Roblox’s reported median discount fell while Nintendo’s and PlayStation’s rose in iGift’s latest published gift-card price index. The result covers three qualifying brands at a small group of tracked stores, offering a narrowly defined view of listed prices rather than a measure of the wider gift-card market. [S1][S2]

Published on October 19, the week 42 edition covers observations from October 12 to 18. iGift, a FreexStudio comparison service, publishes the aggregate table and its selection rules under a Creative Commons Attribution license. [S1][S4]

Three brands move in different directions

The data behind the story

Observed discounts against the preceding four-week baseline

Median of the counted stores’ median discounts for each brand.

discount, % of face value

Sources
iGift Gift Card Deal Index, week 42, method 1; Original published aggregate CSV

iGift public price observations, October 12-18, 2026; computed October 19. Three qualifying brands, three counted stores per brand, five distinct tracked stores. No single geography is specified; products span regions/currencies. Store medians and shares are calculated first, with each counted store equally weighted. Not a representative market index, transaction dataset or executable-offer guarantee. Underlying micro-observations were not independently recalculated. Baseline is September 14-October 11, using exactly the stores counted in the current week and subject to published data-sufficiency rules. Brand/product mixes are not assumed identical. Differences are descriptive, with no statistical-significance or causal claim.

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Observed discounts against the preceding four-week baseline (discount, % of face value)
CategoryPrevious four weeksOctober 12-18
Nintendo4.10 discount, % of face value5.01 discount, % of face value
PlayStation5.36 discount, % of face value6.65 discount, % of face value
Roblox7.52 discount, % of face value5.10 discount, % of face value

The index reports a 5.10% median discount for Roblox, down from 7.52% in the preceding four weeks. Nintendo moved from 4.10% to 5.01%, and PlayStation from 5.36% to 6.65%. Those are changes of minus 2.42, plus 0.91 and plus 1.29 percentage points respectively within the producer’s dataset. [S1][S2]

The weighting is central to what those figures mean. iGift reduces repeated observations of each card-value/store combination to a daily median, works out a median for each store, then takes the median of those store medians. A frequently scanned store therefore does not gain extra influence simply by generating more observations. [S1]

Only three of the 30 brands with data met the publication rules. Each needed at least three qualifying stores and sufficient price-series history. The five distinct stores represented were BuySellVouchers, Dundle, Eneba, Gameflip and CDKeys, with a different three-store set for each brand. Counted stores also needed an active offer on the October 19 computation date. That condition matters: the index describes eligible observed supply, rather than every seller or every brand. [S1][S2]

Discount thresholds describe observations, not realized savings

The data behind the story

Daily-price shares reaching two discount thresholds

Per-store shares averaged equally across the stores counted for each brand.

store-average % of daily prices

Sources
iGift Gift Card Deal Index, week 42, method 1; Original published aggregate CSV

iGift public price observations, October 12-18, 2026; computed October 19. Three qualifying brands, three counted stores per brand, five distinct tracked stores. No single geography is specified; products span regions/currencies. Store medians and shares are calculated first, with each counted store equally weighted. Not a representative market index, transaction dataset or executable-offer guarantee. Underlying micro-observations were not independently recalculated. Threshold shares use an average of per-store daily-price shares. They are not the share of buyers, transactions, all currently available offers or raw observations pooled across stores. At-least-10% is nested within at-least-5%; do not add the two series.

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Daily-price shares reaching two discount thresholds (store-average % of daily prices)
CategoryAt least 5% discountAt least 10% discount
Nintendo64.01 store-average % of daily prices19.32 store-average % of daily prices
PlayStation60.23 store-average % of daily prices34.09 store-average % of daily prices
Roblox58.04 store-average % of daily prices27.15 store-average % of daily prices

A typical discount and the frequency of deeper discounts answer different questions. PlayStation’s reported share at or above a 10% discount was 34.09%, compared with 27.15% for Roblox and 19.32% for Nintendo. These are averages of the counted stores’ shares of daily prices, with each store weighted equally. They do not show how many customers bought at those prices. [S1][S2]

iGift says it reads public pages and partner feeds and earns commissions when users follow links and make purchases. It also offers separately labelled paid promotions. Its commercial interest in attracting deal seekers should sit alongside the transparent calculation rules; the index is producer-published research, with no independent audit of the underlying price observations established here. [S3]

The retained export allows the published aggregates to be checked against the article’s tables, but it does not expose all underlying observations for a fresh calculation. The figures do not establish card validity, stock availability at purchase, successful redemption or savings a buyer actually achieved. Small price movements in this selected sample cannot support a claim that gift cards generally became cheaper or more expensive. [S1][S2]