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These Are The Retro Gaming Consoles Worth Nearly $1000

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The gaming consoles of previous eras rarely lose their value, and with inflation and retro nostalgia, the price tag often increases.
And if this trend continues, research reveals the newest releases of consoles including PlayStation and Xbox could be costing gamers up to $740 USD in 2050!
New research looks at popular games consoles from the last 50 years to see whether games consoles and video games are getting cheaper or more expensive over time – as well as how much consoles could cost in the next thirty years.
The Top 10 Consoles With The Biggest Price Increase:

Rank

Console

Release Year

Introductory Price On Release

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Adjusted For 2020 Inflation

1

Intellivision

1980

$300

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$996

2

Atari 2600

1977

$200

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$882

3

PlayStation 3

2006

$500

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$780

4

CD-I

1991

$400

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$768

5

Atari 5200

1982

$270

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$740

6

Sega Saturn

1995

$400

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$688

7

Sega CD

1992

$300

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$561

8

Xbox One

2013

$500

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$560

9

Magnavox Odyssey

1972

$100

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$553

10

Xbox 360

2005

$400

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$540

The Intellivision, released by Mattel Electronics in 1980, takes the top spot. The video game console was introduced with a $300 price tag. In today’s money, the console would cost nearly $1,000 to purchase.
The Atari 2600, released in 1977 and sold for $200, follows in second with a present day price tag of $882.
The PlayStation 3 ranks third, costing $500 dollars back when the console was released. Today, accounting for inflation, the console would cost gamers approximately $780.
The Top 5 Console Video Games With The Biggest Price Increase:

Rank

Console

Launch Date

Average Cost Of Game For Console At Launch

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Average Cost Of Game For Console In 2020

1

Atari 2600

1977

$39.99

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$170.70

2

Intellivision

1979

$39.99

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$142.49

3

ColecoVision

1982

$39.99

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$107.20

4

Nintendo Entertainment System

1985

$45.00

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$108.18

5

Nintendo Game Boy

1989

$29.99

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$62.56

Over the years video games have, on average, been around the same price at launch from $30-$40 per game.
Interestingly, the price of video games for consoles, on average and accounting for inflation, seemed to level out between 2005-2015 which consistently saw AAA titles priced at $50-$60 but with the new generation of consoles, that average price is rising to over $70 for AAA titles.
The Top 5 Best Selling Video Game Consoles:

Rank

Console

Release Year

Introductory Price On Release

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Adjusted For 2020 Inflation

Global Sales

1

PlayStation 2

2000

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$300

$459

155,000,000

2

Nintendo DS

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2004

$200

$278

154,020,000

3

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Game Boy

1989

$110

$234

118,690,000

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4

Game Boy Advance

2001

$100

$147

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118,690,000

5

PlayStation 4

2013

$400

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$448

112,300,000

PlayStation 2 is the console with the most global sales to date, with approximately 155 million units sold since launching in 2000. The Nintendo DS is the portable game console with the most global sales with 154 million global sales.
You can view the findings, including the full lists, here.
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CEO of Expanse Studios

Expanse Studios (GMGI) Enters the U.S. Sweepstakes Market

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North American Expansion Kicks Off Through Strategic Partnership with Moozi

Golden Matrix Group’s game development division, Expanse Studios, has officially entered the U.S. sweepstakes market, marking a significant milestone in its North American growth strategy. This move is powered by a strategic content partnership with Moozi, one of the most dynamic sweepstakes social casino platforms in the region.

With Moozi now featuring over 50 of Expanse Studios’ top-performing games—including immersive slots, crash games, and table games—this partnership positions GMGI to capture a share of the $5.6 billion U.S. sweepstakes market, projected to more than double to $11 billion by 2025 (Eilers).

Damjan Stamenkovic, CEO of Expanse Studios, commented:

“This partnership signifies our formal entry into the U.S. market, showcasing the innovation and player-first experiences that define Expanse Studios. Collaborating with Moozi enables us to deliver advanced gaming content to a growing audience in North America, a key region for our global growth.”

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James Anderson, Moozi’s CCO, added:

“Expanse Studios has set a high bar for engaging and innovative gaming experiences. Their addition to our platform elevates Moozi’s offerings and strengthens our mission to lead the U.S. sweepstakes social casino space.”

This launch underscores Expanse Studios’ commitment to innovation and its long-term growth trajectory in regulated markets. By entering the North American sweepstakes market, Expanse Studios takes a bold step in expanding its footprint while delivering cutting-edge gaming experiences.

 

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GamCare releases Annual Report following record breaking year of support on the National Gambling Helpline

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GamCare’s National Gambling Helpline received a record 55,228 calls and online chats from people experiencing gambling harm in 2023-24 – a 25% increase from the previous year – according to the charity’s Annual Report.

In a year marked by uncertainty over the future shape and structure of the gambling harms treatment sector following the previous government’s white paper on gambling reform, the charity continued to prioritise those at-risk of, or currently experiencing, gambling harm.

Of all calls and online chats that were responded to on GamCare’s Helpline in 2023/24, 41,070 (74%) were classed as supportive interventions. This includes supporting people with initial guidance and advice as well as delivering a seamless entry point into structured treatment services, with individuals completing treatment reporting a significant reduction in gambling-related distress and financial harm.

In March 2024, the Office for Health Improvement and Disparities published an assessment of the gambling treatment system, highlighting that 57% of individuals engaging in treatment were referred by the National Gambling Helpline. This underscores the Helpline’s critical role in connecting people to the support they need. Over 9,100 free treatment sessions were delivered in the year to April 2024, with an average of just 2.1 days’ wait from point of referral.

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GamCare’s targeted programmes aimed at young people, women, and the criminal justice system provided training on how to spot the signs of harms and where to signpost into support for 10,344 professionals, and education for 53,324 young people, children and parents. The Women’s Programme, in partnership with organisations such as Refuge, trained 3,813 professionals to recognise and address gambling-related harm among women.

Margot Daly, Executive Chair of GamCare’s Board, says: “Throughout a challenging year and with heightened demand for our services, GamCare’s staff have got on with the job of preventing harm where possible and treating harm where necessary. While we expect important changes in the gambling harms landscape, we have been determined not to let this uncertainty affect our relentless focus on the people who really matter – those at-risk of or currently experiencing gambling harms.

“I would like to thank and pay tribute to our frontline staff who provide 24/7 support for all those at risk or in distress. I also want to thank GamCare’s senior executive team who have steered GamCare through a period of sustained change, and to my fellow trustees for their guidance, unwavering support and the time each has dedicated to ensuring that the charity stays on course and on mission.

“As we look ahead to how the future of the gambling harms sector is shaped, we are committed to working proactively with the NHS and other partners and commissioners to ensure that people are continually able to receive the right support at the right time.”

The post GamCare releases Annual Report following record breaking year of support on the National Gambling Helpline appeared first on European Gaming Industry News.

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Kambi Group plc repurchase of shares during 18 December – 23 December 2024

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Kambi Group plc (“Kambi”) has during the period 18 December to 23 December 2024 (the “Buyback Period”) repurchased a total of 40,000 ordinary B shares (ISIN: MT0000780107) as part of the share buyback programme, within the mandate approved at the Extraordinary General Meeting on 20 June 2024 (the “Programme”).

The objective of the Programme is to achieve added value for Kambi´s shareholders and to give the Board increased flexibility with Kambi´s capital structure by reducing the capital. The Programme is being carried out in accordance with the Maltese Companies Act, EU Market Abuse Regulation No 596/2014 (“MAR”) and other applicable rules.

During the Buyback Period, Kambi repurchased a total of 40,000 ordinary B shares at a volume-weighted average price of 99.13 SEK. From the beginning of the Programme, which started on 6 November, until and including 23 December 2024, Kambi has repurchased a total of 344,000 ordinary B shares at a volume-weighted average price of 104.94 SEK per share.

During the Buyback Period, Kambi has repurchased shares as follows:

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Date Aggregated daily
volume (number of
ordinary B shares)
Weighted average
share price
per day (SEK)
Total daily
transaction
value (SEK)
18 December 2024 10,000 100.00 999,967
19 December 2024 10,000 99.39 993,929
20 December 2024 10,000 98.86 988,588
23 December 2024 10,000 98.26 982,562

All acquisitions have been carried out on Nasdaq First North Growth Market in Stockholm by Carnegie Investment Bank AB on behalf of Kambi. Following the acquisitions and as of 23 December 2024, Kambi’s holding of its own shares amounted to 344,000 and the total number of issued shares in Kambi is 29,903,619 ordinary B shares. Under the Programme Kambi is authorised to repurchase a maximum of 3,127,830 ordinary B shares, up to a maximum amount of €12.0 million.

A full breakdown of all transactions carried out during the Buyback Period is attached to this announcement.

Information on the Programme is available on Kambi’s website, https://www.kambi.com/investors/share-information/

The post Kambi Group plc repurchase of shares during 18 December – 23 December 2024 appeared first on European Gaming Industry News.

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