




Europe’s market for second-hand electronic products, valued at USD 61 billion in 2024, will rise to USD 93 billion by 2034, a compound annual growth rate (CAGR) of 4.4%, according to research. Driven by consumer demand for affordable technology, increasing environmental consciousness, increasing adoption of e-commerce platforms for sales, and a rise in tech-savviness among consumers (especially younger generations comfortable with online marketplaces and refurbished products), this leads to reduced e-waste and a more circular economy. We’ll talk with Pieter Waasdorp from Secondarymarket.news about the latest secondary marketdevelopments.


Whether for rehabilitation, prevention, or even medical training, serious games are more than just entertainment – they can be powerful tools for therapy and learning. While countries like the US and the UK have already embraced digital health games as part of everyday care, Germany remains hesitant.
We’ll explore current projects, share best practices – including examples from other industries – and have an open conversation about challenges, solutions, and untapped potential.
Esports captivates millions, shapes youth culture, and is growing at breakneck speed – yet many of its structures still lag behind. Questions around health, equality of opportunity, and recognition as an official sport remain open.
We’ll explore the challenges and opportunities of professional gaming, highlight best practices, and discuss what it takes for esports to be taken seriously in society, sport, and health contexts.