Refurbished electronics: fast-growing sector in Europe with nearly €3.5 billion value in 2034

image source Michal Jarmoluk via Pixabay

In the European Union, the market for refurbished computers and laptops is projected to grow from around €1.15 billion in 2024 to approximately €3.5 billion by 2034. The world of retro gaming has also changed significantly over the past years and follows this trend. Where once faded game consoles and crackling cartridges could be found for a few euros at flea markets, they now belong to a mature collector’s market focused on quality and authenticity. For many enthusiasts, it is not only about playing classics but mainly about the experience of real hardware: the feeling of a cartridge clicking into the console, the original start screen, and the nostalgia of a device that was the center of the living room decades ago. However, there is a problem. Most consoles and computers from the 80s and 90s were simply not designed to function flawlessly in 2025. Capacitors leak, circuit boards oxidize, and plastic casings discolor. Without maintenance, a large part of these devices quickly become unusable. This is precisely where specialized repair and refurbish companies come into play. What started as a passion project for handy hobbyists with soldering irons and cleaning supplies has evolved into professional services. Companies with deep knowledge of electronics and retro hardware now offer complete refurbish processes. They replace worn parts, clean cartridges, restore labels, and ensure old consoles work reliably again. Often they go beyond mere repair and strive to preserve the original appearance so that the balance between functionality and authenticity is maintained. A common intervention is recapping: replacing old capacitors with new ones. This service is often available for Commodore Amiga or other computer systems of the 80s. Without recapping, these computers have a high risk of malfunction or even permanent damage. But professional replacement can give an retro computer system many more years of extra life. This is illustrative of the care with which experts approach original hardware: not replacing everything with new parts, but intervening selectively to preserve the computer or game console system.

image source tookapic via Pixabay

For the growing group of collectors, every detail counts. An original Super Nintendo or Sega Mega Drive that is fully functional and in good aesthetic condition represents not only nostalgic but also financial value. This explains why refurbished consoles with quality guarantees often sell for high prices at fairs and auctions. The added value lies not in owning just any console but in the assurance that it has been professionally inspected, restored, and certified. It is important that specialized providers build trust with their clients. A transparent process—documenting which parts were replaced or photos of the restoration journey—creates credibility. For collectors, authenticity and genuineness determine value. The popularity of these services also fits broader social trends. As consumers and companies increasingly focus on sustainable solutions, refurbish companies offer a tangible example of circularity. Old hardware does not end up in the waste heap but gets a second life. It extends the life of materials, saves raw materials, and avoids the loss of valuable cultural heritage. While some gamers enjoy modern emulators, others highly value the tangible experience of original hardware. That makes repair and refurbish so attractive: playing a classic is not just playing the game, but experiencing it as it was intended in the 1980s and 1990s. The sector is developing rapidly. Besides one-off refurbish treatments, additional models are emerging. Some companies offer maintenance subscriptions, where consoles are periodically checked. Others focus on “custom refurbish,” allowing customers to choose between fully original condition or subtle upgrades, like a modern video output or a battery that is hardly visible integrated. Certification services—where devices are officially tested and valued—are also becoming more common.

The market for refurbished computers and laptops is projected to grow to approximately €3.5 billion by 2034

These are all signs that refurbish is no longer a hobby niche but a stable industry with growing investment potential. However, the sector also has risks. A frequently discussed debate concerns the boundary between repairing and renewing: when is a console still authentic, and when is it mainly a collection of replacement parts? There are also buyers confronted with “fake restorations,” where cheap work is passed off as professional. This threatens market trust. Companies that distinguish themselves with transparency and clear quality standards have an advantage because they show that every intervention is performed carefully and responsibly. Everything indicates that the market for repair and refurbish will continue to grow in the coming years. Initially, the main customers were diehard collectors, but increasingly more consumers and investors discover the value of original hardware. The presence of specialized service companies at fairs and conferences, combined with cooperation with auction sites and museums, confirms this shift. The idea that heritage must be preserved plays a key role. An old game console is not just a piece of electronics but a cultural object reflecting the creativity and technology of its time. Thanks to specialist companies that work with respect for the past and future, this heritage remains experienceable. Repair and refurbish services are now an indispensable part of the retro gaming industry. By combining technical knowledge with an eye for detail and authenticity, they extend the life of devices that would otherwise be lost. Whether it is a NES, a Mega Drive, or an Amiga that can last many more years thanks to recapping—the essence is preservation instead of replacement. This creates a sector that not only appeals to nostalgia and collectors but also supports sustainability and preserves cultural heritage.

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