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New Study Reveals the Hidden Gaming-Gems Worth a Fortune

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  • Slotswise reveals the card games, video games and gaming consoles you could own that are worth up to $85,100
  • Investing in retro games for the future? Trends predict how much they could be worth by 2050

  • Own a copy of Stadium Events on Nintendo? Its current sale price is more than $30,000

We’ve all heard of retro-tech and old school games that have ended up being worth a fortune, whether it’s a 1st Edition Shadowless Charizard that sold for $360,000 at auction or an original gaming console – so could you potentially have a gold mine hidden in the loft?

Slotswise has produced a study looking at how much your retro games are worth in 2021 and what they could be worth should you be wanting to make an investment for a future sale.

Taking into account the product release price, release date and current price, a prediction for 2050 was made based on its increase in value over time.

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Blue Eyes Shining Dragon Retro Pack Could Be Worth $30,000 by 2050

The study analysed gaming cards such as Pokemon and Yu Gi Oh to find the top 10 most profitable. When looking at the top five alone, the average predicted percentage price increase by 2050 is 162%.

Rank

Game

Release Date

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Release Price ($)

Current Value ($)

2050 Prediction ($)

% Increase to Current Value

% increase to 2050 Value

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1

Blue Eyes Shining Dragon Retro Pack

2009

$2.50

$9,000

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$30,743.96

359900%

241.60%

2

Blue Eyes White Dragon First Edition PSA 10

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2002

$2.50

$85,100

$214.985.66

3403900%

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152.63%

3

Red Eyes B. Dragon 1st Edition

2002

$2.50

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$13,600

$34,354.08

543900%

152.60%

4

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Base Set 1 Charizard #4

1999

$2.50

$15,000

$34,769.43

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599900%

131.80%

5

Base Set 1 Blastoise #2

1999

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$2.50

$2,000

$4,633.07

79900%

131.65%

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Blue Eyes Shining Dragon Retro Pack is the most profitable pack you can find. Released in 2009, the card sold for just $2.50 but if you were lucky enough to pull this particular pack, it could be with up to $9,000 today.

Would you be tempted to sell if you do own one, or is it better to hold out a little longer? According to the analysis, if the pack continues to rise in value at the same rate, it could be worth more than $30,700 by 2050 – a 241.6% increase.

Another stand-out card is the Base Set 1 Charizard #4, which when released as a pack, sold for $2.50. Now, the card itself is worth a staggering $15,000 and could be worth up to $34,769.43 by 2050.

Shantae Shows a 150% Increase in Value by 2050

If video games are more of your style, there’s plenty of opportunities to make money from your collection. The research also looked at retro video games across a number of operating systems to find which have seen the highest increase in value from their release date.

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Rank

Game

Release Date

Release Price ($)

Current Value ($)

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2050 Prediction ($)

% Increase to current Value

% Increase to 2050 Value

1

Shantae

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2002

$30

$1,863.42

$4,661.81

6111.41%

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150.17%

2

Harvest Moon

1996

$54.99

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$609.93

$1,253.65

1009.16%

105.54%

3

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Mega Man V

1994

$30

$948.20

$1,934.42

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3060.68%

104.01%

4

Earthbound

1994

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$70

$1,160.58

$2,331.95

1557.97%

100.93%

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5

Stadium Events

1987

$40

$36,753.33

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$68,067.64

91783.33%

85.20%

Shantae, released in 2002, proves to have the highest increase in resale price if it continues to rise in value. At its current rate, it will be worth $1,253.65 in 2050. With a release price of $54.99, its current value has jumped to more than $600.

A noticeable standout game from the study was Stadium Events for Nintendo Entertainment System (NES). Released in 1987 for a then retail price of $40, the game has seen a huge leap in its collectable prowess. If you own a copy of the game, 2021 prices are showing it to be more than $36,000 – a 91783% increase.

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Just 2 of the Top 5 Games Consoles Show an Increase in Value

However, not all retro tech is profitable. When looking at video game consoles, just two of the eight studied have seen an increase in value since their launch price.

If you happen to own a Nintendo 64 Gold Edition, its current value is $775.80 – an increase from its release price of $199. Based on its current trajectory, in 2050, the console could be worth up to $1,445.02.

The original GameBoy is also a console that would see you make a profit. Released in 1989 at a price of $89.99, its current value is $128.82, increasing to a potential $164.01 in 2050.

As the study shows, the second-hand gaming industry is a very desirable place for those looking to sell old games. With prices in the thousands, it might be a good time to start digging out your old stock.

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You can full the full study here: https://www.slotswise.com/past-present-and-future-gaming-investments/

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Riot Games announces Legends Ascend South Asia

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Riot Games has announced the launch of Legends Ascend South Asia in association with Aftermath Ventures. Kicking off on April 27, the tournament will be an open-for-all, online-only amateur competition, marking a bold new chapter for competitive League of Legends in the region.

Legends Ascend South Asia runs for four months and features a robust tournament structure, including three open qualifiers, a round-robin league stage, and double-elimination playoffs. With a prize pool of INR 10,00,000, the tournament reflects a strong commitment to building a structured and credible competitive scene for League of Legends players in the region. The winning team will also qualify for the League of Legends Championship Pacific (LCP) Wildcard Playoffs, where teams will battle for a place in the LCP promotion and relegation tournament.

Speaking on the upcoming Legends Ascend, Arun Rajappa, Country Manager India & South Asia, Riot Games, said: “Legends Ascend is about giving players in South Asia a real shot at competitive League of Legends. It’s a step towards building a stronger, more connected community where players and fans can all find more ways to play, engage, grow, and be part of something bigger.”

Tailored for the region’s core League of Legends players, Legends Ascend offers a structured, high-intensity environment that rewards skill, strategy, and consistency. Open to teams from India, Pakistan, Bangladesh, Sri Lanka, Nepal, Bhutan, and the Maldives, the tournament presents a global competitive model, delivering a professional experience from start to finish. Teams can sign up for open qualifier #1 by registering here.

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Mansoor ‘Nabu’ Ahmed, Founder & CEO, Aftermath Ventures, said: “Legends Ascend South Asia is more than just a tournament—it’s a platform built to empower a new generation of League players in the region. From playing the game ourselves to now hosting it for the community, this moment is incredibly special. Our partnership with Riot Games marks a milestone in our mission to create consistent, high-quality opportunities for emerging talent. We’re excited to see South Asia rise, compete, and make its mark on the global League of Legends stage.” All matches will be broadcast on Aftermath Ventures’ FragNation YouTube Channel, giving fans front-row access to every game-changing moment, clutch play, and underdog stories that could define the next breakout star.

The initiative is a step forward in Riot’s long-term mission to cultivate a sustainable competitive community in South Asia by creating more opportunities for amateur players in the region.

Legends Ascend South Asia: All You Need to Know

  • Registration: Registrations for the Legends Ascend begin on April 27, 2025.
  • Registration Link: Teams can sign up for open qualifier #1 by registering here.
  • Tournament Format: Teams from across South Asia can compete through 3 Open Qualifiers, followed by a Round Robin League stage, and culminating in double-elimination playoffs.
  • Duration: 27th April to 3rd Aug 2025
  • Broadcast: Live Broadcast for Legends Ascend begins on May 4 on Aftermath Ventures’ FragNation YouTube Channel
  • Prize Pool: INR 10,00,000

○ The winner also qualifies for the League of Legends Championship Pacific (LCP) Wildcard Playoffs.

Key Dates

  • Open Qualifier #1:

○Registrations: 27th April to 3rd May

○Matches: 4th to 11 May

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  • Open Qualifier #2:

○Registrations: 12th to 17th May

○Matches: 18th to 25th May

  • Open Qualifier #3:

○Registrations: 26th May to 31st May

○Matches:1st to 8th June

Round Robin League: 13th June to 20th July

Playoffs (Top 4 Double Elimination): 25th July to 3rd August

Join the Action

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The Legends Ascend South Asia Amateur Online Championship is the beginning of a new chapter for League of Legends in the region. Whether you’re a player looking to prove your skill or a fan ready to cheer

for your favorite underdog, Legends Ascend invites everyone to witness the rise of South Asia’s next generation of League stars.

Stay tuned to Riot Games India & South Asia’s social channels and Aftermath Ventures’ FragNation YouTube channel for live match coverage, team stories, and tournament updates. Get ready for action-packed weekends as the Legends Ascend live broadcast goes live starting May 4, exclusively on the Fragnation YouTube channel.

The post Riot Games announces Legends Ascend South Asia appeared first on European Gaming Industry News.

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Global Gaming League Raises $10 Million Funding Round to Revolutionize Gaming Entertainment

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GGL set to systemize and monetize the world’s largest untapped entertainment audience – the over 3 billion people who play video games worldwide

Las Vegas, NV, April 08, 2025 (GLOBE NEWSWIRE) — The Global Gaming League (GGL), a global gaming entertainment and media company, announced today the raise of $10 million for its SAFE round led by Solyco Capital. GGL was founded by Grammy-nominated, multi-platinum music producer and entrepreneur Clinton Sparks, in partnership with music icon T-Pain and tech visionary Jeff Hoffman (Priceline, UBid, Booking.com).

The Global Gaming League is a first of its kind multi-title gaming league with celebrity owned teams made up of four players each – high profile influencers, actors, athletes, artists, casual and professional gamers – who compete in live events playing everything from first person shooter, sports titles and fighting games to the latest releases and retro favorites. The GGL is not an esports league – it’s a gaming entertainment league that brings together every style of play and every kind of player. It’s multigenerational, multicultural, and converges gaming, music, sports, fashion, celebrity, competition and culture.

“There are over 3 billion gamers around the world,” said Clinton Sparks, Founder and CEO of GGL. “But there’s still no centralized platform that gives everyday players the spotlight—while authentically connecting brands, celebrities, and competition in a way that’s truly entertaining. That’s where GGL comes in. Imagine the energy of the Super Bowl, the fandom of Comic-Con, and the culture of ComplexCon and Coachella. There is currently no place for investors to have any meaningful return on a gaming investment, brands to consistently get an ROI with gaming, publishers to expand their IP to new audiences, celebrities to have an authentic footprint in gaming and nothing set up for all gamers to build a career as a gamer, and have a chance to be recognized globally as true athletes. Until now.”

The GGL’s matches will take place at their state-of-the-art campus and arena in Las Vegas, the entertainment capital of the world and the home of the Global Gaming League. GGL’s studio facility The Campus powered by Vū, is set to elevate the city’s connection with the video gaming community forever. It is the most technologically advanced studio in the area, boasting the largest wrap-around digital screen in the Western U.S. (second only to Sphere) and 43,000 square feet of space with everything for Hollywood-level film and television production and VIP events of all kinds. GGL delivers unforgettable experiences, high-impact sponsorship moments, and a new entertainment format where the audience is just as important as the action.

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“Everybody games,” said T-Pain, GGL Director of Strategy and team owner. “67% of people between the ages of 5 and 90 game in some form—in fact, more people watch video gaming than any sport (short of the NFL). 46% of gamers are female, colleges give scholarships for gaming now. and the average gamer is 36 years old, despite most thinking it’s only for kids. Gaming is a faster, cheaper and safer path to success than traditional sports.”

The Global Gaming League is providing real opportunity for gamers around the world to be drafted and earn a salary as a player on a celebrity owned team through the global nomination submission process where gamers can log on to globalgamingleague.com and sign up. Since announcing this, the league has over a quarter of a million entries to play for one of the celebrity-owned teams.

The first team owners to be revealed include:

  • T-Pain – Grammy-winning artist and beloved voice in gaming culture
  • Bryce Hall – TikTok star, Bare Knuckle brawler and digital entrepreneur
  •  Flavor Flav – Hip hop legend, reality show icon, and official host of the Olympics
  • Ric Flair  – 16-time world champion legendary professional wrestler known for his flamboyant personality and signature catchphrase, “Wooooo!”

GGL will be announcing more team owners in the coming weeks pulling from music, film, sports, fashion, social media and gaming.

Game time is the new prime time.

Gaming is projected to surpass $300 billion by 2026—outpacing TV, film, and music combined. But it’s not just the revenue—it’s the attention. Unlike traditional media, where viewers are distracted, multitasking, or skipping ads, gaming commands full focus. There’s no second screen. No passive scrolling. Just millions of fully immersed fans, locked in and actively engaged.

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For brands, this isn’t just a new channel—it’s a new kind of consumer. One who’s not just watching, but participating. One who’s emotionally invested in the moment and wide open to authentic brand experiences that enhance gameplay rather than interrupt it.  This is where advertising stops feeling like an ad—and starts becoming part of the story.

“Gaming is a blue ocean opportunity for brands, investors, and new business. Gamers spend 30% more on retail than non-gamers and that number goes up in key categories like automobiles, travel and technology,” said John Garcia, Founder and Managing Partner of Solyco Capital. “Gamers don’t just play—they influence. Today’s gamer spans generations and lifestyles. They watch, buy, and move culture. When I met Clinton Sparks and listened to his vision, I knew this wasn’t just another business idea—it’s a key future in media.”

More Than a League — A Launchpad for Talent, Education, and Opportunity

The launch also includes the GGL Academy—a first-of-its-kind initiative focused on empowering advancement through gaming education, career pathways, and scholarship opportunities. The Academy is built to train, mentor, and connect aspiring gamers, creators, and professionals to real-world roles across the gaming, entertainment, and tech industries.

Strategic partnerships with NYU, UNLV, and Syracuse are already underway, building a direct pipeline from the classroom to the arena. With 74% of Gen Z expressing interest in careers in gaming or digital media, GGL is creating the infrastructure to meet that demand—especially in underserved communities where access to opportunity has been historically limited.

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“I came out of retirement for this,” said  Jeff Hoffman, GGL Chairman of the Board. “Because this isn’t just about gaming—it’s about access. GGL has the power to connect cultures, build international bridges, uplift underserved communities and close age gaps. And it’s not just meaningful—it’s good business. We’re building a platform that can monetize at scale while making a positive impact. That’s rare, and that’s why I’m all in.”

Sparks adds, “The Global Gaming League is positioned to make gaming a household name in the same manner that the WWE did with wrestling and the UFC did with mixed martial arts, by systemizing and democratizing an industry that already exists with billions of users and hundreds of billions already being generated. Get familiar with the Global Gaming League.”

About Global Gaming League:
GGL is a new kind of league—where gaming, culture, music, sports, fashion, and reality TV collide. With celebrity-led teams, live competitions, global fan engagement, and next-gen media experiences, GGL is building the first entertainment system for the world’s largest and most engaged audience. More info at globalgamingleague.com.

About Solyco Capital:
Solyco Capital is a unique private equity group that delivers capital solutions for late-stage startup and growth companies. Headquartered in Detroit, with offices in Orange County, Dallas, and Miami, Solyco supports high-growth companies with operational guidance through Solyco Advisors. Learn more at solycocapital.com.

Visit: GlobalGamingLeague.com

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FRVR Integrates k-ID into Krunker, Setting a New Standard for Child Safety in Web Gaming

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FRVR, a global web-based game distribution company providing instant access to thousands of games, has today announced a collaboration with k-ID, a company committed to protecting and empowering kids and teens through age-appropriate online experiences. The partnership will see k-ID’s first-of-its-kind global compliance engine integrated into one of FRVR’s most popular online games, Krunker.

Acquired by FRVR in 2022, Krunker is a free-to-play first person shooter with a large, engaged community of 3 million monthly active players. The integration of k-ID’s safety and privacy compliance technology ensures rigorous online protection for Krunker’s younger players, creating a blueprint for other web-based games and platforms to follow.

k-ID utilizes an age gate as the first line of defense in age verification, providing a simple and intuitive way for users to declare their age. It also offers an optimized, low-friction Verifiable Parental Consent (VPC) flow, which obtains and manages parental consent in a way that meets global regulatory requirements and adapts based on the user’s location. Together, these solutions ensure that every player on Krunker receives an age-appropriate experience while gaming.

Web-based gaming experienced an initial peak in the mid-2000s with games made in Flash. Driven by technological and legislative advances, web games made primarily with HTML5 are projected to become an $8 billion market in 2025. At the same time, laws such as the UK’s Online Safety Act and the EU’s Digital Services Act aim to create safer digital spaces for children. With its collaboration with k-ID, FRVR doubles down on its commitment to foster a better environment for kids and teens online — both on their platform and the wider web.

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Quentin Staes-Polet, CEO of FRVR, said:

“As the web gaming sector continues to grow, FRVR is dedicated to ensuring young players have secure spaces to have fun and express themselves online. We’re thrilled to collaborate with k-ID, who bring the best in class tools we need to provide a safer and more responsible experience in Krunker.”

Kieran Donovan, Co-founder & CEO of k-ID, said:

“We are thrilled to help empower and protect the large, engaged community in Krunker. At our core, we’re driven by a mission to deliver empowering, safe experiences that resonate deeply with kids, teens, and everyone. What I love most about Krunker is its accessibility—it’s easy to pick up and naturally creates entertainment and connection between players.”

This fresh collaboration follows recent successes for both companies, with FRVR securing $13.2 million towards its AI engine, Upit, and k-ID being named one of the 2025 AI Gamechangers.

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The post FRVR Integrates k-ID into Krunker, Setting a New Standard for Child Safety in Web Gaming appeared first on European Gaming Industry News.

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