Il Retrogame, a word that has now become commonly used not only in the reference sector, is the neologism that indicates video games in their purest and simplest form, conventionally placed roughly between the late Seventies and the second half of the Nineties.
Fondamentally, with this term one generally refers to the video game belonging to the childhood of enthusiasts and collectors, depending on the age groups considered, of course variable.
The characteristics inherent in Retrogaming are in fact also the factors for which today’s valuations are increasing in value, economically first and foremost, but also sentimentally.
Come we said earlier, the nostalgia effect comes into play immediately when talking about video games, offering the chance to go back in time and bring back today the same sensations and memories of those years the moment the collector finds that product, that instruction manual, and that case exactly as he remembered them.
In the retrogaming market, which is constantly evolving and driven by continuous fluctuations, buying and owning titles that were produced in limited quantities then becomes essential: this is thanks to a market value destined to grow and that will make them unique collector’s items.
Il collezionista lungimirante furthermore, not to be underestimated, invests in retro gaming, going in search of rare titles whose value increases over time: this applies both to older titles and to those that have made the more recent consoles famous.
An example of all this can be Rule of Rose, a horror title released in 2006 that caused a scandal for the themes contained within it and sparked endless controversy: themes that led to its sale being banned in many countries and made the game difficult to find, even here in Italy, causing it to reach significant prices for that generation of video games.
The most important aspect of all, however, and the one contributing to a significant increase in the value of retro titles, is certainly the exponential growth of collectors worldwide.
The communities of industry insiders are growing, and so supply and demand, from a purely economic point of view, are keeping pace with this trend.
The urge to forcefully return to playing Pac-Man, Super Mario Bros and Zelda in their original incarnations is the symptom of an emotional and social rebirth.
This desire is accompanied by the need to once again share their gaming experiences, but above all to have a place where they can exchange, buy, and sell the video games we love so much, a place created specifically for those who have always collected and need a safe reference point that is at the same time filled with passion: The Games Market, a digital platform in evolution, is the answer to this search, the place where collectors can share the sense of belonging to this passion and look for (but above all find) the beloved game of their childhood and buy it from other enthusiasts exactly like them.