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History of video games - Wikipedia

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<span>1970s</span> </div> </a> <button aria-controls="toc-1970s-sublist" class="cdx-button cdx-button--weight-quiet cdx-button--icon-only vector-toc-toggle"> <span class="vector-icon mw-ui-icon-wikimedia-expand"></span> <span>Toggle 1970s subsection</span> </button> <ul id="toc-1970s-sublist" class="vector-toc-list"> <li id="toc-Mainframe_computer_games" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#Mainframe_computer_games"> <div class="vector-toc-text"> <span class="vector-toc-numb">2.1</span> <span>Mainframe computer games</span> </div> </a> <ul id="toc-Mainframe_computer_games-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-The_first_arcade_video_games_and_home_consoles" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#The_first_arcade_video_games_and_home_consoles"> <div class="vector-toc-text"> <span class="vector-toc-numb">2.2</span> <span>The first arcade video games and home consoles</span> </div> </a> <ul id="toc-The_first_arcade_video_games_and_home_consoles-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-The_dedicated_console_market" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#The_dedicated_console_market"> <div class="vector-toc-text"> <span class="vector-toc-numb">2.3</span> <span>The dedicated console market</span> </div> </a> <ul id="toc-The_dedicated_console_market-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-Growth_of_video_game_arcades_and_the_golden_age" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#Growth_of_video_game_arcades_and_the_golden_age"> <div class="vector-toc-text"> <span class="vector-toc-numb">2.4</span> <span>Growth of video game arcades and the golden age</span> </div> </a> <ul id="toc-Growth_of_video_game_arcades_and_the_golden_age-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-Introduction_of_cartridge-based_home_consoles" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#Introduction_of_cartridge-based_home_consoles"> <div class="vector-toc-text"> <span class="vector-toc-numb">2.5</span> <span>Introduction of cartridge-based home consoles</span> </div> </a> <ul id="toc-Introduction_of_cartridge-based_home_consoles-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-Early_hobbyist_computer_games" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#Early_hobbyist_computer_games"> <div class="vector-toc-text"> <span class="vector-toc-numb">2.6</span> <span>Early hobbyist computer games</span> </div> </a> <ul id="toc-Early_hobbyist_computer_games-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-First_handheld_LED/VFD/LCD_games" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#First_handheld_LED/VFD/LCD_games"> <div class="vector-toc-text"> <span class="vector-toc-numb">2.7</span> <span>First handheld LED/VFD/LCD games</span> </div> </a> <ul id="toc-First_handheld_LED/VFD/LCD_games-sublist" class="vector-toc-list"> </ul> </li> </ul> </li> <li id="toc-1980s" class="vector-toc-list-item vector-toc-level-1"> <a class="vector-toc-link" href="#1980s"> <div class="vector-toc-text"> <span class="vector-toc-numb">3</span> <span>1980s</span> </div> </a> <button aria-controls="toc-1980s-sublist" class="cdx-button cdx-button--weight-quiet cdx-button--icon-only vector-toc-toggle"> <span class="vector-icon mw-ui-icon-wikimedia-expand"></span> <span>Toggle 1980s subsection</span> </button> <ul id="toc-1980s-sublist" class="vector-toc-list"> <li id="toc-Video_game_crash_of_1983" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#Video_game_crash_of_1983"> <div class="vector-toc-text"> <span class="vector-toc-numb">3.1</span> <span>Video game crash of 1983</span> </div> </a> <ul id="toc-Video_game_crash_of_1983-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-The_rise_of_computer_games" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#The_rise_of_computer_games"> <div class="vector-toc-text"> <span class="vector-toc-numb">3.2</span> <span>The rise of computer games</span> </div> </a> <ul id="toc-The_rise_of_computer_games-sublist" class="vector-toc-list"> <li id="toc-Second_wave_of_home_computers" class="vector-toc-list-item vector-toc-level-3"> <a class="vector-toc-link" href="#Second_wave_of_home_computers"> <div class="vector-toc-text"> <span class="vector-toc-numb">3.2.1</span> <span>Second wave of home computers</span> </div> </a> <ul id="toc-Second_wave_of_home_computers-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-IBM_PC_compatible" class="vector-toc-list-item vector-toc-level-3"> <a class="vector-toc-link" href="#IBM_PC_compatible"> <div class="vector-toc-text"> <span class="vector-toc-numb">3.2.2</span> <span>IBM PC compatible</span> </div> </a> <ul id="toc-IBM_PC_compatible-sublist" class="vector-toc-list"> </ul> </li> </ul> </li> <li id="toc-Early_online_games" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#Early_online_games"> <div class="vector-toc-text"> <span class="vector-toc-numb">3.3</span> <span>Early online games</span> </div> </a> <ul id="toc-Early_online_games-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-The_home_console_recovery" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#The_home_console_recovery"> <div class="vector-toc-text"> <span class="vector-toc-numb">3.4</span> <span>The home console recovery</span> </div> </a> <ul id="toc-The_home_console_recovery-sublist" class="vector-toc-list"> <li id="toc-8-bit_consoles" class="vector-toc-list-item vector-toc-level-3"> <a class="vector-toc-link" href="#8-bit_consoles"> <div class="vector-toc-text"> <span class="vector-toc-numb">3.4.1</span> <span>8-bit consoles</span> </div> </a> <ul id="toc-8-bit_consoles-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-16-bit_consoles" class="vector-toc-list-item vector-toc-level-3"> <a class="vector-toc-link" href="#16-bit_consoles"> <div class="vector-toc-text"> <span class="vector-toc-numb">3.4.2</span> <span>16-bit consoles</span> </div> </a> <ul id="toc-16-bit_consoles-sublist" class="vector-toc-list"> </ul> </li> </ul> </li> </ul> </li> <li id="toc-1990s" class="vector-toc-list-item vector-toc-level-1"> <a class="vector-toc-link" href="#1990s"> <div class="vector-toc-text"> <span class="vector-toc-numb">4</span> <span>1990s</span> </div> </a> <button aria-controls="toc-1990s-sublist" class="cdx-button cdx-button--weight-quiet cdx-button--icon-only vector-toc-toggle"> <span class="vector-icon mw-ui-icon-wikimedia-expand"></span> <span>Toggle 1990s subsection</span> </button> <ul id="toc-1990s-sublist" class="vector-toc-list"> <li id="toc-Transition_to_optical_media" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#Transition_to_optical_media"> <div class="vector-toc-text"> <span class="vector-toc-numb">4.1</span> <span>Transition to optical media</span> </div> </a> <ul id="toc-Transition_to_optical_media-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-Introduction_of_3D_graphics" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#Introduction_of_3D_graphics"> <div class="vector-toc-text"> <span class="vector-toc-numb">4.2</span> <span>Introduction of 3D graphics</span> </div> </a> <ul id="toc-Introduction_of_3D_graphics-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-Resurgence_and_decline_of_arcades" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#Resurgence_and_decline_of_arcades"> <div class="vector-toc-text"> <span class="vector-toc-numb">4.3</span> <span>Resurgence and decline of arcades</span> </div> </a> <ul id="toc-Resurgence_and_decline_of_arcades-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-Handhelds_come_of_age" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#Handhelds_come_of_age"> <div class="vector-toc-text"> <span class="vector-toc-numb">4.4</span> <span>Handhelds come of age</span> </div> </a> <ul id="toc-Handhelds_come_of_age-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-Computer_games" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#Computer_games"> <div class="vector-toc-text"> <span class="vector-toc-numb">4.5</span> <span>Computer games</span> </div> </a> <ul id="toc-Computer_games-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-32-_and_64-bit_home_consoles" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#32-_and_64-bit_home_consoles"> <div class="vector-toc-text"> <span class="vector-toc-numb">4.6</span> <span>32- and 64-bit home consoles</span> </div> </a> <ul id="toc-32-_and_64-bit_home_consoles-sublist" class="vector-toc-list"> </ul> </li> </ul> </li> <li id="toc-2000s" class="vector-toc-list-item vector-toc-level-1"> <a class="vector-toc-link" href="#2000s"> <div class="vector-toc-text"> <span class="vector-toc-numb">5</span> <span>2000s</span> </div> </a> <button aria-controls="toc-2000s-sublist" class="cdx-button cdx-button--weight-quiet cdx-button--icon-only vector-toc-toggle"> <span class="vector-icon mw-ui-icon-wikimedia-expand"></span> <span>Toggle 2000s subsection</span> </button> <ul id="toc-2000s-sublist" class="vector-toc-list"> <li id="toc-The_changing_home_console_landscape" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#The_changing_home_console_landscape"> <div class="vector-toc-text"> <span class="vector-toc-numb">5.1</span> <span>The changing home console landscape</span> </div> </a> <ul id="toc-The_changing_home_console_landscape-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-MMOs,_esports,_and_online_services" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#MMOs,_esports,_and_online_services"> <div class="vector-toc-text"> <span class="vector-toc-numb">5.2</span> <span>MMOs, esports, and online services</span> </div> </a> <ul id="toc-MMOs,_esports,_and_online_services-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-Browser,_casual,_and_social_games" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#Browser,_casual,_and_social_games"> <div class="vector-toc-text"> <span class="vector-toc-numb">5.3</span> <span>Browser, casual, and social games</span> </div> </a> <ul id="toc-Browser,_casual,_and_social_games-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-Rise_of_mobile_gaming" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#Rise_of_mobile_gaming"> <div class="vector-toc-text"> <span class="vector-toc-numb">5.4</span> <span>Rise of mobile gaming</span> </div> </a> <ul id="toc-Rise_of_mobile_gaming-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-The_AAA_video_game_industry_and_the_emergence_of_indie_games" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#The_AAA_video_game_industry_and_the_emergence_of_indie_games"> <div class="vector-toc-text"> <span class="vector-toc-numb">5.5</span> <span>The AAA video game industry and the emergence of indie games</span> </div> </a> <ul id="toc-The_AAA_video_game_industry_and_the_emergence_of_indie_games-sublist" class="vector-toc-list"> </ul> </li> </ul> </li> <li id="toc-2010s" class="vector-toc-list-item vector-toc-level-1"> <a class="vector-toc-link" href="#2010s"> <div class="vector-toc-text"> <span class="vector-toc-numb">6</span> <span>2010s</span> </div> </a> <button aria-controls="toc-2010s-sublist" class="cdx-button cdx-button--weight-quiet cdx-button--icon-only vector-toc-toggle"> <span class="vector-icon mw-ui-icon-wikimedia-expand"></span> <span>Toggle 2010s subsection</span> </button> <ul id="toc-2010s-sublist" class="vector-toc-list"> <li id="toc-High-definition_graphics_in_video_game_hardware" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#High-definition_graphics_in_video_game_hardware"> <div class="vector-toc-text"> <span class="vector-toc-numb">6.1</span> <span>High-definition graphics in video game hardware</span> </div> </a> <ul id="toc-High-definition_graphics_in_video_game_hardware-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-Further_advancements_in_online_gaming:_Cross-platform_play_and_cloud_gaming" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#Further_advancements_in_online_gaming:_Cross-platform_play_and_cloud_gaming"> <div class="vector-toc-text"> <span class="vector-toc-numb">6.2</span> <span>Further advancements in online gaming: Cross-platform play and cloud gaming</span> </div> </a> <ul id="toc-Further_advancements_in_online_gaming:_Cross-platform_play_and_cloud_gaming-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-New_revenue_models_for_video_games" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#New_revenue_models_for_video_games"> <div class="vector-toc-text"> <span class="vector-toc-numb">6.3</span> <span>New revenue models for video games</span> </div> </a> <ul id="toc-New_revenue_models_for_video_games-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-Mixed,_virtual_and_augmented_reality_games" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#Mixed,_virtual_and_augmented_reality_games"> <div class="vector-toc-text"> <span class="vector-toc-numb">6.4</span> <span>Mixed, virtual and augmented reality games</span> </div> </a> <ul id="toc-Mixed,_virtual_and_augmented_reality_games-sublist" class="vector-toc-list"> </ul> </li> </ul> </li> <li id="toc-2020s" class="vector-toc-list-item vector-toc-level-1"> <a class="vector-toc-link" href="#2020s"> <div class="vector-toc-text"> <span class="vector-toc-numb">7</span> <span>2020s</span> </div> </a> <button aria-controls="toc-2020s-sublist" class="cdx-button cdx-button--weight-quiet cdx-button--icon-only vector-toc-toggle"> <span class="vector-icon mw-ui-icon-wikimedia-expand"></span> <span>Toggle 2020s subsection</span> </button> <ul id="toc-2020s-sublist" class="vector-toc-list"> <li id="toc-Ray-tracing_and_photorealistic_graphics" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#Ray-tracing_and_photorealistic_graphics"> <div class="vector-toc-text"> <span class="vector-toc-numb">7.1</span> <span>Ray-tracing and photorealistic graphics</span> </div> </a> <ul id="toc-Ray-tracing_and_photorealistic_graphics-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-The_metaverse,_blockchain_and_NFT_games,_and_video_game_acquisitions" class="vector-toc-list-item vector-toc-level-2"> <a class="vector-toc-link" href="#The_metaverse,_blockchain_and_NFT_games,_and_video_game_acquisitions"> <div class="vector-toc-text"> <span class="vector-toc-numb">7.2</span> <span>The metaverse, blockchain and NFT games, and video game acquisitions</span> </div> </a> <ul id="toc-The_metaverse,_blockchain_and_NFT_games,_and_video_game_acquisitions-sublist" class="vector-toc-list"> </ul> </li> </ul> </li> <li id="toc-See_also" class="vector-toc-list-item vector-toc-level-1"> <a class="vector-toc-link" href="#See_also"> <div class="vector-toc-text"> <span class="vector-toc-numb">8</span> <span>See also</span> </div> </a> <ul id="toc-See_also-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-References" class="vector-toc-list-item vector-toc-level-1"> <a class="vector-toc-link" href="#References"> <div class="vector-toc-text"> <span class="vector-toc-numb">9</span> <span>References</span> </div> </a> <ul id="toc-References-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-Further_reading" class="vector-toc-list-item vector-toc-level-1"> <a class="vector-toc-link" href="#Further_reading"> <div class="vector-toc-text"> <span class="vector-toc-numb">10</span> <span>Further reading</span> </div> </a> <ul id="toc-Further_reading-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-External_links" class="vector-toc-list-item vector-toc-level-1"> <a class="vector-toc-link" href="#External_links"> <div class="vector-toc-text"> <span class="vector-toc-numb">11</span> <span>External links</span> </div> </a> <ul id="toc-External_links-sublist" class="vector-toc-list"> </ul> </li> </ul> </div> </div> </nav> </div> </div> <div class="mw-content-container"> <main id="content" class="mw-body"> <header class="mw-body-header vector-page-titlebar"> <nav aria-label="Contents" class="vector-toc-landmark"> <div id="vector-page-titlebar-toc" class="vector-dropdown vector-page-titlebar-toc vector-button-flush-left" > <input type="checkbox" id="vector-page-titlebar-toc-checkbox" role="button" aria-haspopup="true" data-event-name="ui.dropdown-vector-page-titlebar-toc" class="vector-dropdown-checkbox " aria-label="Toggle the table of contents" > <label id="vector-page-titlebar-toc-label" for="vector-page-titlebar-toc-checkbox" class="vector-dropdown-label cdx-button cdx-button--fake-button cdx-button--fake-button--enabled cdx-button--weight-quiet cdx-button--icon-only " aria-hidden="true" ><span class="vector-icon mw-ui-icon-listBullet mw-ui-icon-wikimedia-listBullet"></span> <span class="vector-dropdown-label-text">Toggle the table of contents</span> </label> <div class="vector-dropdown-content"> <div id="vector-page-titlebar-toc-unpinned-container" class="vector-unpinned-container"> </div> </div> </div> </nav> <h1 id="firstHeading" class="firstHeading mw-first-heading"><span class="mw-page-title-main">History of video games</span></h1> <div id="p-lang-btn" class="vector-dropdown mw-portlet mw-portlet-lang" > <input type="checkbox" id="p-lang-btn-checkbox" role="button" aria-haspopup="true" data-event-name="ui.dropdown-p-lang-btn" class="vector-dropdown-checkbox mw-interlanguage-selector" aria-label="Go to an article in another language. Available in 37 languages" > <label id="p-lang-btn-label" for="p-lang-btn-checkbox" class="vector-dropdown-label cdx-button cdx-button--fake-button cdx-button--fake-button--enabled cdx-button--weight-quiet cdx-button--action-progressive mw-portlet-lang-heading-37" aria-hidden="true" ><span class="vector-icon mw-ui-icon-language-progressive mw-ui-icon-wikimedia-language-progressive"></span> <span class="vector-dropdown-label-text">37 languages</span> </label> <div class="vector-dropdown-content"> <div class="vector-menu-content"> <ul class="vector-menu-content-list"> <li class="interlanguage-link interwiki-af mw-list-item"><a href="https://af.wikipedia.org/wiki/Impak_van_videospeletjies_op_die_jeug" title="Impak van videospeletjies op die jeug – Afrikaans" lang="af" hreflang="af" data-title="Impak van videospeletjies op die jeug" data-language-autonym="Afrikaans" data-language-local-name="Afrikaans" class="interlanguage-link-target"><span>Afrikaans</span></a></li><li class="interlanguage-link interwiki-ar mw-list-item"><a href="https://ar.wikipedia.org/wiki/%D8%AA%D8%A7%D8%B1%D9%8A%D8%AE_%D8%A3%D9%84%D8%B9%D8%A7%D8%A8_%D8%A7%D9%84%D9%81%D9%8A%D8%AF%D9%8A%D9%88" title="تاريخ ألعاب الفيديو – Arabic" lang="ar" hreflang="ar" data-title="تاريخ ألعاب الفيديو" data-language-autonym="العربية" data-language-local-name="Arabic" class="interlanguage-link-target"><span>العربية</span></a></li><li class="interlanguage-link interwiki-hyw mw-list-item"><a href="https://hyw.wikipedia.org/wiki/%D4%B1%D5%BC%D5%A1%D5%BB%D5%AB%D5%B6_%D5%8E%D5%AB%D5%BF%D5%A7%D6%85_%D4%BD%D5%A1%D5%B2%D5%A8" title="Առաջին Վիտէօ Խաղը – Western Armenian" lang="hyw" hreflang="hyw" data-title="Առաջին Վիտէօ Խաղը" data-language-autonym="Արեւմտահայերէն" data-language-local-name="Western Armenian" class="interlanguage-link-target"><span>Արեւմտահայերէն</span></a></li><li class="interlanguage-link interwiki-be mw-list-item"><a href="https://be.wikipedia.org/wiki/%D0%93%D1%96%D1%81%D1%82%D0%BE%D1%80%D1%8B%D1%8F_%D0%BA%D0%B0%D0%BC%D0%BF%E2%80%99%D1%8E%D1%82%D0%B0%D1%80%D0%BD%D1%8B%D1%85_%D0%B3%D1%83%D0%BB%D1%8C%D0%BD%D1%8F%D1%9E" title="Гісторыя камп’ютарных гульняў – Belarusian" lang="be" hreflang="be" data-title="Гісторыя камп’ютарных гульняў" data-language-autonym="Беларуская" data-language-local-name="Belarusian" class="interlanguage-link-target"><span>Беларуская</span></a></li><li class="interlanguage-link interwiki-ca mw-list-item"><a href="https://ca.wikipedia.org/wiki/Hist%C3%B2ria_dels_videojocs" title="Història dels videojocs – Catalan" lang="ca" hreflang="ca" data-title="Història dels videojocs" data-language-autonym="Català" data-language-local-name="Catalan" class="interlanguage-link-target"><span>Català</span></a></li><li class="interlanguage-link interwiki-cs mw-list-item"><a href="https://cs.wikipedia.org/wiki/Historie_videoher" title="Historie videoher – Czech" lang="cs" hreflang="cs" data-title="Historie videoher" data-language-autonym="Čeština" data-language-local-name="Czech" class="interlanguage-link-target"><span>Čeština</span></a></li><li class="interlanguage-link interwiki-de mw-list-item"><a href="https://de.wikipedia.org/wiki/Geschichte_der_Videospiele" title="Geschichte der Videospiele – German" lang="de" hreflang="de" data-title="Geschichte der Videospiele" data-language-autonym="Deutsch" data-language-local-name="German" class="interlanguage-link-target"><span>Deutsch</span></a></li><li class="interlanguage-link interwiki-el mw-list-item"><a href="https://el.wikipedia.org/wiki/%CE%99%CF%83%CF%84%CE%BF%CF%81%CE%AF%CE%B1_%CF%84%CF%89%CE%BD_%CE%B2%CE%B9%CE%BD%CF%84%CE%B5%CE%BF%CF%80%CE%B1%CE%B9%CF%87%CE%BD%CE%B9%CE%B4%CE%B9%CF%8E%CE%BD" title="Ιστορία των βιντεοπαιχνιδιών – Greek" lang="el" hreflang="el" data-title="Ιστορία των βιντεοπαιχνιδιών" data-language-autonym="Ελληνικά" data-language-local-name="Greek" class="interlanguage-link-target"><span>Ελληνικά</span></a></li><li class="interlanguage-link interwiki-es badge-Q17437798 badge-goodarticle mw-list-item" title="good article badge"><a href="https://es.wikipedia.org/wiki/Historia_de_los_videojuegos" title="Historia de los videojuegos – Spanish" lang="es" hreflang="es" data-title="Historia de los videojuegos" data-language-autonym="Español" data-language-local-name="Spanish" class="interlanguage-link-target"><span>Español</span></a></li><li class="interlanguage-link interwiki-eo mw-list-item"><a href="https://eo.wikipedia.org/wiki/Historio_de_videoludoj" title="Historio de videoludoj – Esperanto" lang="eo" hreflang="eo" data-title="Historio de videoludoj" data-language-autonym="Esperanto" data-language-local-name="Esperanto" class="interlanguage-link-target"><span>Esperanto</span></a></li><li class="interlanguage-link interwiki-fa mw-list-item"><a href="https://fa.wikipedia.org/wiki/%D8%AA%D8%A7%D8%B1%DB%8C%D8%AE%DA%86%D9%87_%D8%A8%D8%A7%D8%B2%DB%8C%E2%80%8C%D9%87%D8%A7%DB%8C_%D9%88%DB%8C%D8%AF%D8%A6%D9%88%DB%8C%DB%8C" title="تاریخچه بازی‌های ویدئویی – Persian" lang="fa" hreflang="fa" data-title="تاریخچه بازی‌های ویدئویی" data-language-autonym="فارسی" data-language-local-name="Persian" class="interlanguage-link-target"><span>فارسی</span></a></li><li class="interlanguage-link interwiki-fr mw-list-item"><a href="https://fr.wikipedia.org/wiki/Histoire_du_jeu_vid%C3%A9o" title="Histoire du jeu vidéo – French" lang="fr" hreflang="fr" data-title="Histoire du jeu vidéo" data-language-autonym="Français" data-language-local-name="French" class="interlanguage-link-target"><span>Français</span></a></li><li class="interlanguage-link interwiki-ko mw-list-item"><a href="https://ko.wikipedia.org/wiki/%EB%B9%84%EB%94%94%EC%98%A4_%EA%B2%8C%EC%9E%84%EC%9D%98_%EC%97%AD%EC%82%AC" title="비디오 게임의 역사 – Korean" lang="ko" hreflang="ko" data-title="비디오 게임의 역사" data-language-autonym="한국어" data-language-local-name="Korean" class="interlanguage-link-target"><span>한국어</span></a></li><li class="interlanguage-link interwiki-hy mw-list-item"><a href="https://hy.wikipedia.org/wiki/%D5%80%D5%A1%D5%B4%D5%A1%D5%AF%D5%A1%D6%80%D5%A3%D5%B9%D5%A1%D5%B5%D5%AB%D5%B6_%D5%AD%D5%A1%D5%B2%D5%A5%D6%80%D5%AB_%D5%BA%D5%A1%D5%BF%D5%B4%D5%B8%D6%82%D5%A9%D5%B5%D5%B8%D6%82%D5%B6" title="Համակարգչային խաղերի պատմություն – Armenian" lang="hy" hreflang="hy" data-title="Համակարգչային խաղերի պատմություն" data-language-autonym="Հայերեն" data-language-local-name="Armenian" class="interlanguage-link-target"><span>Հայերեն</span></a></li><li class="interlanguage-link interwiki-id mw-list-item"><a href="https://id.wikipedia.org/wiki/Sejarah_permainan_video" title="Sejarah permainan video – Indonesian" lang="id" hreflang="id" data-title="Sejarah permainan video" data-language-autonym="Bahasa Indonesia" data-language-local-name="Indonesian" class="interlanguage-link-target"><span>Bahasa Indonesia</span></a></li><li class="interlanguage-link interwiki-it mw-list-item"><a href="https://it.wikipedia.org/wiki/Storia_dei_videogiochi" title="Storia dei videogiochi – Italian" lang="it" hreflang="it" data-title="Storia dei videogiochi" data-language-autonym="Italiano" data-language-local-name="Italian" class="interlanguage-link-target"><span>Italiano</span></a></li><li class="interlanguage-link interwiki-he mw-list-item"><a href="https://he.wikipedia.org/wiki/%D7%94%D7%99%D7%A1%D7%98%D7%95%D7%A8%D7%99%D7%94_%D7%A9%D7%9C_%D7%9E%D7%A9%D7%97%D7%A7%D7%99_%D7%94%D7%95%D7%95%D7%99%D7%93%D7%90%D7%95" title="היסטוריה של משחקי הווידאו – Hebrew" lang="he" hreflang="he" data-title="היסטוריה של משחקי הווידאו" data-language-autonym="עברית" data-language-local-name="Hebrew" class="interlanguage-link-target"><span>עברית</span></a></li><li class="interlanguage-link interwiki-ka mw-list-item"><a href="https://ka.wikipedia.org/wiki/%E1%83%95%E1%83%98%E1%83%93%E1%83%94%E1%83%9D_%E1%83%97%E1%83%90%E1%83%9B%E1%83%90%E1%83%A8%E1%83%94%E1%83%91%E1%83%98%E1%83%A1_%E1%83%98%E1%83%A1%E1%83%A2%E1%83%9D%E1%83%A0%E1%83%98%E1%83%90" title="ვიდეო თამაშების ისტორია – Georgian" lang="ka" hreflang="ka" data-title="ვიდეო თამაშების ისტორია" data-language-autonym="ქართული" data-language-local-name="Georgian" class="interlanguage-link-target"><span>ქართული</span></a></li><li class="interlanguage-link interwiki-lt mw-list-item"><a href="https://lt.wikipedia.org/wiki/Kompiuterini%C5%B3_%C5%BEaidim%C5%B3_istorija" title="Kompiuterinių žaidimų istorija – Lithuanian" lang="lt" hreflang="lt" data-title="Kompiuterinių žaidimų istorija" data-language-autonym="Lietuvių" data-language-local-name="Lithuanian" class="interlanguage-link-target"><span>Lietuvių</span></a></li><li class="interlanguage-link interwiki-ml mw-list-item"><a href="https://ml.wikipedia.org/wiki/%E0%B4%B5%E0%B5%80%E0%B4%A1%E0%B4%BF%E0%B4%AF%E0%B5%8B_%E0%B4%97%E0%B5%86%E0%B4%AF%E0%B4%BF%E0%B4%AE%E0%B5%81%E0%B4%95%E0%B4%B3%E0%B5%81%E0%B4%9F%E0%B5%86_%E0%B4%9A%E0%B4%B0%E0%B4%BF%E0%B4%A4%E0%B5%8D%E0%B4%B0%E0%B4%82" title="വീഡിയോ ഗെയിമുകളുടെ ചരിത്രം – Malayalam" lang="ml" hreflang="ml" data-title="വീഡിയോ ഗെയിമുകളുടെ ചരിത്രം" data-language-autonym="മലയാളം" data-language-local-name="Malayalam" class="interlanguage-link-target"><span>മലയാളം</span></a></li><li class="interlanguage-link interwiki-ja mw-list-item"><a href="https://ja.wikipedia.org/wiki/%E3%82%B3%E3%83%B3%E3%83%94%E3%83%A5%E3%83%BC%E3%82%BF%E3%82%B2%E3%83%BC%E3%83%A0%E3%81%AE%E6%AD%B4%E5%8F%B2" title="コンピュータゲームの歴史 – Japanese" lang="ja" hreflang="ja" data-title="コンピュータゲームの歴史" data-language-autonym="日本語" data-language-local-name="Japanese" class="interlanguage-link-target"><span>日本語</span></a></li><li class="interlanguage-link interwiki-ps mw-list-item"><a href="https://ps.wikipedia.org/wiki/%D8%AF_%D9%88%DB%8C%DA%89%DB%8C%D9%88%D9%8A%D9%8A_%D9%84%D9%88%D8%A8%D9%88_%D8%AA%D8%A7%D8%B1%DB%8C%D8%AE%DA%86%D9%87" title="د ویډیويي لوبو تاریخچه – Pashto" lang="ps" hreflang="ps" data-title="د ویډیويي لوبو تاریخچه" data-language-autonym="پښتو" data-language-local-name="Pashto" class="interlanguage-link-target"><span>پښتو</span></a></li><li class="interlanguage-link interwiki-pl badge-Q17437798 badge-goodarticle mw-list-item" title="good article badge"><a href="https://pl.wikipedia.org/wiki/Historia_gier_komputerowych" title="Historia gier komputerowych – Polish" lang="pl" hreflang="pl" data-title="Historia gier komputerowych" data-language-autonym="Polski" data-language-local-name="Polish" class="interlanguage-link-target"><span>Polski</span></a></li><li class="interlanguage-link interwiki-pt mw-list-item"><a href="https://pt.wikipedia.org/wiki/Hist%C3%B3ria_dos_jogos_eletr%C3%B4nicos" title="História dos jogos eletrônicos – Portuguese" lang="pt" hreflang="pt" data-title="História dos jogos eletrônicos" data-language-autonym="Português" data-language-local-name="Portuguese" class="interlanguage-link-target"><span>Português</span></a></li><li class="interlanguage-link interwiki-ro mw-list-item"><a href="https://ro.wikipedia.org/wiki/Istoria_jocurilor_video" title="Istoria jocurilor video – Romanian" lang="ro" hreflang="ro" data-title="Istoria jocurilor video" data-language-autonym="Română" data-language-local-name="Romanian" class="interlanguage-link-target"><span>Română</span></a></li><li class="interlanguage-link interwiki-ru mw-list-item"><a href="https://ru.wikipedia.org/wiki/%D0%98%D1%81%D1%82%D0%BE%D1%80%D0%B8%D1%8F_%D0%BA%D0%BE%D0%BC%D0%BF%D1%8C%D1%8E%D1%82%D0%B5%D1%80%D0%BD%D1%8B%D1%85_%D0%B8%D0%B3%D1%80" title="История компьютерных игр – Russian" lang="ru" hreflang="ru" data-title="История компьютерных игр" data-language-autonym="Русский" data-language-local-name="Russian" class="interlanguage-link-target"><span>Русский</span></a></li><li class="interlanguage-link interwiki-simple mw-list-item"><a href="https://simple.wikipedia.org/wiki/History_of_video_games" title="History of video games – Simple English" lang="en-simple" hreflang="en-simple" data-title="History of video games" data-language-autonym="Simple English" data-language-local-name="Simple English" class="interlanguage-link-target"><span>Simple English</span></a></li><li class="interlanguage-link interwiki-ckb mw-list-item"><a href="https://ckb.wikipedia.org/wiki/%D9%85%DB%8E%DA%98%D9%88%D9%88%DB%8C_%DA%A9%D8%A7%DB%8C%DB%95_%DA%A4%DB%8C%D8%AF%DB%8C%DB%86%DB%8C%DB%8C%DB%8C%DB%95%DA%A9%D8%A7%D9%86" title="مێژووی کایە ڤیدیۆیییەکان – Central Kurdish" lang="ckb" hreflang="ckb" data-title="مێژووی کایە ڤیدیۆیییەکان" data-language-autonym="کوردی" data-language-local-name="Central Kurdish" class="interlanguage-link-target"><span>کوردی</span></a></li><li class="interlanguage-link interwiki-sr mw-list-item"><a href="https://sr.wikipedia.org/wiki/%D0%98%D1%81%D1%82%D0%BE%D1%80%D0%B8%D1%98%D0%B0_%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-%D0%B8%D0%B3%D0%B0%D1%80%D0%B0" title="Историја видео-игара – Serbian" lang="sr" hreflang="sr" data-title="Историја видео-игара" data-language-autonym="Српски / srpski" data-language-local-name="Serbian" class="interlanguage-link-target"><span>Српски / srpski</span></a></li><li class="interlanguage-link interwiki-fi mw-list-item"><a href="https://fi.wikipedia.org/wiki/Videopelien_historia" title="Videopelien historia – Finnish" lang="fi" hreflang="fi" data-title="Videopelien historia" data-language-autonym="Suomi" data-language-local-name="Finnish" class="interlanguage-link-target"><span>Suomi</span></a></li><li class="interlanguage-link interwiki-sv mw-list-item"><a href="https://sv.wikipedia.org/wiki/Datorspelshistoria" title="Datorspelshistoria – Swedish" lang="sv" hreflang="sv" data-title="Datorspelshistoria" data-language-autonym="Svenska" data-language-local-name="Swedish" class="interlanguage-link-target"><span>Svenska</span></a></li><li class="interlanguage-link interwiki-tr mw-list-item"><a href="https://tr.wikipedia.org/wiki/Video_oyunlar%C4%B1_tarihi" title="Video oyunları tarihi – Turkish" lang="tr" hreflang="tr" data-title="Video oyunları tarihi" data-language-autonym="Türkçe" data-language-local-name="Turkish" class="interlanguage-link-target"><span>Türkçe</span></a></li><li class="interlanguage-link interwiki-uk mw-list-item"><a href="https://uk.wikipedia.org/wiki/%D0%86%D1%81%D1%82%D0%BE%D1%80%D1%96%D1%8F_%D0%B2%D1%96%D0%B4%D0%B5%D0%BE%D1%96%D0%B3%D0%BE%D1%80" title="Історія відеоігор – Ukrainian" lang="uk" hreflang="uk" data-title="Історія відеоігор" data-language-autonym="Українська" data-language-local-name="Ukrainian" class="interlanguage-link-target"><span>Українська</span></a></li><li class="interlanguage-link interwiki-vi mw-list-item"><a href="https://vi.wikipedia.org/wiki/L%E1%BB%8Bch_s%E1%BB%AD_video_game" title="Lịch sử video game – Vietnamese" lang="vi" hreflang="vi" data-title="Lịch sử video game" data-language-autonym="Tiếng Việt" data-language-local-name="Vietnamese" class="interlanguage-link-target"><span>Tiếng Việt</span></a></li><li class="interlanguage-link interwiki-wuu mw-list-item"><a href="https://wuu.wikipedia.org/wiki/%E7%94%B5%E5%AD%90%E6%B8%B8%E6%88%8F%E5%8F%B2" title="电子游戏史 – Wu" lang="wuu" hreflang="wuu" data-title="电子游戏史" data-language-autonym="吴语" data-language-local-name="Wu" class="interlanguage-link-target"><span>吴语</span></a></li><li class="interlanguage-link interwiki-zh-yue mw-list-item"><a href="https://zh-yue.wikipedia.org/wiki/%E9%9B%BB%E5%AD%90%E9%81%8A%E6%88%B2%E5%8F%B2" title="電子遊戲史 – Cantonese" lang="yue" hreflang="yue" data-title="電子遊戲史" data-language-autonym="粵語" data-language-local-name="Cantonese" class="interlanguage-link-target"><span>粵語</span></a></li><li class="interlanguage-link interwiki-zh mw-list-item"><a href="https://zh.wikipedia.org/wiki/%E9%9B%BB%E5%AD%90%E9%81%8A%E6%88%B2%E5%8F%B2" title="電子遊戲史 – Chinese" lang="zh" hreflang="zh" data-title="電子遊戲史" data-language-autonym="中文" data-language-local-name="Chinese" class="interlanguage-link-target"><span>中文</span></a></li> </ul> <div class="after-portlet after-portlet-lang"><span class="wb-langlinks-edit wb-langlinks-link"><a href="https://www.wikidata.org/wiki/Special:EntityPage/Q918316#sitelinks-wikipedia" title="Edit interlanguage links" class="wbc-editpage">Edit links</a></span></div> </div> </div> </div> </header> <div class="vector-page-toolbar"> <div class="vector-page-toolbar-container"> <div id="left-navigation"> <nav aria-label="Namespaces"> <div id="p-associated-pages" class="vector-menu vector-menu-tabs mw-portlet mw-portlet-associated-pages" > <div class="vector-menu-content"> <ul class="vector-menu-content-list"> <li id="ca-nstab-main" class="selected vector-tab-noicon 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a{color:var(--color-progressive)!important}}@media screen and (prefers-color-scheme:dark){html.skin-theme-clientpref-os .mw-parser-output .sidebar:not(.notheme) .sidebar-list-title,html.skin-theme-clientpref-os .mw-parser-output .sidebar:not(.notheme) .sidebar-title-with-pretitle{background:transparent!important}html.skin-theme-clientpref-os .mw-parser-output .sidebar:not(.notheme) .sidebar-title-with-pretitle a{color:var(--color-progressive)!important}}@media print{body.ns-0 .mw-parser-output .sidebar{display:none!important}}</style><table class="sidebar sidebar-collapse nomobile"><tbody><tr><td class="sidebar-top-image"><span typeof="mw:File"><a href="/wiki/File:Video-Game-Controller-Icon-IDV-green-history.svg" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/9/97/Video-Game-Controller-Icon-IDV-green-history.svg/80px-Video-Game-Controller-Icon-IDV-green-history.svg.png" decoding="async" width="80" height="80" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/9/97/Video-Game-Controller-Icon-IDV-green-history.svg/120px-Video-Game-Controller-Icon-IDV-green-history.svg.png 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/9/97/Video-Game-Controller-Icon-IDV-green-history.svg/160px-Video-Game-Controller-Icon-IDV-green-history.svg.png 2x" data-file-width="249" data-file-height="249" /></a></span></td></tr><tr><td class="sidebar-pretitle-with-top-image">Part of a series on the</td></tr><tr><th class="sidebar-title-with-pretitle"><a class="mw-selflink selflink">History of video games</a></th></tr><tr><td class="sidebar-content"> <div class="sidebar-list mw-collapsible mw-collapsed"><div class="sidebar-list-title" style="color: var(--color-base)">Early history</div><div class="sidebar-list-content mw-collapsible-content" style="text-align:left;"> <ul><li><a href="/wiki/Early_history_of_video_games" title="Early history of video games">Early history of video games</a></li> <li><a href="/wiki/Early_mainframe_games" title="Early mainframe games">Early mainframe games</a></li></ul></div></div></td> </tr><tr><td class="sidebar-content"> <div class="sidebar-list mw-collapsible mw-collapsed"><div class="sidebar-list-title" style="color: var(--color-base)"><a href="/wiki/Video_game_console" title="Video game console">Consoles</a></div><div class="sidebar-list-content mw-collapsible-content" style="text-align:left;"> <ul><li><a href="/wiki/History_of_video_game_consoles" title="History of video game consoles">History of video game consoles</a> <ul><li><a href="/wiki/Console_war" title="Console war">Console war</a></li></ul></li> <li><a href="/wiki/First_generation_of_video_game_consoles" title="First generation of video game consoles">1st generation (1972–1983)</a></li> <li><a href="/wiki/Second_generation_of_video_game_consoles" title="Second generation of video game consoles">2nd generation (1976–1992)</a> <ul><li><a href="/wiki/Video_game_crash_of_1983" title="Video game crash of 1983">Video game crash of 1983</a></li></ul></li> <li><a href="/wiki/Third_generation_of_video_game_consoles" title="Third generation of video game consoles">3rd generation (1983–2003)</a></li> <li><a href="/wiki/Fourth_generation_of_video_game_consoles" title="Fourth generation of video game consoles">4th generation (1987–2004)</a></li> <li><a href="/wiki/Fifth_generation_of_video_game_consoles" title="Fifth generation of video game consoles">5th generation (1993–2005)</a></li> <li><a href="/wiki/Sixth_generation_of_video_game_consoles" title="Sixth generation of video game consoles">6th generation (1998–2013)</a></li> <li><a href="/wiki/Seventh_generation_of_video_game_consoles" title="Seventh generation of video game consoles">7th generation (2005–2017)</a></li> <li><a href="/wiki/Eighth_generation_of_video_game_consoles" title="Eighth generation of video game consoles">8th generation (2012–present)</a></li> <li><a href="/wiki/Ninth_generation_of_video_game_consoles" title="Ninth generation of video game consoles">9th generation (2020–present)</a> <ul><li><a href="/wiki/Impact_of_the_COVID-19_pandemic_on_the_video_game_industry" title="Impact of the COVID-19 pandemic on the video game industry">Impact of COVID-19</a> (<a href="/wiki/2023%E2%80%932024_video_game_industry_layoffs" title="2023–2024 video game industry layoffs">2023-24 layoffs</a>)</li> <li class="mw-empty-elt"></li></ul></li></ul></div></div></td> </tr><tr><td class="sidebar-content"> <div class="sidebar-list mw-collapsible mw-collapsed"><div class="sidebar-list-title" style="color: var(--color-base)"><a href="/wiki/Arcade_video_game" title="Arcade video game">Arcade video games</a></div><div class="sidebar-list-content mw-collapsible-content" style="text-align:left;"> <ul><li><a href="/wiki/History_of_arcade_video_games" title="History of arcade video games">History of arcade video games</a></li> <li><a href="/wiki/Golden_age_of_arcade_video_games" title="Golden age of arcade video games">Golden age of arcade video games</a></li> <li><a href="/wiki/Timeline_of_arcade_video_game_history" title="Timeline of arcade video game history">Timeline of arcade video game history</a></li></ul></div></div></td> </tr><tr><td class="sidebar-content"> <div class="sidebar-list mw-collapsible mw-collapsed"><div class="sidebar-list-title" style="color: var(--color-base)"><a href="/wiki/PC_game" title="PC game">Personal computer</a></div><div class="sidebar-list-content mw-collapsible-content" style="text-align:left;"> <ul><li><a href="/wiki/PC_game#History" title="PC game">History of personal computer games</a></li></ul></div></div></td> </tr><tr><td class="sidebar-content"> <div class="sidebar-list mw-collapsible mw-collapsed"><div class="sidebar-list-title" style="color: var(--color-base)"><a href="/wiki/Mobile_game" title="Mobile game">Mobile games</a></div><div class="sidebar-list-content mw-collapsible-content" style="text-align:left;"> <ul><li><a href="/wiki/History_of_mobile_games" title="History of mobile games">History of mobile games</a></li></ul></div></div></td> </tr><tr><td class="sidebar-content"> <div class="sidebar-list mw-collapsible mw-collapsed"><div class="sidebar-list-title" style="color: var(--color-base)"><a href="/wiki/Virtual_reality_game" title="Virtual reality game">Virtual reality</a></div><div class="sidebar-list-content mw-collapsible-content" style="text-align:left;"> <ul><li><a href="/wiki/Virtual_reality_game#History" title="Virtual reality game">History of virtual reality games</a></li></ul></div></div></td> </tr><tr><td class="sidebar-content"> <div class="sidebar-list mw-collapsible mw-collapsed"><div class="sidebar-list-title" style="color: var(--color-base)"><a href="/wiki/Cloud_gaming" title="Cloud gaming">Cloud gaming</a></div><div class="sidebar-list-content mw-collapsible-content" style="text-align:left;"> <ul><li><a href="/wiki/Cloud_gaming#History" title="Cloud gaming">History of cloud gaming</a></li></ul></div></div></td> </tr><tr><td class="sidebar-content"> <div class="sidebar-list mw-collapsible mw-collapsed"><div class="sidebar-list-title" style="color: var(--color-base)">Other platforms</div><div class="sidebar-list-content mw-collapsible-content" style="text-align:left;"> <ul><li><a href="/wiki/Browser_game" title="Browser game">Browser game</a></li> <li><a href="/wiki/Video_game_console_emulator" title="Video game console emulator">Emulation</a></li></ul></div></div></td> </tr><tr><td class="sidebar-content"> <div class="sidebar-list mw-collapsible mw-collapsed"><div class="sidebar-list-title" style="color: var(--color-base)"><a href="/wiki/Video_game_genre" title="Video game genre">Genres</a></div><div class="sidebar-list-content mw-collapsible-content" style="text-align:left;"> <ul><li><a href="/wiki/List_of_video_game_genres" title="List of video game genres">List of genres</a></li> <li><a href="/wiki/History_of_video_games_in_East_Asia" class="mw-redirect" title="History of video games in East Asia">History of East Asian role-playing video games</a></li> <li><a href="/wiki/History_of_Western_role-playing_video_games" title="History of Western role-playing video games">History of Western role-playing video games</a></li> <li><a href="/wiki/History_of_online_games" title="History of online games">History of online games</a></li> <li><a href="/wiki/History_of_real-time_strategy_games" class="mw-redirect" title="History of real-time strategy games">History of real-time strategy games</a></li> <li><a href="/wiki/History_of_tactical_role-playing_games" class="mw-redirect" title="History of tactical role-playing games">History of tactical role-playing games</a></li> <li><a href="/wiki/History_of_single-player_video_games" class="mw-redirect" title="History of single-player video games">History of single-player video games</a></li> <li><a href="/wiki/History_of_multiplayer_video_games" class="mw-redirect" title="History of multiplayer video games">History of multiplayer video games</a></li> <li><a href="/wiki/History_of_massively_multiplayer_online_games" title="History of massively multiplayer online games">History of massively multiplayer online games</a></li></ul></div></div></td> </tr><tr><td class="sidebar-content"> <div class="sidebar-list mw-collapsible mw-collapsed"><div class="sidebar-list-title" style="color: var(--color-base)">Lists</div><div class="sidebar-list-content mw-collapsible-content" style="text-align:left;"> <ul><li><a href="/wiki/List_of_video_games_in_development" title="List of video games in development">List of video games in development</a></li></ul></div></div></td> </tr><tr><td class="sidebar-navbar"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1129693374"><style data-mw-deduplicate="TemplateStyles:r1239400231">.mw-parser-output .navbar{display:inline;font-size:88%;font-weight:normal}.mw-parser-output .navbar-collapse{float:left;text-align:left}.mw-parser-output .navbar-boxtext{word-spacing:0}.mw-parser-output .navbar ul{display:inline-block;white-space:nowrap;line-height:inherit}.mw-parser-output .navbar-brackets::before{margin-right:-0.125em;content:"[ "}.mw-parser-output .navbar-brackets::after{margin-left:-0.125em;content:" ]"}.mw-parser-output .navbar li{word-spacing:-0.125em}.mw-parser-output .navbar a>span,.mw-parser-output .navbar a>abbr{text-decoration:inherit}.mw-parser-output .navbar-mini abbr{font-variant:small-caps;border-bottom:none;text-decoration:none;cursor:inherit}.mw-parser-output .navbar-ct-full{font-size:114%;margin:0 7em}.mw-parser-output .navbar-ct-mini{font-size:114%;margin:0 4em}html.skin-theme-clientpref-night .mw-parser-output .navbar li a abbr{color:var(--color-base)!important}@media(prefers-color-scheme:dark){html.skin-theme-clientpref-os .mw-parser-output .navbar li a abbr{color:var(--color-base)!important}}@media print{.mw-parser-output .navbar{display:none!important}}</style><div class="navbar plainlinks hlist navbar-mini"><ul><li class="nv-view"><a href="/wiki/Template:Video_game_history" title="Template:Video game history"><abbr title="View this template">v</abbr></a></li><li class="nv-talk"><a href="/wiki/Template_talk:Video_game_history" title="Template talk:Video game history"><abbr title="Discuss this template">t</abbr></a></li><li class="nv-edit"><a href="/wiki/Special:EditPage/Template:Video_game_history" title="Special:EditPage/Template:Video game history"><abbr title="Edit this template">e</abbr></a></li></ul></div></td></tr></tbody></table> <p>The <b>history of video games</b> began in the 1950s and 1960s as <a href="/wiki/Computer_science" title="Computer science">computer scientists</a> began designing simple games and <a href="/wiki/Simulation_video_game" title="Simulation video game">simulations</a> on <a href="/wiki/Minicomputer" title="Minicomputer">minicomputers</a> and <a href="/wiki/Mainframe_computer" title="Mainframe computer">mainframes</a>. <i><a href="/wiki/Spacewar!" title="Spacewar!">Spacewar!</a></i> was developed by <a href="/wiki/Massachusetts_Institute_of_Technology" title="Massachusetts Institute of Technology">Massachusetts Institute of Technology</a> (MIT) student hobbyists in 1962 as one of the first such <a href="/wiki/Video_games" class="mw-redirect" title="Video games">games on a video display</a>. The first consumer video game hardware was released in the early 1970s. The first <a href="/wiki/Home_video_game_console" title="Home video game console">home video game console</a> was the <a href="/wiki/Magnavox_Odyssey" title="Magnavox Odyssey">Magnavox Odyssey</a>, and the first <a href="/wiki/Arcade_video_game" title="Arcade video game">arcade video games</a> were <i><a href="/wiki/Computer_Space" title="Computer Space">Computer Space</a></i> and <i><a href="/wiki/Pong" title="Pong">Pong</a></i>. After its home console conversions, numerous companies sprang up to capture <i>Pong</i><span class="nowrap" style="padding-left:0.1em;">&#39;</span>s success in both the arcade and the home by <a href="/wiki/Video_game_clone" title="Video game clone">cloning</a> the game, causing a series of boom and bust cycles due to oversaturation and lack of innovation. </p><p>By the mid-1970s, low-cost programmable <a href="/wiki/Microprocessor" title="Microprocessor">microprocessors</a> replaced the discrete <a href="/wiki/Transistor%E2%80%93transistor_logic" title="Transistor–transistor logic">transistor–transistor logic</a> circuitry of early hardware, and the first <a href="/wiki/ROM_cartridge" title="ROM cartridge">ROM cartridge</a>-based home consoles arrived, including the <a href="/wiki/Atari_Video_Computer_System" class="mw-redirect" title="Atari Video Computer System">Atari Video Computer System</a> (VCS). Coupled with rapid growth in the <a href="/wiki/Golden_age_of_arcade_video_games" title="Golden age of arcade video games">golden age of arcade video games</a>, including <i><a href="/wiki/Space_Invaders" title="Space Invaders">Space Invaders</a></i> and <i><a href="/wiki/Pac-Man" title="Pac-Man">Pac-Man</a></i>, the home console market also flourished. The <a href="/wiki/1983_video_game_crash" class="mw-redirect" title="1983 video game crash">1983 video game crash</a> in the United States was characterized by a flood of too many games, often of poor or cloned qualities, and the sector saw competition from inexpensive <a href="/wiki/Personal_computer" title="Personal computer">personal computers</a> and new types of games being developed for them. The crash prompted Japan's video game industry to take leadership of the market, which had only suffered minor impacts from the crash. <a href="/wiki/Nintendo" title="Nintendo">Nintendo</a> released its <a href="/wiki/Nintendo_Entertainment_System" title="Nintendo Entertainment System">Nintendo Entertainment System</a> in the United States in 1985, helping to rebound the failing video games sector. The latter part of the 1980s and early 1990s included video games driven by improvements and standardization in personal computers and the <a href="/wiki/Console_war" title="Console war">console war</a> competition between Nintendo and <a href="/wiki/Sega" title="Sega">Sega</a> as they fought for market share in the United States. The first major <a href="/wiki/Handheld_video_game_console" class="mw-redirect" title="Handheld video game console">handheld video game consoles</a> appeared in the 1990s, led by Nintendo's <a href="/wiki/Game_Boy" title="Game Boy">Game Boy</a> platform. </p><p>In the early 1990s, advancements in microprocessor technology gave rise to real-time <a href="/wiki/3D_graphics" class="mw-redirect" title="3D graphics">3D polygonal graphic rendering</a> in game consoles, as well as in PCs by way of <a href="/wiki/Graphics_card" title="Graphics card">graphics cards</a>. Optical media via <a href="/wiki/CD-ROM" title="CD-ROM">CD-ROMs</a> began to be incorporated into personal computers and consoles, including <a href="/wiki/Sony_Computer_Entertainment" class="mw-redirect" title="Sony Computer Entertainment">Sony's</a> fledgling <a href="/wiki/PlayStation" title="PlayStation">PlayStation</a> console line, pushing Sega out of the console hardware market while diminishing Nintendo's role. By the late 1990s, the <a href="/wiki/Internet" title="Internet">Internet</a> also gained widespread consumer use, and video games began incorporating online elements. <a href="/wiki/Microsoft" title="Microsoft">Microsoft</a> entered the console hardware market in the early 2000s with its <a href="/wiki/Xbox" title="Xbox">Xbox</a> line, fearing that Sony's PlayStation positioned as a game console and entertainment device, would displace personal computers. While Sony and Microsoft continued to develop hardware for comparable top-end console features, Nintendo opted to focus on innovative gameplay. Nintendo developed the <a href="/wiki/Wii" title="Wii">Wii</a> with motion-sensing controls, which helped to draw in non-traditional players and helped to resecure Nintendo's position in the industry; Nintendo followed this same model in the release of the <a href="/wiki/Nintendo_Switch" title="Nintendo Switch">Nintendo Switch</a>. </p><p>From the 2000s and into the 2010s, the industry has seen a shift of demographics as <a href="/wiki/Mobile_game" title="Mobile game">mobile gaming</a> on <a href="/wiki/Smartphone" title="Smartphone">smartphones</a> and <a href="/wiki/Tablet_computer" title="Tablet computer">tablets</a> displaced handheld consoles, and <a href="/wiki/Casual_game" title="Casual game">casual gaming</a> became an increasingly larger sector of the market, as well as a growth in the number of players from China and other areas not traditionally tied to the industry. To take advantage of these shifts, traditional revenue models were supplanted with ongoing revenue stream models such as <a href="/wiki/Free-to-play" title="Free-to-play">free-to-play</a>, <a href="/wiki/Freemium" title="Freemium">freemium</a>, and subscription-based games. As <a href="/wiki/AAA_(video_game_industry)" title="AAA (video game industry)">triple-A</a> video game production became more costly and risk-averse, opportunities for more experimental and innovative <a href="/wiki/Independent_game_development" class="mw-redirect" title="Independent game development">independent game development</a> grew over the 2000s and 2010s, aided by the popularity of mobile and casual gaming and the ease of <a href="/wiki/Digital_distribution" title="Digital distribution">digital distribution</a>. Hardware and software technology continues to drive improvement in video games, with support for <a href="/wiki/High-definition_video" title="High-definition video">high-definition video</a> at high framerates and for <a href="/wiki/Virtual_reality" title="Virtual reality">virtual</a> and <a href="/wiki/Augmented_reality" title="Augmented reality">augmented reality</a>-based games. </p> <meta property="mw:PageProp/toc" /> <div class="mw-heading mw-heading2"><h2 id="Early_history_(1948–1970)"><span id="Early_history_.281948.E2.80.931970.29"></span>Early history (1948–1970)</h2></div> <style data-mw-deduplicate="TemplateStyles:r1236090951">.mw-parser-output .hatnote{font-style:italic}.mw-parser-output div.hatnote{padding-left:1.6em;margin-bottom:0.5em}.mw-parser-output .hatnote i{font-style:normal}.mw-parser-output .hatnote+link+.hatnote{margin-top:-0.5em}@media print{body.ns-0 .mw-parser-output .hatnote{display:none!important}}</style><div role="note" class="hatnote navigation-not-searchable">Main articles: <a href="/wiki/Early_history_of_video_games" title="Early history of video games">Early history of video games</a> and <a href="/wiki/Early_mainframe_games" title="Early mainframe games">Early mainframe games</a></div> <figure class="mw-default-size" typeof="mw:File/Thumb"><a href="/wiki/File:Spacewar!-PDP-1-20070512.jpg" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/2/23/Spacewar%21-PDP-1-20070512.jpg/170px-Spacewar%21-PDP-1-20070512.jpg" decoding="async" width="170" height="114" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/2/23/Spacewar%21-PDP-1-20070512.jpg/255px-Spacewar%21-PDP-1-20070512.jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/2/23/Spacewar%21-PDP-1-20070512.jpg/340px-Spacewar%21-PDP-1-20070512.jpg 2x" data-file-width="3916" data-file-height="2634" /></a><figcaption><i><a href="/wiki/Spacewar!" title="Spacewar!">Spacewar!</a></i> is credited as the first widely available and influential computer game.</figcaption></figure> <p>As early as 1950, computer scientists were using electronic machines to construct relatively simple game systems, such as <i><a href="/wiki/Bertie_the_Brain" title="Bertie the Brain">Bertie the Brain</a></i> in 1950 to play <a href="/wiki/Tic_tac_toe" class="mw-redirect" title="Tic tac toe">tic tac toe</a>, or <a href="/wiki/Nimrod_(computer)" title="Nimrod (computer)">Nimrod</a> in 1951 for playing <a href="/wiki/Nim" title="Nim">Nim</a>. These systems used either electronic light displays and mainly as demonstration systems at large exhibitions to showcase the power of computers at the time.<sup id="cite_ref-Spacing_1-0" class="reference"><a href="#cite_note-Spacing-1"><span class="cite-bracket">&#91;</span>1<span class="cite-bracket">&#93;</span></a></sup><sup id="cite_ref-Donovan_2-0" class="reference"><a href="#cite_note-Donovan-2"><span class="cite-bracket">&#91;</span>2<span class="cite-bracket">&#93;</span></a></sup> Another early demonstration was <i><a href="/wiki/Tennis_for_Two" title="Tennis for Two">Tennis for Two</a></i>, a game created by <a href="/wiki/William_Higinbotham" title="William Higinbotham">William Higinbotham</a> at <a href="/wiki/Brookhaven_National_Laboratory" title="Brookhaven National Laboratory">Brookhaven National Laboratory</a> in 1958 for three-day exhibition, using an <a href="/wiki/Analog_computer" title="Analog computer">analog computer</a> and an <a href="/wiki/Oscilloscope" title="Oscilloscope">oscilloscope</a> for a display.<sup id="cite_ref-3" class="reference"><a href="#cite_note-3"><span class="cite-bracket">&#91;</span>3<span class="cite-bracket">&#93;</span></a></sup> </p><p><i><a href="/wiki/Spacewar!" title="Spacewar!">Spacewar!</a></i> is considered one of the first recognized video games that enjoyed wider distribution behind a single exhibition system. Developed in 1961 for the <a href="/wiki/PDP-1" title="PDP-1">PDP-1</a> mainframe computer at MIT, it allowed two players to simulate a space combat fight on the PDP-1's relatively simplistic monitor. The game's <a href="/wiki/Source_code" title="Source code">source code</a> was shared with other institutions with a PDP-1 across the country as the MIT students themselves moved about, allowing the game to gain popularity.<sup id="cite_ref-4" class="reference"><a href="#cite_note-4"><span class="cite-bracket">&#91;</span>4<span class="cite-bracket">&#93;</span></a></sup> </p> <div class="mw-heading mw-heading2"><h2 id="1970s">1970s</h2></div> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1236090951"><div role="note" class="hatnote navigation-not-searchable">Main article: <a href="/wiki/1970s_in_video_games" title="1970s in video games">1970s in video games</a></div> <div class="mw-heading mw-heading3"><h3 id="Mainframe_computer_games">Mainframe computer games</h3></div> <figure class="mw-default-size mw-halign-right" typeof="mw:File/Thumb"><a href="/wiki/File:ADVENT_--_Will_Crowther%27s_original_version_(vector).svg" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/6/69/ADVENT_--_Will_Crowther%27s_original_version_%28vector%29.svg/220px-ADVENT_--_Will_Crowther%27s_original_version_%28vector%29.svg.png" decoding="async" width="220" height="258" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/6/69/ADVENT_--_Will_Crowther%27s_original_version_%28vector%29.svg/330px-ADVENT_--_Will_Crowther%27s_original_version_%28vector%29.svg.png 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/6/69/ADVENT_--_Will_Crowther%27s_original_version_%28vector%29.svg/440px-ADVENT_--_Will_Crowther%27s_original_version_%28vector%29.svg.png 2x" data-file-width="446" data-file-height="524" /></a><figcaption>The on-screen instructions from <a href="/wiki/Will_Crowther" class="mw-redirect" title="Will Crowther">Will Crowther</a>'s 1976 game <i><a href="/wiki/Colossal_Cave_Adventure" title="Colossal Cave Adventure">Colossal Cave Adventure</a></i>.</figcaption></figure> <p>In the 1960s, a number of computer games were created for mainframe and <a href="/wiki/Minicomputer" title="Minicomputer">minicomputer</a> systems, but these failed to achieve wide distribution due to the continuing scarcity of computer resources, a lack of sufficiently trained programmers interested in crafting entertainment products, and the difficulty in transferring programs between computers in different geographic areas. By the end of the 1970s, however, the situation had changed drastically. The <a href="/wiki/BASIC" title="BASIC">BASIC</a> and <a href="/wiki/C_(programming_language)" title="C (programming language)">C</a> high-level <a href="/wiki/Programming_language" title="Programming language">programming languages</a> were widely adopted during the decade, which were more accessible than earlier more technical languages such as <a href="/wiki/FORTRAN" class="mw-redirect" title="FORTRAN">FORTRAN</a> and <a href="/wiki/COBOL" title="COBOL">COBOL</a>, opening up computer game creation to a larger base of users. With the advent of <a href="/wiki/Time-sharing" title="Time-sharing">time-sharing</a>, which allowed the resources of a single mainframe to be parceled out among multiple users connected to the machine by terminals, computer access was no longer limited to a handful of individuals at an institution, creating more opportunities for students to create their own games. Furthermore, the widespread adoption of the <a href="/wiki/PDP-10" title="PDP-10">PDP-10</a>, released by <a href="/wiki/Digital_Equipment_Corporation" title="Digital Equipment Corporation">Digital Equipment Corporation</a> (DEC) in 1966, and the portable <a href="/wiki/UNIX" class="mw-redirect" title="UNIX">UNIX</a> <a href="/wiki/Operating_system" title="Operating system">operating system</a>, developed at <a href="/wiki/Bell_Labs" title="Bell Labs">Bell Labs</a> in 1971 and released generally in 1973, created common programming environments across the country that reduced the difficulty of sharing programs between institutions. Finally, the founding of the first magazines dedicated to computing like <i><a href="/wiki/Creative_Computing" class="mw-redirect" title="Creative Computing">Creative Computing</a></i> (1974), the publication of the earliest program compilation books like <i><a href="/wiki/101_BASIC_Computer_Games" class="mw-redirect" title="101 BASIC Computer Games">101 BASIC Computer Games</a></i> (1973), and the spread of wide-area networks such as the <a href="/wiki/ARPANET" title="ARPANET">ARPANET</a> allowed programs to be shared more easily across great distances. As a result, many of the mainframe games created by college students in the 1970s influenced subsequent developments in the video game industry in ways that, <i>Spacewar!</i> aside, the games of the 1960s did not. </p><p>In the arcade and on home consoles, fast-paced action and <a href="/wiki/Turns,_rounds_and_time-keeping_systems_in_games#Real-time" class="mw-redirect" title="Turns, rounds and time-keeping systems in games">real-time</a> gameplay were the norm in genres like <a href="/wiki/Racing_game" title="Racing game">racing</a> and <a href="/wiki/Shooting_game" class="mw-redirect" title="Shooting game">target shooting</a>. On the mainframe, however, such games were generally not possible due both to the lack of adequate displays (many computer terminals continued to rely on <a href="/wiki/Teleprinter" title="Teleprinter">teletypes</a> rather than monitors well into the 1970s and even most CRT terminals could only render character-based graphics) and insufficient processing power and memory to update game elements in real time. While 1970s mainframes were more powerful than arcade and console hardware of the period, the need to parcel out computing resources to dozens of simultaneous users via time-sharing significantly hampered their abilities. Thus, programmers of mainframe games focused on strategy and puzzle-solving mechanics over pure action. Notable games of the period include the tactical combat game <i><a href="/wiki/Star_Trek_(text_game)" class="mw-redirect" title="Star Trek (text game)">Star Trek</a></i> (1971) by <a href="/wiki/Mike_Mayfield" class="mw-redirect" title="Mike Mayfield">Mike Mayfield</a>, the <a href="/wiki/Hide-and-seek" title="Hide-and-seek">hide-and-seek</a> game <i><a href="/wiki/Hunt_the_Wumpus" title="Hunt the Wumpus">Hunt the Wumpus</a></i> (1972) by <a href="/wiki/Gregory_Yob" title="Gregory Yob">Gregory Yob</a>, and the strategic war game <i><a href="/wiki/Empire_(1977_video_game)" title="Empire (1977 video game)">Empire</a></i> (1977) by <a href="/wiki/Walter_Bright" title="Walter Bright">Walter Bright</a>. Perhaps the most significant game of the period was <i><a href="/wiki/Colossal_Cave_Adventure" title="Colossal Cave Adventure">Colossal Cave Adventure</a></i> (or simply <i>Adventure</i>), created in 1976 by <a href="/wiki/Will_Crowther" class="mw-redirect" title="Will Crowther">Will Crowther</a> by combining his passion for caving with concepts from the newly released tabletop role-playing game (RPG) <i><a href="/wiki/Dungeons_%26_Dragons" title="Dungeons &amp; Dragons">Dungeons &amp; Dragons</a></i> (D&amp;D). Expanded by <a href="/wiki/Don_Woods_(programmer)" title="Don Woods (programmer)">Don Woods</a> in 1977 with an emphasis on the high fantasy of <a href="/wiki/J.R.R._Tolkien" class="mw-redirect" title="J.R.R. Tolkien">J.R.R. Tolkien</a>, <i>Adventure</i> established a new genre based around exploration and inventory-based puzzle solving that made the transition to personal computers in the late 1970s. </p><p>While most games were created on hardware of limited graphic ability, one computer able to host more impressive games was the <a href="/wiki/PLATO_system" class="mw-redirect" title="PLATO system">PLATO system</a> developed at the <a href="/wiki/University_of_Illinois" class="mw-redirect" title="University of Illinois">University of Illinois</a>. Intended as an educational computer, the system connected hundreds of users all over the United States via remote terminals that featured high-quality <a href="/wiki/Plasma_display" title="Plasma display">plasma displays</a> and allowed users to interact with each other in real time. This allowed the system to host an impressive array of graphical and/or multiplayer games, including some of the earliest known computer RPGs, which were primarily derived, like <i>Adventure</i>, from <i>D&amp;D</i>, but unlike that game placed a greater emphasis on combat and character progression than puzzle solving. Starting with top-down <a href="/wiki/Dungeon_crawl" title="Dungeon crawl">dungeon crawls</a> like <i>The Dungeon</i> (1975) and <i>The Game of Dungeons</i> (1975), more commonly referred to today by their filenames, <i><a href="/wiki/Pedit5" title="Pedit5">pedit5</a></i> and <i><a href="/wiki/Dnd_(video_game)" class="mw-redirect" title="Dnd (video game)">dnd</a></i>, PLATO RPGs soon transitioned to a first-person perspective with games like <i><a href="/wiki/Moria_(PLATO)" class="mw-redirect" title="Moria (PLATO)">Moria</a></i> (1975), <i>Oubliette</i> (1977), and <i><a href="/wiki/Avatar_(PLATO_system_video_game)" class="mw-redirect" title="Avatar (PLATO system video game)">Avatar</a></i> (1979), which often allowed multiple players to join forces to battle monsters and complete quests together. Like <i>Adventure</i>, these games ultimately inspired some of the earliest personal computer games. </p> <div class="mw-heading mw-heading3"><h3 id="The_first_arcade_video_games_and_home_consoles">The first arcade video games and home consoles</h3></div> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1236090951"><div role="note" class="hatnote navigation-not-searchable">See also: <a href="/wiki/First_generation_of_video_game_consoles" title="First generation of video game consoles">First generation of video game consoles</a>, <a href="/wiki/History_of_arcade_games" class="mw-redirect" title="History of arcade games">History of arcade games</a>, and <a href="/wiki/History_of_arcade_video_games" title="History of arcade video games">History of arcade video games</a></div> <figure class="mw-default-size" typeof="mw:File/Thumb"><a href="/wiki/File:Magnavox-Odyssey-Console-Set.jpg" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/9/99/Magnavox-Odyssey-Console-Set.jpg/220px-Magnavox-Odyssey-Console-Set.jpg" decoding="async" width="220" height="112" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/9/99/Magnavox-Odyssey-Console-Set.jpg/330px-Magnavox-Odyssey-Console-Set.jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/9/99/Magnavox-Odyssey-Console-Set.jpg/440px-Magnavox-Odyssey-Console-Set.jpg 2x" data-file-width="5800" data-file-height="2940" /></a><figcaption>The <a href="/wiki/Magnavox_Odyssey" title="Magnavox Odyssey">Magnavox Odyssey</a>, the first home console</figcaption></figure> <p>The modern video game industry grew out of the concurrent development of the first <a href="/wiki/Arcade_video_game" title="Arcade video game">arcade video game</a> and the first <a href="/wiki/Home_video_game_console" title="Home video game console">home video game console</a> in the early 1970s in the United States. </p><p>The arcade video game industry grew out of the pre-existing <a href="/wiki/Arcade_game" title="Arcade game">arcade game</a> industry, which was previously dominated by <a href="/wiki/Electro-mechanical_game" title="Electro-mechanical game">electro-mechanical games</a> (EM games). Following the arrival of <a href="/wiki/Sega" title="Sega">Sega</a>'s EM game <i><a href="/wiki/Periscope_(arcade_game)" title="Periscope (arcade game)">Periscope</a></i> (1966), the arcade industry was experiencing a "technological renaissance" driven by "audio-visual" EM novelty games, establishing the arcades as a healthy environment for the introduction of commercial video games in the early 1970s.<sup id="cite_ref-Smith_5-0" class="reference"><a href="#cite_note-Smith-5"><span class="cite-bracket">&#91;</span>5<span class="cite-bracket">&#93;</span></a></sup> In the late 1960s, a college student <a href="/wiki/Nolan_Bushnell" title="Nolan Bushnell">Nolan Bushnell</a> had a part-time job at an arcade where he became familiar with EM games, watching customers play and helping to maintain the machinery while learning how it worked and developing his understanding of how the game business operates.<sup id="cite_ref-NGen23_6-0" class="reference"><a href="#cite_note-NGen23-6"><span class="cite-bracket">&#91;</span>6<span class="cite-bracket">&#93;</span></a></sup> </p><p>In 1966, while working at <a href="/wiki/Sanders_Associates" title="Sanders Associates">Sanders Associates</a>, <a href="/wiki/Ralph_H._Baer" title="Ralph H. Baer">Ralph Baer</a> came up with an idea for an entertainment device that could be hooked up to a television monitor. Presenting this to his superiors at Sanders and getting their approval, he, along with William Harrison and William Rusch, refined Baer's concept into the "Brown Box" prototype of a <a href="/wiki/Home_video_game_console" title="Home video game console">home video game console</a> that could play a simple table tennis game. The three patented the technology, and Sanders, not in the commercialization business, sold licenses to the patents to <a href="/wiki/Magnavox" title="Magnavox">Magnavox</a> to commercialize. With Baer's help, Magnavox developed the <a href="/wiki/Magnavox_Odyssey" title="Magnavox Odyssey">Magnavox Odyssey</a>, the first commercial home console, in 1972. </p> <figure class="mw-default-size mw-halign-right" typeof="mw:File/Thumb"><a href="/wiki/File:Pong.svg" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/2/26/Pong.svg/220px-Pong.svg.png" decoding="async" width="220" height="165" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/2/26/Pong.svg/330px-Pong.svg.png 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/2/26/Pong.svg/440px-Pong.svg.png 2x" data-file-width="800" data-file-height="600" /></a><figcaption><i><a href="/wiki/Pong" title="Pong">Pong</a></i> was the first <a href="/wiki/Arcade_video_game" title="Arcade video game">arcade video game</a> to ever receive universal acclaim.</figcaption></figure> <p>Concurrently, Nolan Bushnell and <a href="/wiki/Ted_Dabney" title="Ted Dabney">Ted Dabney</a> had the idea of making a coin-operated system to run <i>Spacewar!</i> By 1971, the two had developed <i><a href="/wiki/Computer_Space" title="Computer Space">Computer Space</a></i> with <a href="/wiki/Nutting_Associates" title="Nutting Associates">Nutting Associates</a>, the first arcade video game.<sup id="cite_ref-7" class="reference"><a href="#cite_note-7"><span class="cite-bracket">&#91;</span>7<span class="cite-bracket">&#93;</span></a></sup> Bushnell and Dabney struck out on their own and formed <a href="/wiki/Atari,_Inc." title="Atari, Inc.">Atari</a>. Bushnell, inspired by the <a href="/wiki/Table_tennis" title="Table tennis">table tennis</a> game on the Odyssey, hired <a href="/wiki/Allan_Alcorn" title="Allan Alcorn">Allan Alcorn</a> to develop an arcade version of the game, this time using discrete <a href="/wiki/Transistor%E2%80%93transistor_logic" title="Transistor–transistor logic">transistor–transistor logic</a> (TTL) electronic circuitry. Atari's <i><a href="/wiki/Pong" title="Pong">Pong</a></i> was released in late 1972 and is considered the first successful arcade video game. It ignited the growth of the arcade game industry in the United States from both established coin-operated game manufacturers like <a href="/wiki/WMS_Industries" title="WMS Industries">Williams</a>, Chicago Coin, and the <a href="/wiki/Midway_Games" title="Midway Games">Midway</a> subsidiary of <a href="/wiki/Bally_Manufacturing" title="Bally Manufacturing">Bally Manufacturing</a>, and new startups such as Ramtek and <a href="/wiki/Centuri" title="Centuri">Allied Leisure</a>. Many of these were <i>Pong</i> clones using ball-and-paddle controls, and led to saturation of the market in 1974, forcing arcade game makers to try to innovate new games in 1975. Many of the newer companies created in the wake of <i>Pong</i> failed to innovate on their own and shut down, and by the end of 1975, the arcade market had fallen by about 50% based on new game sale revenues.<sup id="cite_ref-down_many_times_8-0" class="reference"><a href="#cite_note-down_many_times-8"><span class="cite-bracket">&#91;</span>8<span class="cite-bracket">&#93;</span></a></sup> Further, Magnavox took Atari and several other of these arcade game makers to court over violations of Baer's patents. Bushnell settled the suit for Atari, gaining perpetual rights for the patents for Atari as part of the settlement.<sup id="cite_ref-9" class="reference"><a href="#cite_note-9"><span class="cite-bracket">&#91;</span>9<span class="cite-bracket">&#93;</span></a></sup> Others failed to settle, and Magnavox won around <span style="white-space: nowrap">$100 million</span> in damages from these patent infringement suits before the patents expired in 1990.<sup id="cite_ref-10" class="reference"><a href="#cite_note-10"><span class="cite-bracket">&#91;</span>10<span class="cite-bracket">&#93;</span></a></sup> </p><p>Arcade video games caught on quickly in Japan due to partnerships between American and Japanese corporations that kept the Japan companies abreast of technology developments within the United States. The <a href="/wiki/Nakamura_Amusement_Machine_Manufacturing_Company" class="mw-redirect" title="Nakamura Amusement Machine Manufacturing Company">Nakamura Amusement Machine Manufacturing Company</a> (Namco) partnered with Atari to import <i>Pong</i> into Japan in late 1973. Within the year, <a href="/wiki/Taito" title="Taito">Taito</a> and <a href="/wiki/Sega" title="Sega">Sega</a> released <i>Pong</i> clones in Japan by mid-1973. Japanese companies began developing novel games and exporting or licensing them through partners in 1974.<sup id="cite_ref-gamestudies_geemu_11-0" class="reference"><a href="#cite_note-gamestudies_geemu-11"><span class="cite-bracket">&#91;</span>11<span class="cite-bracket">&#93;</span></a></sup> Among these included Taito's <i><a href="/wiki/Gun_Fight" title="Gun Fight">Gun Fight</a></i> (originally <i>Western Gun</i> in its Japanese release), which was licensed to Midway. Midway's version, released in 1975, was the first arcade video game to use a <a href="/wiki/Microprocessor" title="Microprocessor">microprocessor</a> rather than discrete TTL components.<sup id="cite_ref-12" class="reference"><a href="#cite_note-12"><span class="cite-bracket">&#91;</span>12<span class="cite-bracket">&#93;</span></a></sup> This innovation drastically reduced the complexity and time to design of arcade games and the number of physical components required to achieve more advanced gameplay.<sup id="cite_ref-gamasutra_history_atari_13-0" class="reference"><a href="#cite_note-gamasutra_history_atari-13"><span class="cite-bracket">&#91;</span>13<span class="cite-bracket">&#93;</span></a></sup> </p> <div class="mw-heading mw-heading3"><h3 id="The_dedicated_console_market">The dedicated console market</h3></div> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1236090951"><div role="note" class="hatnote navigation-not-searchable">Main article: <a href="/wiki/First_generation_of_video_game_consoles" title="First generation of video game consoles">First generation of video game consoles</a></div> <figure class="mw-default-size mw-halign-right" typeof="mw:File/Thumb"><a href="/wiki/File:APF_TV_Fun_(with_paddle_model).jpg" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/d/df/APF_TV_Fun_%28with_paddle_model%29.jpg/220px-APF_TV_Fun_%28with_paddle_model%29.jpg" decoding="async" width="220" height="231" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/d/df/APF_TV_Fun_%28with_paddle_model%29.jpg/330px-APF_TV_Fun_%28with_paddle_model%29.jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/d/df/APF_TV_Fun_%28with_paddle_model%29.jpg/440px-APF_TV_Fun_%28with_paddle_model%29.jpg 2x" data-file-width="1134" data-file-height="1191" /></a><figcaption><i>Pong</i> clones like the <a href="/wiki/APF_TV_Fun" class="mw-redirect" title="APF TV Fun">APF TV Fun</a> <i>(pictured)</i> over-saturated the market in the late 1970s.</figcaption></figure> <p>The Magnavox Odyssey never caught on with the public, due largely to the limited functionality of its primitive discrete electronic component technology.<sup id="cite_ref-down_many_times_8-1" class="reference"><a href="#cite_note-down_many_times-8"><span class="cite-bracket">&#91;</span>8<span class="cite-bracket">&#93;</span></a></sup> By mid-1975, <a href="/wiki/Large-scale_integration" class="mw-redirect" title="Large-scale integration">large-scale integration</a> (LSI) microchips had become inexpensive enough to be incorporated into a consumer product.<sup id="cite_ref-down_many_times_8-2" class="reference"><a href="#cite_note-down_many_times-8"><span class="cite-bracket">&#91;</span>8<span class="cite-bracket">&#93;</span></a></sup> In 1975, Magnavox reduced the part count of the Odyssey using a three-chip set created by Texas Instruments and released two new systems that only played ball-and-paddle games, the <a href="/wiki/Magnavox_Odyssey_100" class="mw-redirect" title="Magnavox Odyssey 100">Magnavox Odyssey 100</a> and <a href="/wiki/Magnavox_Odyssey_200" class="mw-redirect" title="Magnavox Odyssey 200">Magnavox Odyssey 200</a>. Atari, meanwhile, entered the consumer market that same year with the single-chip Home <i>Pong</i> system. The next year, <a href="/wiki/General_Instrument" title="General Instrument">General Instrument</a> released a "Pong-on-a-chip" LSI and made it available at a low price to any interested company. Toy company <a href="/wiki/Coleco" title="Coleco">Coleco</a> Industries used this chip to create the million-selling <a href="/wiki/Telstar_(game_console)" class="mw-redirect" title="Telstar (game console)">Telstar</a> console model series (1976–77). </p><p>These initial home video game consoles were popular, leading to a large influx of companies releasing <i>Pong</i> and other <a href="/wiki/Video_game_clone" title="Video game clone">video game clones</a> to satisfy consumer demand. While there were only seven companies that were releasing home consoles in 1975, there were at least 82 by 1977, with more than 160 different models that year alone that were easily documented. A large number of these consoles were created in East Asia, and it is estimated that over 500 <i>Pong</i>-type home console models were made during this period.<sup id="cite_ref-down_many_times_8-3" class="reference"><a href="#cite_note-down_many_times-8"><span class="cite-bracket">&#91;</span>8<span class="cite-bracket">&#93;</span></a></sup> As with the prior paddle-and-ball saturation in the arcade game field by 1975 due to consumer weariness, dedicated console sales dropped sharply in 1978, disrupted by the introduction of programmable systems and <a href="/wiki/Handheld_electronic_game" title="Handheld electronic game">Handheld electronic games</a>.<sup id="cite_ref-down_many_times_8-4" class="reference"><a href="#cite_note-down_many_times-8"><span class="cite-bracket">&#91;</span>8<span class="cite-bracket">&#93;</span></a></sup> </p><p>Just as dedicated consoles were waning in popularity in the West, they briefly surged in popularity in Japan. These <i>TV geemu</i> were often based on licensed designs from the American companies, manufactured by television manufacturers such as <a href="/wiki/Toshiba" title="Toshiba">Toshiba</a> and <a href="/wiki/Sharp_Corporation" title="Sharp Corporation">Sharp</a>. Notably, <a href="/wiki/Nintendo" title="Nintendo">Nintendo</a> entered the video game market during this period alongside its current traditional and electronic toy product lines, producing the series of <a href="/wiki/Color_TV-Game" title="Color TV-Game">Color TV-Game</a> consoles in partnership with <a href="/wiki/Mitsubishi" title="Mitsubishi">Mitsubishi</a>.<sup id="cite_ref-gamestudies_geemu_11-1" class="reference"><a href="#cite_note-gamestudies_geemu-11"><span class="cite-bracket">&#91;</span>11<span class="cite-bracket">&#93;</span></a></sup> </p> <div class="mw-heading mw-heading3"><h3 id="Growth_of_video_game_arcades_and_the_golden_age">Growth of video game arcades and the golden age</h3></div> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1236090951"><div role="note" class="hatnote navigation-not-searchable">Main article: <a href="/wiki/Golden_age_of_arcade_video_games" title="Golden age of arcade video games">Golden age of arcade video games</a></div> <figure class="mw-default-size mw-halign-right" typeof="mw:File/Thumb"><a href="/wiki/File:Space_Invaders_-_Midway%27s.JPG" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/b/bb/Space_Invaders_-_Midway%27s.JPG/220px-Space_Invaders_-_Midway%27s.JPG" decoding="async" width="220" height="293" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/b/bb/Space_Invaders_-_Midway%27s.JPG/330px-Space_Invaders_-_Midway%27s.JPG 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/b/bb/Space_Invaders_-_Midway%27s.JPG/440px-Space_Invaders_-_Midway%27s.JPG 2x" data-file-width="1536" data-file-height="2048" /></a><figcaption><i><a href="/wiki/Space_Invaders" title="Space Invaders">Space Invaders</a></i> was popular in arcades and introduced many elements which became standard in video games.</figcaption></figure> <p>After the ball-and-paddle market saturation in 1975, game developers began looking for new ideas for games, buoyed by the ability to use programmable microprocessors rather than analog components. Taito designer <a href="/wiki/Tomohiro_Nishikado" title="Tomohiro Nishikado">Tomohiro Nishikado</a>, who had developed <i>Gun Fight</i> previously, was inspired by Atari's <i><a href="/wiki/Breakout_(video_game)" title="Breakout (video game)">Breakout</a></i> to create a shooting-based game, <i><a href="/wiki/Space_Invaders" title="Space Invaders">Space Invaders</a></i>, first released in Japan in 1978.<sup id="cite_ref-verge_life_death_arcade_14-0" class="reference"><a href="#cite_note-verge_life_death_arcade-14"><span class="cite-bracket">&#91;</span>14<span class="cite-bracket">&#93;</span></a></sup> <i>Space Invaders</i> introduced or popularized several important concepts in arcade video games, including play regulated by <a href="/wiki/Life_(video_games)" title="Life (video games)">lives</a> instead of a timer or set score, gaining <a href="/wiki/Life_(video_games)#Extra_lives" title="Life (video games)">extra lives</a> through accumulating points, and the tracking of the <a href="/wiki/Score_(game)" title="Score (game)">high score</a> achieved on the machine. It was also the first game to confront the player with waves of targets that shot back at the player and the first to include background music during game play, albeit a simple four-note loop.<sup id="cite_ref-IGN-10_15-0" class="reference"><a href="#cite_note-IGN-10-15"><span class="cite-bracket">&#91;</span>15<span class="cite-bracket">&#93;</span></a></sup> <i>Space Invaders</i> was an immediate success in Japan, with some arcades created solely for <i>Space Invaders</i> machines.<sup id="cite_ref-verge_life_death_arcade_14-1" class="reference"><a href="#cite_note-verge_life_death_arcade-14"><span class="cite-bracket">&#91;</span>14<span class="cite-bracket">&#93;</span></a></sup> While not quite as popular in the United States, <i>Space Invaders</i> became a hit as Midway, serving as the North American manufacturer, moved over 60,000 cabinets in 1979.<sup id="cite_ref-16" class="reference"><a href="#cite_note-16"><span class="cite-bracket">&#91;</span>16<span class="cite-bracket">&#93;</span></a></sup> </p> <figure class="mw-default-size mw-halign-right" typeof="mw:File/Thumb"><a href="/wiki/File:US_Marine_playing_Defender.jpg" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/6/6a/US_Marine_playing_Defender.jpg/220px-US_Marine_playing_Defender.jpg" decoding="async" width="220" height="147" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/6/6a/US_Marine_playing_Defender.jpg/330px-US_Marine_playing_Defender.jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/6/6a/US_Marine_playing_Defender.jpg/440px-US_Marine_playing_Defender.jpg 2x" data-file-width="2800" data-file-height="1870" /></a><figcaption>An American <a href="/wiki/United_States_Marine_Corps" title="United States Marine Corps">Marine</a> playing <i><a href="/wiki/Defender_(1981_video_game)" title="Defender (1981 video game)">Defender</a></i> aboard a naval ship in 1982</figcaption></figure> <p><i>Space Invaders</i> led off what is considered to be the golden age of arcade games which lasted from 1978 to 1982. Several influential and best-selling arcade games were released during this period from Atari, Namco, Taito, Williams, and Nintendo, including <i><a href="/wiki/Asteroids_(video_game)" title="Asteroids (video game)">Asteroids</a></i> (1979), <i><a href="/wiki/Galaxian" title="Galaxian">Galaxian</a></i> (1979), <i><a href="/wiki/Defender_(1981_video_game)" title="Defender (1981 video game)">Defender</a></i> (1980), <i><a href="/wiki/Missile_Command" title="Missile Command">Missile Command</a></i> (1980), <i><a href="/wiki/Tempest_(video_game)" title="Tempest (video game)">Tempest</a></i> (1981), and <i><a href="/wiki/Galaga" title="Galaga">Galaga</a></i> (1981). <i><a href="/wiki/Pac-Man" title="Pac-Man">Pac-Man</a></i>, released in 1980, became a <a href="/wiki/Popular_culture" title="Popular culture">popular culture</a> icon, and a new wave of games appeared that focused on identifiable characters and alternate mechanics such as navigating a maze or traversing a series of platforms. Aside from <i>Pac-Man</i> and its sequel, <i><a href="/wiki/Ms._Pac-Man" title="Ms. Pac-Man">Ms. Pac-Man</a></i> (1982), the most popular games in this vein during the golden age were <i><a href="/wiki/Donkey_Kong_(arcade_game)" class="mw-redirect" title="Donkey Kong (arcade game)">Donkey Kong</a></i> (1981) and <i><a href="/wiki/Q*bert" title="Q*bert">Q*bert</a></i> (1982).<sup id="cite_ref-verge_life_death_arcade_14-2" class="reference"><a href="#cite_note-verge_life_death_arcade-14"><span class="cite-bracket">&#91;</span>14<span class="cite-bracket">&#93;</span></a></sup> Games like <i>Pac-Man</i>, <i>Donkey Kong</i> and <i>Q*bert</i> also introduced the concept of narratives and characters to video games, which led companies to adopt these later as mascots for marketing purposes.<sup id="cite_ref-17" class="reference"><a href="#cite_note-17"><span class="cite-bracket">&#91;</span>17<span class="cite-bracket">&#93;</span></a></sup><sup id="cite_ref-18" class="reference"><a href="#cite_note-18"><span class="cite-bracket">&#91;</span>18<span class="cite-bracket">&#93;</span></a></sup> </p><p>According to trade publication <i>Vending Times</i>, revenues generated by coin-operated video games on location in the United States jumped from $308 million in 1978 to $968 million in 1979 to $2.8 billion in 1980. As <i>Pac Man</i> ignited an even larger video game craze and attracted more female players to arcades, revenues jumped again to $4.9 billion in 1981. According to trade publication <i>Play Meter</i>, by July 1982, total coin-op collections peaked at $8.9 billion, of which $7.7 billion came from video games.<sup id="cite_ref-Rogers-Larsen-263_19-0" class="reference"><a href="#cite_note-Rogers-Larsen-263-19"><span class="cite-bracket">&#91;</span>19<span class="cite-bracket">&#93;</span></a></sup> Dedicated <a href="/wiki/Video_game_arcade" class="mw-redirect" title="Video game arcade">video game arcades</a> grew during the golden age, with the number of arcades (locations with at least ten arcade games) more than doubling between July 1981 and July 1983 from over 10,000 to just over 25,000.<sup id="cite_ref-verge_life_death_arcade_14-3" class="reference"><a href="#cite_note-verge_life_death_arcade-14"><span class="cite-bracket">&#91;</span>14<span class="cite-bracket">&#93;</span></a></sup><sup id="cite_ref-Rogers-Larsen-263_19-1" class="reference"><a href="#cite_note-Rogers-Larsen-263-19"><span class="cite-bracket">&#91;</span>19<span class="cite-bracket">&#93;</span></a></sup> These figures made arcade games the most popular entertainment medium in the country, far surpassing both pop music (at $4 billion in sales per year) and Hollywood films ($3 billion).<sup id="cite_ref-Rogers-Larsen-263_19-2" class="reference"><a href="#cite_note-Rogers-Larsen-263-19"><span class="cite-bracket">&#91;</span>19<span class="cite-bracket">&#93;</span></a></sup> </p> <div class="mw-heading mw-heading3"><h3 id="Introduction_of_cartridge-based_home_consoles">Introduction of cartridge-based home consoles</h3></div> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1236090951"><div role="note" class="hatnote navigation-not-searchable">Main article: <a href="/wiki/Second_generation_of_video_game_consoles" title="Second generation of video game consoles">Second generation of video game consoles</a></div> <figure class="mw-default-size mw-halign-right" typeof="mw:File/Thumb"><a href="/wiki/File:Intellivision.jpg" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/8/80/Intellivision.jpg/220px-Intellivision.jpg" decoding="async" width="220" height="185" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/8/80/Intellivision.jpg/330px-Intellivision.jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/8/80/Intellivision.jpg/440px-Intellivision.jpg 2x" data-file-width="908" data-file-height="762" /></a><figcaption>An <a href="/wiki/Intellivision" title="Intellivision">Intellivision</a> home console system with an assortment of <a href="/wiki/ROM_cartridge" title="ROM cartridge">ROM cartridges</a></figcaption></figure> <p>Development costs of dedicated game hardware for arcade and home consoles based on discrete component circuitry and <a href="/wiki/Application-specific_integrated_circuit" title="Application-specific integrated circuit">application-specific integrated circuits</a> (ASICs) with only limited consumer lifespans drove engineers to find alternatives. Microprocessors had dropped far enough in price by 1975 to make these a viable option for developing programmable consoles that could load in game software from a form of swappable media.<sup id="cite_ref-atari_fun_chp5_20-0" class="reference"><a href="#cite_note-atari_fun_chp5-20"><span class="cite-bracket">&#91;</span>20<span class="cite-bracket">&#93;</span></a></sup> </p><p>The <a href="/wiki/Fairchild_Channel_F" title="Fairchild Channel F">Fairchild Channel F</a> by <a href="/wiki/Fairchild_Camera_and_Instrument" title="Fairchild Camera and Instrument">Fairchild Camera and Instrument</a> was released in 1976. It is the first home console to use programmable <a href="/wiki/ROM_cartridge" title="ROM cartridge">ROM cartridges</a> - allowing players to swap games - as well as being the first home console to use a microprocessor which reads instructions from the ROM cartridge. Atari and Magnavox followed suit in 1977 and 1978, respectively, with the release of the <a href="/wiki/Atari_Video_Computer_System" class="mw-redirect" title="Atari Video Computer System">Atari Video Computer System</a> (VCS, later known as the Atari 2600) and the <a href="/wiki/Magnavox_Odyssey_2" title="Magnavox Odyssey 2">Magnavox Odyssey 2</a>, both systems also introducing the use of cartridges. As to complete the Atari VCS quickly, Bushnell sold Atari to <a href="/wiki/Warner_Communications" class="mw-redirect" title="Warner Communications">Warner Communications</a> <span style="white-space: nowrap">$28 million</span>, providing the necessary cash infusion to complete the system's design by the end of 1977.<sup id="cite_ref-gamasutra_history_atari_13-1" class="reference"><a href="#cite_note-gamasutra_history_atari-13"><span class="cite-bracket">&#91;</span>13<span class="cite-bracket">&#93;</span></a></sup> The initial market for these new consoles were initially modest as consumers were still wary after the saturation of dedicated home consoles.<sup id="cite_ref-21" class="reference"><a href="#cite_note-21"><span class="cite-bracket">&#91;</span>21<span class="cite-bracket">&#93;</span></a></sup> However, there was still newfound interest in video games, and new players were drawn to the market, such as <a href="/wiki/Mattel_Electronics" class="mw-redirect" title="Mattel Electronics">Mattel Electronics</a> with the <a href="/wiki/Intellivision" title="Intellivision">Intellivision</a>.<sup id="cite_ref-down_many_times_8-5" class="reference"><a href="#cite_note-down_many_times-8"><span class="cite-bracket">&#91;</span>8<span class="cite-bracket">&#93;</span></a></sup> In contrast to the dedicated home <i>Pong</i> consoles, programmable cartridge-based consoles had a higher barrier of entry with the costs of <a href="/wiki/Research_%26_development" class="mw-redirect" title="Research &amp; development">research &amp; development</a> and large-scale production, and fewer manufacturers entered the market during this period.<sup id="cite_ref-down_many_times_8-6" class="reference"><a href="#cite_note-down_many_times-8"><span class="cite-bracket">&#91;</span>8<span class="cite-bracket">&#93;</span></a></sup> </p><p>This new line of consoles had its breakthrough moment when Atari obtained a license from Taito to create the Atari VCS version of the arcade hit <i>Space Invaders</i>, which was released in 1980. <i>Space Invaders</i> quadrupled sales of the Atari VCS, making it the first "<a href="/wiki/Killer_app" class="mw-redirect" title="Killer app">killer app</a>" in the video game industry, and the first video game to sell over one million copies and eventually sold over 2.5 million by 1981.<sup id="cite_ref-22" class="reference"><a href="#cite_note-22"><span class="cite-bracket">&#91;</span>22<span class="cite-bracket">&#93;</span></a></sup><sup id="cite_ref-23" class="reference"><a href="#cite_note-23"><span class="cite-bracket">&#91;</span>23<span class="cite-bracket">&#93;</span></a></sup> Atari's consumer sales almost doubled from $119 million to nearly $204 million in 1980 and then exploded to over $841 million in 1981, while sales across the entire video game industry in the United States rose from $185.7 million in 1979 to just over $1 billion in 1981. Through a combination of conversions of its own arcade games like <i>Missile Command</i> and <i>Asteroids</i> and licensed conversions like <i>Defender</i>, Atari took a commanding lead in the industry, with an estimated 65% market share of the worldwide industry by dollar volume by 1981. Mattel settled into second place with roughly 15%-20% of the market, while Magnavox ran a distant third, and Fairchild exited the market entirely in 1979.<sup id="cite_ref-down_many_times_8-7" class="reference"><a href="#cite_note-down_many_times-8"><span class="cite-bracket">&#91;</span>8<span class="cite-bracket">&#93;</span></a></sup> </p><p>Another critical development during this period was the emergence of third-party developers. Atari management did not appreciate the special talent required to design and program a game and treated them like typical software engineers of the period, who were not generally credited for their work or given royalties; this led to <a href="/wiki/Warren_Robinett" title="Warren Robinett">Warren Robinett</a> secretly programming his name in one of the earliest <a href="/wiki/Easter_egg_(media)" title="Easter egg (media)">Easter eggs</a> into his game <i><a href="/wiki/Adventure_(1980_video_game)" title="Adventure (1980 video game)">Adventure</a></i>.<sup id="cite_ref-24" class="reference"><a href="#cite_note-24"><span class="cite-bracket">&#91;</span>24<span class="cite-bracket">&#93;</span></a></sup><sup id="cite_ref-paste_mar2016_25-0" class="reference"><a href="#cite_note-paste_mar2016-25"><span class="cite-bracket">&#91;</span>25<span class="cite-bracket">&#93;</span></a></sup> Atari's policies drove four of the company's programmers, David Crane, Larry Kaplan, Alan Miller, and Bob Whitehead, to resign and form their own company <a href="/wiki/Activision" title="Activision">Activision</a> in 1979, using their knowledge of developing for the Atari VCS to make and publish their own games. Atari sued to stop Activision's activities, but the companies settled out of court, with Activision agreeing to pay a portion of their game sales as a license fee to Atari.<sup id="cite_ref-gamasutra_activision_26-0" class="reference"><a href="#cite_note-gamasutra_activision-26"><span class="cite-bracket">&#91;</span>26<span class="cite-bracket">&#93;</span></a></sup> Another group of Atari and Mattel developers left and formed <a href="/wiki/Imagic" title="Imagic">Imagic</a> in 1981, following Activision's model.<sup id="cite_ref-27" class="reference"><a href="#cite_note-27"><span class="cite-bracket">&#91;</span>27<span class="cite-bracket">&#93;</span></a></sup> </p><p>Atari's dominance of the market was challenged by Coleco's <a href="/wiki/ColecoVision" title="ColecoVision">ColecoVision</a> in 1982. As <i>Space Invaders</i> had done for the Atari VCS, Coleco developed a licensed version of Nintendo's arcade hit <i>Donkey Kong</i> as a bundled game with the system. While the Colecovision only had 17% of the hardware market in 1982 compared to the Atari VCS' share of 58%, it outsold Atari's newer console, the <a href="/wiki/Atari_5200" title="Atari 5200">Atari 5200</a>.<sup id="cite_ref-gallager_innovation_28-0" class="reference"><a href="#cite_note-gallager_innovation-28"><span class="cite-bracket">&#91;</span>28<span class="cite-bracket">&#93;</span></a></sup><sup id="cite_ref-down_many_times_8-8" class="reference"><a href="#cite_note-down_many_times-8"><span class="cite-bracket">&#91;</span>8<span class="cite-bracket">&#93;</span></a></sup> </p><p>A few games from this period have been considered milestones in the history of video games, and some of the earliest in popular genres. Robinett's <i>Adventure</i> was inspired from the text adventure <i>Colossal Cave Adventure</i>, and is considered the one of the first graphic adventure and <a href="/wiki/Action-adventure_game" title="Action-adventure game">action-adventure games</a>,<sup id="cite_ref-29" class="reference"><a href="#cite_note-29"><span class="cite-bracket">&#91;</span>29<span class="cite-bracket">&#93;</span></a></sup><sup id="cite_ref-30" class="reference"><a href="#cite_note-30"><span class="cite-bracket">&#91;</span>30<span class="cite-bracket">&#93;</span></a></sup> and first cartridge fantasy-themed game.<sup id="cite_ref-31" class="reference"><a href="#cite_note-31"><span class="cite-bracket">&#91;</span>31<span class="cite-bracket">&#93;</span></a></sup> Activision's <i><a href="/wiki/Pitfall!" title="Pitfall!">Pitfall!</a></i>, beside being one of the more successful third-party games, also established the foundation of side-scrolling <a href="/wiki/Platform_game" class="mw-redirect" title="Platform game">platform games</a>.<sup id="cite_ref-32" class="reference"><a href="#cite_note-32"><span class="cite-bracket">&#91;</span>32<span class="cite-bracket">&#93;</span></a></sup> <i><a href="/wiki/Utopia_(video_game)" title="Utopia (video game)">Utopia</a></i> for the Intellivision was the first <a href="/wiki/City-building_game" title="City-building game">city-building game</a> and considered one of the first <a href="/wiki/Real-time_strategy_game" class="mw-redirect" title="Real-time strategy game">real-time strategy games</a>.<sup id="cite_ref-arstechnica2_33-0" class="reference"><a href="#cite_note-arstechnica2-33"><span class="cite-bracket">&#91;</span>33<span class="cite-bracket">&#93;</span></a></sup><sup id="cite_ref-Loguidice_34-0" class="reference"><a href="#cite_note-Loguidice-34"><span class="cite-bracket">&#91;</span>34<span class="cite-bracket">&#93;</span></a></sup> </p> <div class="mw-heading mw-heading3"><h3 id="Early_hobbyist_computer_games">Early hobbyist computer games</h3></div> <figure class="mw-default-size mw-halign-right" typeof="mw:File/Thumb"><a href="/wiki/File:Home_or_Personal_Computers_from_1977_-_Commodore_PET_2001,_Apple_II,_TRS-80_Model_I,_together_called_%27Trinity77%27_(edited_image).jpg" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/8/82/Home_or_Personal_Computers_from_1977_-_Commodore_PET_2001%2C_Apple_II%2C_TRS-80_Model_I%2C_together_called_%27Trinity77%27_%28edited_image%29.jpg/220px-Home_or_Personal_Computers_from_1977_-_Commodore_PET_2001%2C_Apple_II%2C_TRS-80_Model_I%2C_together_called_%27Trinity77%27_%28edited_image%29.jpg" decoding="async" width="220" height="72" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/8/82/Home_or_Personal_Computers_from_1977_-_Commodore_PET_2001%2C_Apple_II%2C_TRS-80_Model_I%2C_together_called_%27Trinity77%27_%28edited_image%29.jpg/330px-Home_or_Personal_Computers_from_1977_-_Commodore_PET_2001%2C_Apple_II%2C_TRS-80_Model_I%2C_together_called_%27Trinity77%27_%28edited_image%29.jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/8/82/Home_or_Personal_Computers_from_1977_-_Commodore_PET_2001%2C_Apple_II%2C_TRS-80_Model_I%2C_together_called_%27Trinity77%27_%28edited_image%29.jpg/440px-Home_or_Personal_Computers_from_1977_-_Commodore_PET_2001%2C_Apple_II%2C_TRS-80_Model_I%2C_together_called_%27Trinity77%27_%28edited_image%29.jpg 2x" data-file-width="3973" data-file-height="1300" /></a><figcaption>The "1977 Trinity" (L-R): <a href="/wiki/Commodore_PET" title="Commodore PET">Commodore PET</a>, <a href="/wiki/Apple_II_(original)" title="Apple II (original)">Apple II</a>, and <a href="/wiki/TRS-80" title="TRS-80">TRS-80</a></figcaption></figure> <p>The fruit of retail development in early video games appeared mainly in video arcades and home consoles, but at the same time, there was a growing market in <a href="/wiki/Home_computer" title="Home computer">home computers</a>. Such home computers were initially a hobbyist activity, with <a href="/wiki/Minicomputer" title="Minicomputer">minicomputers</a> such as the <a href="/wiki/Altair_8800" title="Altair 8800">Altair 8800</a> and the <a href="/wiki/IMSAI_8080" title="IMSAI 8080">IMSAI 8080</a> released in the early 1970s. Groups like the <a href="/wiki/Homebrew_Computer_Club" title="Homebrew Computer Club">Homebrew Computer Club</a> in Menlo Park, California envisioned how to create new hardware and software from these minicomputer systems that could eventually reach the home market.<sup id="cite_ref-35" class="reference"><a href="#cite_note-35"><span class="cite-bracket">&#91;</span>35<span class="cite-bracket">&#93;</span></a></sup> Affordable home computers began appearing in the late 1970s with the arrival of the "1977 Trinity": the <a href="/wiki/Commodore_PET" title="Commodore PET">Commodore PET</a>, the <a href="/wiki/Apple_II_(original)" title="Apple II (original)">Apple II</a>, and the <a href="/wiki/TRS-80" title="TRS-80">TRS-80</a>.<sup id="cite_ref-36" class="reference"><a href="#cite_note-36"><span class="cite-bracket">&#91;</span>36<span class="cite-bracket">&#93;</span></a></sup> Most shipped with a variety of pre-made games as well as the <a href="/wiki/BASIC" title="BASIC">BASIC programming language</a>, allowing their owners to program simple games.<sup id="cite_ref-37" class="reference"><a href="#cite_note-37"><span class="cite-bracket">&#91;</span>37<span class="cite-bracket">&#93;</span></a></sup> </p><p><a href="/wiki/Hobby" title="Hobby">Hobbyist</a> groups for the new computers soon formed and <a href="/wiki/PC_game" title="PC game">PC game</a> software followed. Soon many of these games—at first clones of mainframe classics such as <i>Star Trek</i>, and then later ports or clones of popular arcade games such as <i><a href="/wiki/Space_Invaders" title="Space Invaders">Space Invaders</a></i>, <i><a href="/wiki/Frogger" title="Frogger">Frogger</a></i>,<sup id="cite_ref-Enterprise-1982_38-0" class="reference"><a href="#cite_note-Enterprise-1982-38"><span class="cite-bracket">&#91;</span>38<span class="cite-bracket">&#93;</span></a></sup> <i><a href="/wiki/Pac-Man" title="Pac-Man">Pac-Man</a></i> (see <a href="/wiki/List_of_Pac-Man_clones" title="List of Pac-Man clones"><i>Pac-Man</i> clones</a>)<sup id="cite_ref-Markoff-1981_39-0" class="reference"><a href="#cite_note-Markoff-1981-39"><span class="cite-bracket">&#91;</span>39<span class="cite-bracket">&#93;</span></a></sup> and <i><a href="/wiki/Donkey_Kong" title="Donkey Kong">Donkey Kong</a></i><sup id="cite_ref-40" class="reference"><a href="#cite_note-40"><span class="cite-bracket">&#91;</span>40<span class="cite-bracket">&#93;</span></a></sup>—were being distributed through a variety of channels, such as printing the game's <a href="/wiki/Source_code" title="Source code">source code</a> in books (such as David Ahl's <i><a href="/wiki/BASIC_Computer_Games" title="BASIC Computer Games">BASIC Computer Games</a></i>), magazines (<i><a href="/wiki/Electronic_Games" title="Electronic Games">Electronic Games</a></i> and <i><a href="/wiki/Creative_Computing_(magazine)" title="Creative Computing (magazine)">Creative Computing</a></i>), and newsletters, which allowed users to <a href="/wiki/Type-in_program" title="Type-in program">type in the code for themselves</a>.<sup id="cite_ref-time_basic_language_41-0" class="reference"><a href="#cite_note-time_basic_language-41"><span class="cite-bracket">&#91;</span>41<span class="cite-bracket">&#93;</span></a></sup><sup id="cite_ref-42" class="reference"><a href="#cite_note-42"><span class="cite-bracket">&#91;</span>42<span class="cite-bracket">&#93;</span></a></sup><sup id="cite_ref-43" class="reference"><a href="#cite_note-43"><span class="cite-bracket">&#91;</span>43<span class="cite-bracket">&#93;</span></a></sup> </p> <figure class="mw-default-size" typeof="mw:File/Thumb"><a href="/wiki/File:Mystery_House_-_Apple_II_render_emulation_-_2.png" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/a/a0/Mystery_House_-_Apple_II_render_emulation_-_2.png/220px-Mystery_House_-_Apple_II_render_emulation_-_2.png" decoding="async" width="220" height="151" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/a/a0/Mystery_House_-_Apple_II_render_emulation_-_2.png 1.5x" data-file-width="281" data-file-height="193" /></a><figcaption><i>Mystery House</i> is one of the first graphical adventure games.</figcaption></figure> <p>Whereas hobbyist programming in the United States was seen as a pastime while more players flocked to video game consoles, such "bedroom coders" in the <a href="/wiki/United_Kingdom" title="United Kingdom">United Kingdom</a> and other parts of Europe looked for ways to profit from their work.<sup id="cite_ref-e&amp;p_uk_history_44-0" class="reference"><a href="#cite_note-e&amp;p_uk_history-44"><span class="cite-bracket">&#91;</span>44<span class="cite-bracket">&#93;</span></a></sup><sup id="cite_ref-bbc_uk_vg_history_45-0" class="reference"><a href="#cite_note-bbc_uk_vg_history-45"><span class="cite-bracket">&#91;</span>45<span class="cite-bracket">&#93;</span></a></sup> Programmers distributed their works through the physical mailing and selling of floppy disks, cassette tapes, and <a href="/wiki/Read-only_memory" title="Read-only memory">ROM</a> cartridges.<sup id="cite_ref-bbc_uk_vg_history_45-1" class="reference"><a href="#cite_note-bbc_uk_vg_history-45"><span class="cite-bracket">&#91;</span>45<span class="cite-bracket">&#93;</span></a></sup> Possibly the first computer game to be sold commercially was <i><a href="/wiki/Microchess" title="Microchess">Microchess</a></i> in 1976 by <a href="/wiki/Peter_R._Jennings" title="Peter R. Jennings">Peter R. Jennings</a>, who also started possibly the first computer game publishing company, <a href="/wiki/Microware_(publisher)" class="mw-redirect" title="Microware (publisher)">Microware</a>.<sup id="cite_ref-CHMJenningsinterview_46-0" class="reference"><a href="#cite_note-CHMJenningsinterview-46"><span class="cite-bracket">&#91;</span>46<span class="cite-bracket">&#93;</span></a></sup> Soon a small <a href="/wiki/Cottage_industry" class="mw-redirect" title="Cottage industry">cottage industry</a> was formed, with amateur programmers selling disks in plastic bags put on the shelves of local shops or sent through the mail.<sup id="cite_ref-bbc_uk_vg_history_45-2" class="reference"><a href="#cite_note-bbc_uk_vg_history-45"><span class="cite-bracket">&#91;</span>45<span class="cite-bracket">&#93;</span></a></sup> </p><p>Mainframe and minicomputer games were still largely developed by students and others during this period using the more powerful languages afforded on these systems. A team of <a href="/wiki/MIT" class="mw-redirect" title="MIT">MIT</a> students, <a href="/wiki/Tim_Anderson_(Zork)" class="mw-redirect" title="Tim Anderson (Zork)">Tim Anderson</a>, <a href="/wiki/Marc_Blank" title="Marc Blank">Marc Blank</a>, <a href="/wiki/Bruce_Daniels" title="Bruce Daniels">Bruce Daniels</a>, and <a href="/wiki/Dave_Lebling" title="Dave Lebling">Dave Lebling</a>, were inspired by <i>Colossal Cave Adventure</i> to create the text adventure game <i><a href="/wiki/Zork" title="Zork">Zork</a></i> across 1977 and 1979, and later formed <a href="/wiki/Infocom" title="Infocom">Infocom</a> to republish it commercially in 1980.<sup id="cite_ref-rgamer77_47-0" class="reference"><a href="#cite_note-rgamer77-47"><span class="cite-bracket">&#91;</span>47<span class="cite-bracket">&#93;</span></a></sup> The first graphical adventure games from <a href="/wiki/Sierra_On-Line" class="mw-redirect" title="Sierra On-Line">Sierra On-Line</a> such as <i><a href="/wiki/Mystery_House" title="Mystery House">Mystery House</a></i>, using simple graphics alongside text, also emerged around the same time. <i><a href="/wiki/Rogue_(video_game)" title="Rogue (video game)">Rogue</a></i>, the namesake of the <a href="/wiki/Roguelike" title="Roguelike">roguelike</a> genre, was developed in 1980 by <a href="/wiki/Glenn_Wichman" title="Glenn Wichman">Glenn Wichman</a> and Michael Toy who wanted a way to randomize the gameplay of <i>Colossal Cave Adventure</i>.<sup id="cite_ref-48" class="reference"><a href="#cite_note-48"><span class="cite-bracket">&#91;</span>48<span class="cite-bracket">&#93;</span></a></sup> </p> <div class="mw-heading mw-heading3"><h3 id="First_handheld_LED/VFD/LCD_games"><span id="First_handheld_LED.2FVFD.2FLCD_games"></span>First handheld LED/VFD/LCD games</h3></div> <figure class="mw-default-size mw-halign-right" typeof="mw:File/Thumb"><a href="/wiki/File:Entex_Baseball_3,_Model_6007,_Made_In_Taiwan,_Copyright_1980_(Electronic_Handheld_Game).jpg" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/8/87/Entex_Baseball_3%2C_Model_6007%2C_Made_In_Taiwan%2C_Copyright_1980_%28Electronic_Handheld_Game%29.jpg/170px-Entex_Baseball_3%2C_Model_6007%2C_Made_In_Taiwan%2C_Copyright_1980_%28Electronic_Handheld_Game%29.jpg" decoding="async" width="170" height="170" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/8/87/Entex_Baseball_3%2C_Model_6007%2C_Made_In_Taiwan%2C_Copyright_1980_%28Electronic_Handheld_Game%29.jpg/255px-Entex_Baseball_3%2C_Model_6007%2C_Made_In_Taiwan%2C_Copyright_1980_%28Electronic_Handheld_Game%29.jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/8/87/Entex_Baseball_3%2C_Model_6007%2C_Made_In_Taiwan%2C_Copyright_1980_%28Electronic_Handheld_Game%29.jpg/340px-Entex_Baseball_3%2C_Model_6007%2C_Made_In_Taiwan%2C_Copyright_1980_%28Electronic_Handheld_Game%29.jpg 2x" data-file-width="3192" data-file-height="3188" /></a><figcaption>Entex's <i>Baseball 3</i>, an electronic LCD game</figcaption></figure> <p>Handheld electronic games, using all computerized components but typically using <a href="/wiki/Light-emitting_diode" title="Light-emitting diode">LED</a> or <a href="/wiki/Vacuum_fluorescent_display" title="Vacuum fluorescent display">VFD</a> lights for display, first emerged in the early 1970s. <a href="/wiki/Liquid-crystal_display" title="Liquid-crystal display">LCD</a> displays became inexpensive for consumer products by the mid-1970s and replaced LED and VFD in such games, due to their lower power usage and smaller size. Most of these games were limited to a single game due to the simplicity of the display. Companies like <a href="/wiki/Mattel_Electronics" class="mw-redirect" title="Mattel Electronics">Mattel Electronics</a>, <a href="/wiki/Coleco" title="Coleco">Coleco</a>, <a href="/wiki/Entex_Industries" title="Entex Industries">Entex Industries</a>, <a href="/wiki/Bandai" title="Bandai">Bandai</a>, and <a href="/wiki/Tomy" title="Tomy">Tomy</a> made numerous electronics games over the 1970s and early 1980s.<sup id="cite_ref-49" class="reference"><a href="#cite_note-49"><span class="cite-bracket">&#91;</span>49<span class="cite-bracket">&#93;</span></a></sup> </p><p>Coupled with inexpensive microprocessors, handheld electronic games paved the way for the earliest handheld video game systems by the late 1970s. In 1979, <a href="/wiki/Milton_Bradley_Company" title="Milton Bradley Company">Milton Bradley Company</a> released the first handheld system using interchangeable cartridges, <a href="/wiki/Microvision" title="Microvision">Microvision</a>, which used a built-in <a href="/wiki/Liquid-crystal_display" title="Liquid-crystal display">LCD</a> matrix screen. While the handheld received modest success in its first year of production, the lack of games, screen size and video game crash of 1983 brought about the system's quick demise.<sup id="cite_ref-50" class="reference"><a href="#cite_note-50"><span class="cite-bracket">&#91;</span>50<span class="cite-bracket">&#93;</span></a></sup> </p><p>In 1980, Nintendo released the first of its <a href="/wiki/Game_%26_Watch" title="Game &amp; Watch">Game &amp; Watch</a> line, <a href="/wiki/Handheld_electronic_game" title="Handheld electronic game">handheld electronic games</a> using LCD screens.<sup id="cite_ref-vice_yokoi_51-0" class="reference"><a href="#cite_note-vice_yokoi-51"><span class="cite-bracket">&#91;</span>51<span class="cite-bracket">&#93;</span></a></sup> Game &amp; Watch spurred dozens of other game and toy companies to make their own portable games, many of which were copies of Game &amp; Watch games or adaptations of popular arcade games. <a href="/wiki/Tiger_Electronics" title="Tiger Electronics">Tiger Electronics</a> borrowed this concept of videogaming with cheap, affordable handhelds and still produces games on this model to the present day. </p> <div class="mw-heading mw-heading2"><h2 id="1980s">1980s</h2></div> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1236090951"><div role="note" class="hatnote navigation-not-searchable">Main article: <a href="/wiki/1980s_in_video_games" title="1980s in video games">1980s in video games</a></div> <p>The video games industry experienced its first major growing pains in the early 1980s; the lure of the market brought many companies with little experience to try to capitalize on video games, and contributors towards the industry's crash in 1983, decimating the North American market. In the wake of the crash, Japanese companies became the leaders in the industry, and as the industry began to recover, the first major <a href="/wiki/Video_game_publisher" title="Video game publisher">publishing houses</a> appeared, maturing the industry to prevent a similar crash in the future. </p> <div class="mw-heading mw-heading3"><h3 id="Video_game_crash_of_1983">Video game crash of 1983</h3></div> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1236090951"><div role="note" class="hatnote navigation-not-searchable">Main article: <a href="/wiki/Video_game_crash_of_1983" title="Video game crash of 1983">Video game crash of 1983</a></div> <figure class="mw-default-size mw-halign-right" typeof="mw:File/Thumb"><a href="/wiki/File:Atari_E.T._Dig-_Alamogordo,_New_Mexico_(14036097792).jpg" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/1/15/Atari_E.T._Dig-_Alamogordo%2C_New_Mexico_%2814036097792%29.jpg/220px-Atari_E.T._Dig-_Alamogordo%2C_New_Mexico_%2814036097792%29.jpg" decoding="async" width="220" height="146" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/1/15/Atari_E.T._Dig-_Alamogordo%2C_New_Mexico_%2814036097792%29.jpg/330px-Atari_E.T._Dig-_Alamogordo%2C_New_Mexico_%2814036097792%29.jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/1/15/Atari_E.T._Dig-_Alamogordo%2C_New_Mexico_%2814036097792%29.jpg/440px-Atari_E.T._Dig-_Alamogordo%2C_New_Mexico_%2814036097792%29.jpg 2x" data-file-width="4912" data-file-height="3264" /></a><figcaption>Unsold Atari VCS games in a landfill</figcaption></figure> <p>Activision's success as a third-party developer for the Atari VCS and other home consoles inspired other third-party development firms to emerge in the early 1980s; by 1983, at least 100 different companies claimed to be developing software for the Atari VCS.<sup id="cite_ref-down_many_times_8-9" class="reference"><a href="#cite_note-down_many_times-8"><span class="cite-bracket">&#91;</span>8<span class="cite-bracket">&#93;</span></a></sup> This had been projected to led to a glut in sales, with only 10% of games producing 75% of sales for 1983 based on 1982 estimates.<sup id="cite_ref-mj198212262_52-0" class="reference"><a href="#cite_note-mj198212262-52"><span class="cite-bracket">&#91;</span>52<span class="cite-bracket">&#93;</span></a></sup> Further, there were questions on the quality of these games. While some of these firms hired experts in game design and programming to build quality games, most were staffed by novice programmers backed by venture capitalists without experience in the area. As a result, the Atari VCS market became watered down with large quantities of poor quality games. These games did not sell well, and retailers discounted their prices to try to get rid of their inventory. This further impacted sales of high-quality games, since consumers would be drawn to purchase bargain-bin priced games over quality games marked at a regular price.<sup id="cite_ref-53" class="reference"><a href="#cite_note-53"><span class="cite-bracket">&#91;</span>53<span class="cite-bracket">&#93;</span></a></sup> </p><p>At the end of 1983, several factors, including a market flooded with poor-quality games and loss of publishing control, the lack of consumer confidence in market leader Atari due to the poor performance of several high-profile games, and home computers emerging as a new and more advanced platform for games at nearly the same cost as video game consoles, caused the North American video game industry to experience a severe downturn.<sup id="cite_ref-gallager_innovation_28-1" class="reference"><a href="#cite_note-gallager_innovation-28"><span class="cite-bracket">&#91;</span>28<span class="cite-bracket">&#93;</span></a></sup> The 1983 crash bankrupted several North American companies that produced consoles and games from late 1983 to early 1984. The <span style="white-space: nowrap">$3 billion</span> U.S. market in 1983 dropped to <span style="white-space: nowrap">$100 million</span> by 1985,<sup id="cite_ref-54" class="reference"><a href="#cite_note-54"><span class="cite-bracket">&#91;</span>54<span class="cite-bracket">&#93;</span></a></sup> while the global video game market estimated at <span style="white-space: nowrap">$42 billion</span> in 1982 fell to <span style="white-space: nowrap">$14 billion</span> by 1985.<sup id="cite_ref-vgmarket_55-0" class="reference"><a href="#cite_note-vgmarket-55"><span class="cite-bracket">&#91;</span>55<span class="cite-bracket">&#93;</span></a></sup> Warner Communications sold off Atari to <a href="/wiki/Jack_Tramiel" title="Jack Tramiel">Jack Tramiel</a> in 1984,<sup id="cite_ref-56" class="reference"><a href="#cite_note-56"><span class="cite-bracket">&#91;</span>56<span class="cite-bracket">&#93;</span></a></sup> while Magnavox and Coleco exited the industry. </p><p>The crash had some minor effects on Japanese companies with American partners impacted by the crash, but as most of the Japanese companies involved in video games at this point have long histories, they were able to weather the short-term effects. The crash set the stage for Japan to emerge as the leader in the video game industry for the next several years, particularly with Nintendo's introduction of the rebranded Famicom, the <a href="/wiki/Nintendo_Entertainment_System" title="Nintendo Entertainment System">Nintendo Entertainment System</a>, back into the U.S. and other Western regions in 1985, maintaining strict publishing control to avoid the same factors that led to the 1983 crash.<sup id="cite_ref-odeonnel_nes10_57-0" class="reference"><a href="#cite_note-odeonnel_nes10-57"><span class="cite-bracket">&#91;</span>57<span class="cite-bracket">&#93;</span></a></sup> </p> <div class="mw-heading mw-heading3"><h3 id="The_rise_of_computer_games">The rise of computer games</h3></div> <div class="mw-heading mw-heading4"><h4 id="Second_wave_of_home_computers">Second wave of home computers</h4></div> <figure class="mw-default-size" typeof="mw:File/Thumb"><a href="/wiki/File:Cpc464.computer.750pix.jpg" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/6/68/Cpc464.computer.750pix.jpg/220px-Cpc464.computer.750pix.jpg" decoding="async" width="220" height="148" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/6/68/Cpc464.computer.750pix.jpg/330px-Cpc464.computer.750pix.jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/6/68/Cpc464.computer.750pix.jpg/440px-Cpc464.computer.750pix.jpg 2x" data-file-width="646" data-file-height="435" /></a><figcaption>Children playing <i><a href="/wiki/Paperboy_(video_game)" title="Paperboy (video game)">Paperboy</a></i> on an <a href="/wiki/Amstrad_CPC" title="Amstrad CPC">Amstrad CPC 464</a> in 1988</figcaption></figure> <p>Following the success of the <a href="/wiki/Apple_II" title="Apple II">Apple II</a> and <a href="/wiki/Commodore_PET" title="Commodore PET">Commodore PET</a> in the late 1970s, a series of cheaper and incompatible home computers emerged in the early 1980s. This second batch included the <a href="/wiki/VIC-20" title="VIC-20">VIC-20</a> and <a href="/wiki/Commodore_64" title="Commodore 64">Commodore 64</a>; Sinclair <a href="/wiki/ZX80" title="ZX80">ZX80</a>, <a href="/wiki/ZX81" title="ZX81">ZX81</a> and <a href="/wiki/ZX_Spectrum" title="ZX Spectrum">ZX Spectrum</a>; <a href="/wiki/PC-8000_Series" class="mw-redirect" title="PC-8000 Series">NEC PC-8000</a>, <a href="/wiki/NEC_PC-6001" class="mw-redirect" title="NEC PC-6001">PC-6001</a>, <a href="/wiki/PC-8801" class="mw-redirect" title="PC-8801">PC-88</a> and <a href="/wiki/NEC_PC-9801" class="mw-redirect" title="NEC PC-9801">PC-98</a>; <a href="/wiki/X1_(computer)" class="mw-redirect" title="X1 (computer)">Sharp X1</a> and <a href="/wiki/X68000" title="X68000">X68000</a>; <a href="/wiki/Fujitsu_FM_Towns" class="mw-redirect" title="Fujitsu FM Towns">Fujitsu FM Towns</a>, and <a href="/wiki/Atari_8-bit_computers" title="Atari 8-bit computers">Atari 8-bit computers</a>, <a href="/wiki/BBC_Micro" title="BBC Micro">BBC Micro</a>, <a href="/wiki/Acorn_Electron" title="Acorn Electron">Acorn Electron</a>, <a href="/wiki/Amstrad_CPC" title="Amstrad CPC">Amstrad CPC</a>, and <a href="/wiki/MSX" title="MSX">MSX</a> series. Many of these systems found favor in regional markets. </p><p>These new systems helped catalyze both the home computer and game markets, by raising awareness of computing and gaming through their competing advertising campaigns. This was most notable in the United Kingdom where the <a href="/wiki/BBC" title="BBC">BBC</a> encouraged computer education and backed the development of the BBC Micro with Acorn.<sup id="cite_ref-58" class="reference"><a href="#cite_note-58"><span class="cite-bracket">&#91;</span>58<span class="cite-bracket">&#93;</span></a></sup> Between the BBC Micro, the ZX Spectrum, and the Commodore 64, a new wave of "bedroom coders" emerged in the United Kingdom and started selling their own software for these platforms, alongside those developed by small professional teams.<sup id="cite_ref-59" class="reference"><a href="#cite_note-59"><span class="cite-bracket">&#91;</span>59<span class="cite-bracket">&#93;</span></a></sup><sup id="cite_ref-60" class="reference"><a href="#cite_note-60"><span class="cite-bracket">&#91;</span>60<span class="cite-bracket">&#93;</span></a></sup><sup id="cite_ref-bbc260418_61-0" class="reference"><a href="#cite_note-bbc260418-61"><span class="cite-bracket">&#91;</span>61<span class="cite-bracket">&#93;</span></a></sup><sup id="cite_ref-62" class="reference"><a href="#cite_note-62"><span class="cite-bracket">&#91;</span>62<span class="cite-bracket">&#93;</span></a></sup> Small publishing and distribution companies such as <a href="/wiki/Acornsoft" title="Acornsoft">Acornsoft</a> and <a href="/wiki/Mastertronic" title="Mastertronic">Mastertronic</a> were established to help these individuals and teams to create and sell copies of their games. <a href="/wiki/Ubisoft" title="Ubisoft">Ubisoft</a> started out as such a distributor in France in the mid-1980s before they branched out into video game development and publishing.<sup id="cite_ref-63" class="reference"><a href="#cite_note-63"><span class="cite-bracket">&#91;</span>63<span class="cite-bracket">&#93;</span></a></sup> In Japan, systems like the MSX and the NEC PC line were popular, and several development houses emerged developing arcade clones and new games for these platforms. These companies included <a href="/wiki/HAL_Laboratory" title="HAL Laboratory">HAL Laboratory</a>, <a href="/wiki/Square_(video_game_company)" title="Square (video game company)">Square</a>, and <a href="/wiki/Enix" title="Enix">Enix</a>, which all later became some of the first third-party developers for the Nintendo Famicom after its release in 1983.<sup id="cite_ref-gamestudies_geemu_11-2" class="reference"><a href="#cite_note-gamestudies_geemu-11"><span class="cite-bracket">&#91;</span>11<span class="cite-bracket">&#93;</span></a></sup> </p><p>Games from this period include the first <i><a href="/wiki/Ultima_I:_The_First_Age_of_Darkness" title="Ultima I: The First Age of Darkness">Ultima</a></i> by <a href="/wiki/Richard_Garriott" title="Richard Garriott">Richard Garriott</a> and the first <i><a href="/wiki/Wizardry:_Proving_Grounds_of_the_Mad_Overlord" title="Wizardry: Proving Grounds of the Mad Overlord">Wizardry</a></i> from <a href="/wiki/Sir-Tech" title="Sir-Tech">Sir-Tech</a>, both fundamental role-playing games on the personal computer. The space trading and combat simulation game <i><a href="/wiki/Elite_(video_game)" title="Elite (video game)">Elite</a></i> by <a href="/wiki/David_Braben" title="David Braben">David Braben</a> and <a href="/wiki/Ian_Bell_(programmer)" title="Ian Bell (programmer)">Ian Bell</a> introduced a number of new graphics and gameplay features, and is considered one of the first <a href="/wiki/Open_world" title="Open world">open world</a> and <a href="/wiki/Sandbox_game" title="Sandbox game">sandbox games</a>.<sup id="cite_ref-64" class="reference"><a href="#cite_note-64"><span class="cite-bracket">&#91;</span>64<span class="cite-bracket">&#93;</span></a></sup> Early installments in a number of long-running franchises such as <i><a href="/wiki/Castlevania" title="Castlevania">Castlevania</a></i>, <i><a href="/wiki/Metal_Gear" title="Metal Gear">Metal Gear</a></i>, <i><a href="/wiki/Bubble_Bobble" title="Bubble Bobble">Bubble Bobble</a></i>, <i><a href="/wiki/Gradius" title="Gradius">Gradius</a></i>, as well as ports of console games and <a href="/wiki/Visual_novel" title="Visual novel">visual novels</a> appeared on Japanese platforms like the PC88, X68000, and MSX. </p> <figure class="mw-default-size mw-halign-right" typeof="mw:File/Thumb"><a href="/wiki/File:Amiga-Computer.jpg" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/2/2a/Amiga-Computer.jpg/220px-Amiga-Computer.jpg" decoding="async" width="220" height="202" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/2/2a/Amiga-Computer.jpg/330px-Amiga-Computer.jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/2/2a/Amiga-Computer.jpg/440px-Amiga-Computer.jpg 2x" data-file-width="750" data-file-height="690" /></a><figcaption>A child playing <i><a href="/wiki/Turrican" title="Turrican">Turrican</a></i> on an <a href="/wiki/Amiga_500" title="Amiga 500">Amiga 500</a></figcaption></figure> <p>Games dominated home computers' software libraries. A 1984 compendium of reviews of Atari 8-bit software used 198 pages for games compared to 167 for all others.<sup id="cite_ref-aw1984_65-0" class="reference"><a href="#cite_note-aw1984-65"><span class="cite-bracket">&#91;</span>65<span class="cite-bracket">&#93;</span></a></sup> By that year the computer game market took over from the console market following the crash of that year; computers offered equal ability and, since their simple design allowed games to take complete command of the hardware after power-on, they were nearly as simple to start playing with as consoles.<sup class="noprint Inline-Template Template-Fact" style="white-space:nowrap;">&#91;<i><a href="/wiki/Wikipedia:Citation_needed" title="Wikipedia:Citation needed"><span title="This claim needs references to reliable sources. (March 2021)">citation needed</span></a></i>&#93;</sup> </p><p>Later in the 1980s the next wave of personal computers emerged, with the <a href="/wiki/Amiga" title="Amiga">Amiga</a> and <a href="/wiki/Atari_ST" title="Atari ST">Atari ST</a> in 1985. Both computers had more advanced graphics and sound capabilities than the prior generation of computers, and made for key platforms for video game development, particularly in the United Kingdom. The bedroom coders had since formed development teams and started producing games for these systems professionally. These included <a href="/wiki/Bullfrog_Productions" title="Bullfrog Productions">Bullfrog Productions</a>, founded by <a href="/wiki/Peter_Molyneux" title="Peter Molyneux">Peter Molyneux</a>, with the release of <i><a href="/wiki/Populous_(video_game)" title="Populous (video game)">Populous</a></i> (the first such <a href="/wiki/God_game" title="God game">god game</a>), <a href="/wiki/DMA_Design" class="mw-redirect" title="DMA Design">DMA Design</a> with <i><a href="/wiki/Lemmings_(video_game)" title="Lemmings (video game)">Lemmings</a></i>, <a href="/wiki/Psygnosis" title="Psygnosis">Psygnosis</a> with <i><a href="/wiki/Shadow_of_the_Beast_(1989_video_game)" title="Shadow of the Beast (1989 video game)">Shadow of the Beast</a></i>, and <a href="/wiki/Team17" title="Team17">Team17</a> with <i><a href="/wiki/Worms_(1995_video_game)" title="Worms (1995 video game)">Worms</a></i>.<sup id="cite_ref-guardian_amiga_66-0" class="reference"><a href="#cite_note-guardian_amiga-66"><span class="cite-bracket">&#91;</span>66<span class="cite-bracket">&#93;</span></a></sup> </p> <div class="mw-heading mw-heading4"><h4 id="IBM_PC_compatible">IBM PC compatible</h4></div> <p>While the second wave of home computer systems flourished in the early 1980s, they remained as closed hardware systems from each other; while programs written in BASIC or other simple languages could be easily copied over, more advanced programs would require porting to meet the hardware requirements of the target system. Separately, <a href="/wiki/IBM" title="IBM">IBM</a> released the first of its <a href="/wiki/IBM_Personal_Computer" title="IBM Personal Computer">IBM Personal Computers</a> (IBM PC) in 1981, shipping with the <a href="/wiki/MS-DOS" title="MS-DOS">MS-DOS</a> operating system. The IBM PC was designed with an <a href="/wiki/Open_architecture" title="Open architecture">open architecture</a> to allow new components to be added to it, but IBM intended to maintain control on manufacturing with the proprietary <a href="/wiki/BIOS" title="BIOS">BIOS</a> developed for the system.<sup id="cite_ref-apple_ibm_platform_control_67-0" class="reference"><a href="#cite_note-apple_ibm_platform_control-67"><span class="cite-bracket">&#91;</span>67<span class="cite-bracket">&#93;</span></a></sup> As IBM struggled to meet demand for its PC, other computer manufacturers such as <a href="/wiki/Compaq" title="Compaq">Compaq</a> worked to <a href="/wiki/Reverse_engineer" class="mw-redirect" title="Reverse engineer">reverse engineer</a> the BIOS and created <a href="/wiki/IBM_PC_compatible" class="mw-redirect" title="IBM PC compatible">IBM PC compatible</a> computers by 1983.<sup id="cite_ref-68" class="reference"><a href="#cite_note-68"><span class="cite-bracket">&#91;</span>68<span class="cite-bracket">&#93;</span></a></sup><sup id="cite_ref-69" class="reference"><a href="#cite_note-69"><span class="cite-bracket">&#91;</span>69<span class="cite-bracket">&#93;</span></a></sup><sup id="cite_ref-70" class="reference"><a href="#cite_note-70"><span class="cite-bracket">&#91;</span>70<span class="cite-bracket">&#93;</span></a></sup><sup id="cite_ref-71" class="reference"><a href="#cite_note-71"><span class="cite-bracket">&#91;</span>71<span class="cite-bracket">&#93;</span></a></sup><sup id="cite_ref-mace19840109_16_72-0" class="reference"><a href="#cite_note-mace19840109_16-72"><span class="cite-bracket">&#91;</span>72<span class="cite-bracket">&#93;</span></a></sup><sup id="cite_ref-73" class="reference"><a href="#cite_note-73"><span class="cite-bracket">&#91;</span>73<span class="cite-bracket">&#93;</span></a></sup> By 1987, IBM PC compatible computers dominated the home and business computer market.<sup id="cite_ref-74" class="reference"><a href="#cite_note-74"><span class="cite-bracket">&#91;</span>74<span class="cite-bracket">&#93;</span></a></sup> </p><p>From a video games standpoint, the IBM PC compatible invigorated further game development. A software developer could write to meet IBM PC compatible specifications and not worry about which make or model was being used. While the initial IBM PC supported only monochromatic text games, game developers nevertheless ported mainframe and other simple text games to the PC, such as Infocom with <i>Zork</i>. IBM introduced video display controllers such as the <a href="/wiki/Color_Graphics_Adapter" title="Color Graphics Adapter">Color Graphics Adapter</a> (CGA) (1981), the <a href="/wiki/Enhanced_Graphics_Adapter" title="Enhanced Graphics Adapter">Enhanced Graphics Adapter</a> (EGA) (1984) and the <a href="/wiki/Video_Graphics_Array" title="Video Graphics Array">Video Graphics Array</a> (VGA) (1987) that expanded the computer's ability to display color graphics, though even with the VGA, these still lagged behind those of the Amiga. The first dedicated <a href="/wiki/Sound_card" title="Sound card">sound cards</a> for IBM PC compatibles were released starting in 1987, which provided digital sound conversion input and output far exceeding the computer's internal speakers, and with <a href="/wiki/Creative_Labs" class="mw-redirect" title="Creative Labs">Creative Labs</a>' <a href="/wiki/Sound_Blaster" title="Sound Blaster">Sound Blaster</a> in 1989, the ability to plug in a game controller or similar device. </p><p>In 2008, <a href="/wiki/Sid_Meier" title="Sid Meier">Sid Meier</a> listed the IBM PC as one of the three most important innovations in the history of video games.<sup id="cite_ref-totilo20080303_75-0" class="reference"><a href="#cite_note-totilo20080303-75"><span class="cite-bracket">&#91;</span>75<span class="cite-bracket">&#93;</span></a></sup> The advancement in graphic and sound capabilities of the IBM PC compatible led to several influential games from this period. Numerous games that were already made for the earlier home computers were later ported to IBM PC compatible system to take advantage of the larger consumer base, including the <i>Wizardry</i> and <i>Ultima</i> series, with future installments released for the IBM PC. <a href="/wiki/Sierra_On-Line" class="mw-redirect" title="Sierra On-Line">Sierra On-Line</a>'s first graphical adventure games launched with the <i><a href="/wiki/King%27s_Quest" title="King&#39;s Quest">King's Quest</a></i> series. The first <i><a href="/wiki/SimCity" title="SimCity">SimCity</a></i> game by <a href="/wiki/Maxis" title="Maxis">Maxis</a> was released in 1989.<sup id="cite_ref-pcgamers_most_important_games_76-0" class="reference"><a href="#cite_note-pcgamers_most_important_games-76"><span class="cite-bracket">&#91;</span>76<span class="cite-bracket">&#93;</span></a></sup> </p><p>The Apple <a href="/wiki/Macintosh_128K" title="Macintosh 128K">Macintosh</a> also arrived at this time. In contrast to the IBM PC, Apple maintained a more closed system on the Macintosh, creating a system based around a <a href="/wiki/Graphical_user_interface" title="Graphical user interface">graphical user interface</a> (GUI)-driven operating system. As a result, it did not have the same market share as the IBM PC compatible, but still had a respectable software library including video games, typically ports from other systems.<sup id="cite_ref-apple_ibm_platform_control_67-1" class="reference"><a href="#cite_note-apple_ibm_platform_control-67"><span class="cite-bracket">&#91;</span>67<span class="cite-bracket">&#93;</span></a></sup> </p><p>The first major <a href="/wiki/Video_game_publisher" title="Video game publisher">video game publishers</a> arose during the 1980s, primarily supporting personal computer games on both IBM PC compatible games and the popular earlier systems along with some console games. Among the major publishers formed at this time included <a href="/wiki/Electronic_Arts" title="Electronic Arts">Electronic Arts</a>,<sup id="cite_ref-polygon_ea_history_77-0" class="reference"><a href="#cite_note-polygon_ea_history-77"><span class="cite-bracket">&#91;</span>77<span class="cite-bracket">&#93;</span></a></sup> and <a href="/wiki/Broderbund" title="Broderbund">Broderbund</a>, while Sierra On-Line expanded its own publishing capabilities for other developers.<sup id="cite_ref-78" class="reference"><a href="#cite_note-78"><span class="cite-bracket">&#91;</span>78<span class="cite-bracket">&#93;</span></a></sup> Activision, still recovering from the financial impacts of the 1983 video game crash, expanded out to include other software properties for the office, rebranding itself as Mediagenic until 1990.<sup id="cite_ref-gamasutra_activision_26-1" class="reference"><a href="#cite_note-gamasutra_activision-26"><span class="cite-bracket">&#91;</span>26<span class="cite-bracket">&#93;</span></a></sup> </p> <div class="mw-heading mw-heading3"><h3 id="Early_online_games">Early online games</h3></div> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1236090951"><div role="note" class="hatnote navigation-not-searchable">See also: <a href="/wiki/History_of_massively_multiplayer_online_games" title="History of massively multiplayer online games">History of massively multiplayer online games</a></div> <p><a href="/wiki/Dial-up_Internet_access" title="Dial-up Internet access">Dial-up</a> <a href="/wiki/Bulletin_board_system" title="Bulletin board system">bulletin board systems</a> were popular in the 1980s, and sometimes used for online gaming. The earliest such systems were in the late 1970s and early 1980s and had a crude plain-text interface. Later systems made use of terminal-control codes (the so-called <a href="/wiki/ANSI_art" title="ANSI art">ANSI art</a>, which included the use of IBM-PC-specific characters not part of an <a href="/wiki/American_National_Standards_Institute" title="American National Standards Institute">American National Standards Institute</a> (ANSI) standard) to get a <a href="/wiki/Box-drawing_character" class="mw-redirect" title="Box-drawing character">pseudo-graphical</a> interface. Some BBSs offered access to various games which were playable through such an interface, ranging from text adventures to gambling games like <a href="/wiki/Blackjack" title="Blackjack">blackjack</a> (generally played for "points" rather than real money). On some multiuser BBSs (where more than one person could be online at once), there were games allowing users to interact with one another. </p><p><a href="/wiki/SuperSet_Software" class="mw-redirect" title="SuperSet Software">SuperSet Software</a> created <i><a href="/wiki/Snipes_(video_game)" title="Snipes (video game)">Snipes</a></i>, a text-mode networked computer game in 1983 to test a new <a href="/wiki/IBM_Personal_Computer" title="IBM Personal Computer">IBM Personal Computer</a>–based computer network and demonstrate its abilities. <i>Snipes</i> is officially credited as being the original inspiration for <a href="/wiki/NetWare" title="NetWare">NetWare</a>. It is believed to be the first network game ever written for a commercial personal computer and is recognized alongside 1974 game <i><a href="/wiki/Maze_(1973_video_game)" title="Maze (1973 video game)">Maze War</a></i> (a networked multiplayer maze game for several research machines) and <i><a href="/wiki/Spasim" title="Spasim">Spasim</a></i> (a 3D multiplayer space simulation for time shared <a href="/wiki/Mainframe_computer" title="Mainframe computer">mainframes</a>) as the precursor to multiplayer games such as 1987's <i><a href="/wiki/MIDI_Maze" title="MIDI Maze">MIDI Maze</a></i>, and <i><a href="/wiki/Doom_(1993_video_game)" title="Doom (1993 video game)">Doom</a></i> in 1993. In 1995, iDoom (later <a href="/wiki/Kali_(software)" title="Kali (software)">Kali.net</a>) was created for games that only allowed local network play to connect over the internet. Other services such as <a href="/wiki/Kahn_(software)" class="mw-redirect" title="Kahn (software)">Kahn</a>, <a href="/wiki/Total_Entertainment_Network" title="Total Entertainment Network">TEN</a>, <a href="/wiki/Mplayer.com" class="mw-redirect" title="Mplayer.com">Mplayer</a>, and <a href="/wiki/Heat.net" class="mw-redirect" title="Heat.net">Heat.net</a> soon followed. These services ultimately became obsolete when game producers began including their own online software such as <a href="/wiki/Battle.net" title="Battle.net">Battle.net</a>, <a href="/wiki/World_Opponent_Network" title="World Opponent Network">WON</a> and later <a href="/wiki/Steam_(service)" title="Steam (service)">Steam</a>. </p><p>The first user interfaces were plain-text—similar to BBSs—but they operated on large mainframe computers, permitting larger numbers of users to be online at once. By the end of the decade, inline services had fully graphical environments using software specific to each personal computer platform. Popular text-based services included <a href="/wiki/CompuServe" title="CompuServe">CompuServe</a>, <a href="/wiki/The_Source_(online_service)" title="The Source (online service)">The Source</a>, and <a href="/wiki/GEnie" title="GEnie">GEnie</a>, while platform-specific graphical services included <a href="/wiki/PlayNET" title="PlayNET">PlayNET</a> and <a href="/wiki/Quantum_Link" title="Quantum Link">Quantum Link</a> for the <a href="/wiki/Commodore_64" title="Commodore 64">Commodore 64</a>, <a href="/wiki/AppleLink" title="AppleLink">AppleLink</a> for the <a href="/wiki/Apple_II" title="Apple II">Apple II</a> and <a href="/wiki/Mac_(computer)" title="Mac (computer)">Macintosh</a>, and <a href="/wiki/AOL#History" title="AOL">PC Link</a> for the <a href="/wiki/IBM_Personal_Computer" title="IBM Personal Computer">IBM PC</a>—all of which were run by the company which eventually became <a href="/wiki/AOL" title="AOL">America Online</a>—and a competing service, <a href="/wiki/Prodigy_(online_service)" title="Prodigy (online service)">Prodigy</a>. Interactive games were a feature of these services, though until 1987 they used text-based displays, not graphics. </p><p>Meanwhile, schools and other institutions gained access to <a href="/wiki/ARPANET" title="ARPANET">ARPANET</a>, the precursor to the modern <a href="/wiki/Internet" title="Internet">internet</a>, in the mid-1980s. While the ARPANET connections were intended for research purposes, students explored ways to use this connectivity for video games. <i><a href="/wiki/MUD1" title="MUD1">Multi-User Dungeon</a></i> (<i>MUD</i>) originally was developed by Roy Trubshaw and <a href="/wiki/Richard_Bartle" title="Richard Bartle">Richard Bartle</a> at the <a href="/wiki/University_of_Essex" title="University of Essex">University of Essex</a> in 1978 as a multiplayer game but limited to the school's mainframe system, but was adapted to use ARPANET when the school gained access to it in 1981, making it the first internet-connected game, and the first such <a href="/wiki/Multi-user_dungeon" title="Multi-user dungeon">MUD</a> and an early title of <a href="/wiki/Massively_multiplayer_online_game" title="Massively multiplayer online game">massively multiplayer online games</a>.<sup id="cite_ref-79" class="reference"><a href="#cite_note-79"><span class="cite-bracket">&#91;</span>79<span class="cite-bracket">&#93;</span></a></sup> </p> <div class="mw-heading mw-heading3"><h3 id="The_home_console_recovery">The home console recovery</h3></div> <div class="mw-heading mw-heading4"><h4 id="8-bit_consoles">8-bit consoles</h4></div> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1236090951"><div role="note" class="hatnote navigation-not-searchable">Main article: <a href="/wiki/Third_generation_of_video_game_consoles" title="Third generation of video game consoles">Third generation of video game consoles</a></div> <style data-mw-deduplicate="TemplateStyles:r1237032888/mw-parser-output/.tmulti">.mw-parser-output .tmulti .multiimageinner{display:flex;flex-direction:column}.mw-parser-output .tmulti .trow{display:flex;flex-direction:row;clear:left;flex-wrap:wrap;width:100%;box-sizing:border-box}.mw-parser-output .tmulti .tsingle{margin:1px;float:left}.mw-parser-output .tmulti .theader{clear:both;font-weight:bold;text-align:center;align-self:center;background-color:transparent;width:100%}.mw-parser-output .tmulti .thumbcaption{background-color:transparent}.mw-parser-output .tmulti .text-align-left{text-align:left}.mw-parser-output .tmulti .text-align-right{text-align:right}.mw-parser-output .tmulti .text-align-center{text-align:center}@media all and (max-width:720px){.mw-parser-output .tmulti .thumbinner{width:100%!important;box-sizing:border-box;max-width:none!important;align-items:center}.mw-parser-output .tmulti .trow{justify-content:center}.mw-parser-output .tmulti .tsingle{float:none!important;max-width:100%!important;box-sizing:border-box;text-align:center}.mw-parser-output .tmulti .tsingle .thumbcaption{text-align:left}.mw-parser-output .tmulti .trow>.thumbcaption{text-align:center}}@media screen{html.skin-theme-clientpref-night .mw-parser-output .tmulti .multiimageinner img{background-color:white}}@media screen and (prefers-color-scheme:dark){html.skin-theme-clientpref-os .mw-parser-output .tmulti .multiimageinner img{background-color:white}}</style><div class="thumb tmulti tright"><div class="thumbinner multiimageinner" style="width:204px;max-width:204px"><div class="trow"><div class="tsingle" style="width:202px;max-width:202px"><div class="thumbimage"><span typeof="mw:File"><a href="/wiki/File:NES-Console-Set.jpg" class="mw-file-description"><img alt="" src="//upload.wikimedia.org/wikipedia/commons/thumb/8/82/NES-Console-Set.jpg/200px-NES-Console-Set.jpg" decoding="async" width="200" height="109" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/8/82/NES-Console-Set.jpg/300px-NES-Console-Set.jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/8/82/NES-Console-Set.jpg/400px-NES-Console-Set.jpg 2x" data-file-width="5560" data-file-height="3020" /></a></span></div></div></div><div class="trow"><div class="tsingle" style="width:202px;max-width:202px"><div class="thumbimage"><span typeof="mw:File"><a href="/wiki/File:Nintendo-Entertainment-System-NES-Zapper-Gray-L.jpg" class="mw-file-description"><img alt="" src="//upload.wikimedia.org/wikipedia/commons/thumb/2/2e/Nintendo-Entertainment-System-NES-Zapper-Gray-L.jpg/200px-Nintendo-Entertainment-System-NES-Zapper-Gray-L.jpg" decoding="async" width="200" height="96" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/2/2e/Nintendo-Entertainment-System-NES-Zapper-Gray-L.jpg/300px-Nintendo-Entertainment-System-NES-Zapper-Gray-L.jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/2/2e/Nintendo-Entertainment-System-NES-Zapper-Gray-L.jpg/400px-Nintendo-Entertainment-System-NES-Zapper-Gray-L.jpg 2x" data-file-width="4800" data-file-height="2310" /></a></span></div></div></div><div class="trow" style="display:flex"><div class="thumbcaption">A <a href="/wiki/Nintendo_Entertainment_System" title="Nintendo Entertainment System">Nintendo Entertainment System</a> or NES <i>(top)</i> and an <a href="/wiki/NES_Zapper" title="NES Zapper">NES Zapper</a> <i>(bottom)</i>, one of the consoles' various accessories</div></div></div></div> <p>While the 1983 video game crash devastated the United States market, the Japanese video game sector remained unscathed. That year, Nintendo introduced the <a href="/wiki/Famicom" class="mw-redirect" title="Famicom">Famicom</a> (short for Family Computer), while newcomer <a href="/wiki/Sega" title="Sega">Sega</a> used its arcade game background to design the <a href="/wiki/SG-1000" title="SG-1000">SG-1000</a>. The Famicom quickly became a commercial success in Japan, with 2.5 million consoles sold by the start of 1985. Nintendo wanted to introduce the system into the weak United States market but recognized the market was still struggling from the 1983 crash and video games still had a negative perception there.<sup id="cite_ref-80" class="reference"><a href="#cite_note-80"><span class="cite-bracket">&#91;</span>80<span class="cite-bracket">&#93;</span></a></sup> Working with its <a href="/wiki/Nintendo_of_America" class="mw-redirect" title="Nintendo of America">Nintendo of America</a> division, Nintendo rebranded the Famicom as the Nintendo Entertainment System (NES), giving it the appearance of a <a href="/wiki/Video_cassette_recorder" class="mw-redirect" title="Video cassette recorder">video cassette recorder</a> rather than a toy-like device, and launched the system in the United States in 1985 with accessories like <a href="/wiki/R.O.B." title="R.O.B.">R.O.B.</a> (Robotic Operating Buddy) to make the system appear more sophisticated than prior home consoles.<sup id="cite_ref-81" class="reference"><a href="#cite_note-81"><span class="cite-bracket">&#91;</span>81<span class="cite-bracket">&#93;</span></a></sup> The NES revitalized the U.S. video game market, and by 1989, the U.S. market has resurged to <span style="white-space: nowrap">$5 billion</span>. Over 35 million NES systems were sold in the U.S. through its lifetime, with nearly 62 million units sold globally.<sup id="cite_ref-82" class="reference"><a href="#cite_note-82"><span class="cite-bracket">&#91;</span>82<span class="cite-bracket">&#93;</span></a></sup> </p><p>Besides revitalizing the U.S. market, the Famicom/NES console had a number of other long-standing impacts on the video game industry. Nintendo used the <a href="/wiki/Razor_and_blades_model" title="Razor and blades model">razor and blades model</a> to sell the console at near manufacturing cost while profiting from sales of games.<sup id="cite_ref-down_many_times_8-10" class="reference"><a href="#cite_note-down_many_times-8"><span class="cite-bracket">&#91;</span>8<span class="cite-bracket">&#93;</span></a></sup> Because games sales were critical to Nintendo, it initially controlled all game production, but at requests from companies like Namco and <a href="/wiki/Hudson_Soft" title="Hudson Soft">Hudson Soft</a>, Nintendo allowed for third-party developers to create games for the consoles, but strictly controlled the manufacturing process, limited these companies to five games year, and required a 30% licensing fee per game sale, a figure that has been used throughout console development to the present.<sup id="cite_ref-83" class="reference"><a href="#cite_note-83"><span class="cite-bracket">&#91;</span>83<span class="cite-bracket">&#93;</span></a></sup> Nintendo's control of Famicom games led to a bootleg market of unauthorized games from Asian countries. When the NES launched, Nintendo took the lessons it learned from its own bootleg problems with the Famicom, and from the oversaturation of the U.S. market that led to the 1983 crash, and created the <a href="/wiki/10NES" class="mw-redirect" title="10NES">10NES</a> lockout system for NES games that required a special chip to be present in cartridges to be usable on NES systems. The 10NES helped to curb, though did not eliminate, the bootleg market for NES games. Nintendo of America also created the "Nintendo Seal of Approval" to mark games officially licensed by Nintendo and dissuade consumers from purchasing unlicensed third-party games, a symptom of the 1983 crash.<sup id="cite_ref-lockout_84-0" class="reference"><a href="#cite_note-lockout-84"><span class="cite-bracket">&#91;</span>84<span class="cite-bracket">&#93;</span></a></sup><sup id="cite_ref-odeonnel_nes10_57-1" class="reference"><a href="#cite_note-odeonnel_nes10-57"><span class="cite-bracket">&#91;</span>57<span class="cite-bracket">&#93;</span></a></sup> Within the United States, Nintendo of America set up a special telephone help line to provide players with help with more difficult games and launched <i><a href="/wiki/Nintendo_Power" title="Nintendo Power">Nintendo Power</a></i> magazine to provide tips and tricks as well as news on upcoming Nintendo games.<sup id="cite_ref-85" class="reference"><a href="#cite_note-85"><span class="cite-bracket">&#91;</span>85<span class="cite-bracket">&#93;</span></a></sup> </p><p>Sega's SG-1000 did not fare as well against the Famicom in Japan, but the company continued to refine it, releasing <a href="/wiki/Sega_Mark_III" class="mw-redirect" title="Sega Mark III">Sega Mark III</a> (also known as the Master System) in 1985. Whereas Nintendo had more success in Japan and the United States, Sega's Mark III sold well in Europe, Oceania, and Brazil.<sup id="cite_ref-86" class="reference"><a href="#cite_note-86"><span class="cite-bracket">&#91;</span>86<span class="cite-bracket">&#93;</span></a></sup><sup id="cite_ref-consolidatedsales_87-0" class="reference"><a href="#cite_note-consolidatedsales-87"><span class="cite-bracket">&#91;</span>87<span class="cite-bracket">&#93;</span></a></sup><sup id="cite_ref-88" class="reference"><a href="#cite_note-88"><span class="cite-bracket">&#91;</span>88<span class="cite-bracket">&#93;</span></a></sup> </p><p>Numerous fundamental video game franchises got their start during the Famicom/NES and Mark III/Master System period, mostly out of Japanese development companies. While <a href="/wiki/Mario" title="Mario">Mario</a> had already appeared in <i>Donkey Kong</i> and the Game &amp; Watch and arcade game <i><a href="/wiki/Mario_Bros." title="Mario Bros.">Mario Bros.</a></i>, <i><a href="/wiki/Super_Mario_Bros." title="Super Mario Bros.">Super Mario Bros.</a></i>, debuting in 1985, established Mario as Nintendo's <a href="/wiki/Mascot" title="Mascot">mascot</a> as well as the first of the <i><a href="/wiki/Super_Mario" title="Super Mario">Super Mario</a></i> franchise.<sup id="cite_ref-gamestudies_geemu_11-3" class="reference"><a href="#cite_note-gamestudies_geemu-11"><span class="cite-bracket">&#91;</span>11<span class="cite-bracket">&#93;</span></a></sup> Sega also introduced its first mascot characters, the Opa-Opa ship from <i><a href="/wiki/Fantasy_Zone" title="Fantasy Zone">Fantasy Zone</a></i> in 1986 and later replaced by <a href="/wiki/Alex_Kidd" title="Alex Kidd">Alex Kidd</a> via <i><a href="/wiki/Alex_Kidd_in_Miracle_World" title="Alex Kidd in Miracle World">Alex Kidd in Miracle World</a></i> in 1986, though neither gained the popular recognition that Mario had obtained.<sup id="cite_ref-89" class="reference"><a href="#cite_note-89"><span class="cite-bracket">&#91;</span>89<span class="cite-bracket">&#93;</span></a></sup> Other key Nintendo franchises were born out of the games <i><a href="/wiki/The_Legend_of_Zelda_(video_game)" title="The Legend of Zelda (video game)">The Legend of Zelda</a></i> and <i><a href="/wiki/Metroid_(video_game)" title="Metroid (video game)">Metroid</a></i>, both released in 1986. The formulative center of turn-based <a href="/wiki/Computer_role-playing_game" class="mw-redirect" title="Computer role-playing game">computer role-playing games</a> were launched with <i><a href="/wiki/Dragon_Quest_(video_game)" title="Dragon Quest (video game)">Dragon Quest</a></i> (1986) from <a href="/wiki/Chunsoft" class="mw-redirect" title="Chunsoft">Chunsoft</a> and <a href="/wiki/Enix" title="Enix">Enix</a>, <i><a href="/wiki/Final_Fantasy_(video_game)" title="Final Fantasy (video game)">Final Fantasy</a></i> (1987) from <a href="/wiki/Square_(video_game_company)" title="Square (video game company)">Square</a>, and <i><a href="/wiki/Phantasy_Star_(video_game)" title="Phantasy Star (video game)">Phantasy Star</a></i> (1987) from Sega. <a href="/wiki/Capcom" title="Capcom">Capcom</a>'s <i><a href="/wiki/Mega_Man_(1987_video_game)" title="Mega Man (1987 video game)">Mega Man</a></i> (1987), and <a href="/wiki/Konami" title="Konami">Konami</a>'s <i><a href="/wiki/Castlevania_(1986_video_game)" title="Castlevania (1986 video game)">Castlevania</a></i> (1986) and <i><a href="/wiki/Metal_Gear_(video_game)" title="Metal Gear (video game)">Metal Gear</a></i> (1987) also have ongoing franchises, with <i>Metal Gear</i> also considered to be the first mainstream <a href="/wiki/Stealth_game" title="Stealth game">stealth game</a>.<sup id="cite_ref-90" class="reference"><a href="#cite_note-90"><span class="cite-bracket">&#91;</span>90<span class="cite-bracket">&#93;</span></a></sup> </p><p>With Nintendo's dominance, Japan became the epicenter of the video game market, as many of the former American manufacturers had exited the market by the end of the 1980s.<sup id="cite_ref-cgw_50_91-0" class="reference"><a href="#cite_note-cgw_50-91"><span class="cite-bracket">&#91;</span>91<span class="cite-bracket">&#93;</span></a></sup> At the same time, software developers from the home computer side recognized the strength of the consoles, and companies like <a href="/wiki/Epyx" title="Epyx">Epyx</a>, <a href="/wiki/Electronic_Arts" title="Electronic Arts">Electronic Arts</a>, and <a href="/wiki/LucasArts" class="mw-redirect" title="LucasArts">LucasArts</a> began devoting their attention to developing console games<sup id="cite_ref-92" class="reference"><a href="#cite_note-92"><span class="cite-bracket">&#91;</span>92<span class="cite-bracket">&#93;</span></a></sup> By 1989 the market for cartridge-based console games was more than $2 billion, while that for disk-based computer games was less than $300 million.<sup id="cite_ref-93" class="reference"><a href="#cite_note-93"><span class="cite-bracket">&#91;</span>93<span class="cite-bracket">&#93;</span></a></sup> </p> <div class="mw-heading mw-heading4"><h4 id="16-bit_consoles">16-bit consoles</h4></div> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1236090951"><div role="note" class="hatnote navigation-not-searchable">Main article: <a href="/wiki/Fourth_generation_of_video_game_consoles" title="Fourth generation of video game consoles">Fourth generation of video game consoles</a></div> <figure class="mw-default-size" typeof="mw:File/Thumb"><a href="/wiki/File:TurboGrafx16-Console-Set.jpg" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/d/d0/TurboGrafx16-Console-Set.jpg/220px-TurboGrafx16-Console-Set.jpg" decoding="async" width="220" height="142" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/d/d0/TurboGrafx16-Console-Set.jpg/330px-TurboGrafx16-Console-Set.jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/d/d0/TurboGrafx16-Console-Set.jpg/440px-TurboGrafx16-Console-Set.jpg 2x" data-file-width="3900" data-file-height="2520" /></a><figcaption>The <a href="/wiki/TurboGrafx-16" title="TurboGrafx-16">TurboGrafx-16</a></figcaption></figure> <p>NEC released its PC Engine in 1987 in Japan, rebranded as the <a href="/wiki/TurboGrafx-16" title="TurboGrafx-16">TurboGrafx-16</a> in North America. While the CPU was still an 8-bit system, the TurboGrafx-16 used a 16-bit graphics adapter, and NEC chose to heavily rely on marketing the system as a "16 bit" system to differentiate it from the 8-bit NES. This ploy led to the use of processor bit size as a key factor in marketing video game consoles over the next decade, a period known as the "bit wars".<sup id="cite_ref-94" class="reference"><a href="#cite_note-94"><span class="cite-bracket">&#91;</span>94<span class="cite-bracket">&#93;</span></a></sup> </p><p>Sega released its next console, the <a href="/wiki/Sega_Genesis" title="Sega Genesis">Mega Drive</a> in Japan in 1988, and rebranded as the Sega Genesis for its North American launch in 1989. Sega wanted to challenge the NES's dominance in the United States with the Genesis, and the initial campaign focused on the 16-bit power of the Genesis over the NES as well as a new line of sports games developed for the console. Failing to make a significant dent in NES' dominance, Sega hired <a href="/wiki/Tom_Kalinske" title="Tom Kalinske">Tom Kalinske</a> to president of Sega of America to run a new campaign. Among Kalinske's changes was a significant price reduction in the console, and the bundling of Sega's newest game <i><a href="/wiki/Sonic_the_Hedgehog_(1991_video_game)" title="Sonic the Hedgehog (1991 video game)">Sonic the Hedgehog</a></i>, featuring Sega's newest mascot <a href="/wiki/Sonic_the_Hedgehog" title="Sonic the Hedgehog">of the same name</a>, with the console. Kalinske's changes gave Genesis the edge over the NES by 1991 and led off the start of a <a href="/wiki/Console_war" title="Console war">console war</a> between Sega and Nintendo. Nintendo's 16-bit console, the <a href="/wiki/Super_Nintendo_Entertainment_System" title="Super Nintendo Entertainment System">Super Nintendo Entertainment System</a> (SNES) struggled on its initial launch in the United States due to the strength of the Genesis. This console war between Sega and Nintendo lasted until 1994 when <a href="/wiki/Sony_Computer_Entertainment" class="mw-redirect" title="Sony Computer Entertainment">Sony Computer Entertainment</a> disrupted both companies with the release of the <a href="/wiki/PlayStation" title="PlayStation">PlayStation</a>.<sup id="cite_ref-95" class="reference"><a href="#cite_note-95"><span class="cite-bracket">&#91;</span>95<span class="cite-bracket">&#93;</span></a></sup> </p><p>Among other aspects of the console war between Sega and Nintendo, this period brought a revolution in <a href="/wiki/Sports_video_game" title="Sports video game">sports video games</a>. While these games had existed since the first arcade and console games, their limited graphics required gameplay to be highly simplified. When Sega of America first introduced the Genesis to the United States, it had gotten naming rights from high-profile people in the various sports, such as <i><a href="/wiki/Pat_Riley_Basketball" title="Pat Riley Basketball">Pat Riley Basketball</a></i> and <i><a href="/wiki/Joe_Montana_Football" title="Joe Montana Football">Joe Montana Football</a></i>, but the games still lacked any complexity. Electronic Arts, under <a href="/wiki/Trip_Hawkins" title="Trip Hawkins">Trip Hawkins</a>, were keen to make a more realistic football game for the Genesis which had the computation capabilities for this, but did not want to pay the high licensing fees that Sega were asking for developing on the Genesis. They were able to secure naming rights for <a href="/wiki/John_Madden" title="John Madden">John Madden</a> and reverse engineer the Genesis as to be able to produce <i><a href="/wiki/John_Madden_Football_(1990_video_game)" title="John Madden Football (1990 video game)">John Madden Football</a></i>, one of the first major successful sports games.<sup id="cite_ref-96" class="reference"><a href="#cite_note-96"><span class="cite-bracket">&#91;</span>96<span class="cite-bracket">&#93;</span></a></sup> Electronic Arts subsequently focused heavily on sports games, expanding into other sports like basketball, hockey and golf.<sup id="cite_ref-polygon_ea_history_77-1" class="reference"><a href="#cite_note-polygon_ea_history-77"><span class="cite-bracket">&#91;</span>77<span class="cite-bracket">&#93;</span></a></sup> </p><p><a href="/wiki/SNK_Playmore" class="mw-redirect" title="SNK Playmore">SNK</a>'s <a href="/wiki/Neo_Geo_(system)" title="Neo Geo (system)">Neo-Geo</a> was the most costly console by a wide margin when released in 1990. The Neo-Geo used similar hardware as SNK's arcade machines, giving its games a quality better than other 16-bit consoles, but the system was commercially non-viable. The Neo-Geo was notably the first home console with support for <a href="/wiki/Memory_card" title="Memory card">memory cards</a>, allowing players to save their progress in a game, not only at home but also shared with compatible Neo-Geo arcade games.<sup id="cite_ref-97" class="reference"><a href="#cite_note-97"><span class="cite-bracket">&#91;</span>97<span class="cite-bracket">&#93;</span></a></sup> </p> <div class="mw-heading mw-heading2"><h2 id="1990s">1990s</h2></div> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1236090951"><div role="note" class="hatnote navigation-not-searchable">Main article: <a href="/wiki/1990s_in_video_games" title="1990s in video games">1990s in video games</a></div> <style data-mw-deduplicate="TemplateStyles:r1251242444">.mw-parser-output .ambox{border:1px solid #a2a9b1;border-left:10px solid #36c;background-color:#fbfbfb;box-sizing:border-box}.mw-parser-output .ambox+link+.ambox,.mw-parser-output .ambox+link+style+.ambox,.mw-parser-output .ambox+link+link+.ambox,.mw-parser-output .ambox+.mw-empty-elt+link+.ambox,.mw-parser-output .ambox+.mw-empty-elt+link+style+.ambox,.mw-parser-output .ambox+.mw-empty-elt+link+link+.ambox{margin-top:-1px}html body.mediawiki .mw-parser-output .ambox.mbox-small-left{margin:4px 1em 4px 0;overflow:hidden;width:238px;border-collapse:collapse;font-size:88%;line-height:1.25em}.mw-parser-output .ambox-speedy{border-left:10px solid #b32424;background-color:#fee7e6}.mw-parser-output .ambox-delete{border-left:10px solid #b32424}.mw-parser-output .ambox-content{border-left:10px solid #f28500}.mw-parser-output .ambox-style{border-left:10px solid #fc3}.mw-parser-output .ambox-move{border-left:10px solid #9932cc}.mw-parser-output .ambox-protection{border-left:10px solid #a2a9b1}.mw-parser-output .ambox .mbox-text{border:none;padding:0.25em 0.5em;width:100%}.mw-parser-output .ambox .mbox-image{border:none;padding:2px 0 2px 0.5em;text-align:center}.mw-parser-output .ambox .mbox-imageright{border:none;padding:2px 0.5em 2px 0;text-align:center}.mw-parser-output .ambox .mbox-empty-cell{border:none;padding:0;width:1px}.mw-parser-output .ambox .mbox-image-div{width:52px}@media(min-width:720px){.mw-parser-output .ambox{margin:0 10%}}@media print{body.ns-0 .mw-parser-output .ambox{display:none!important}}</style><table class="box-More_citations_needed plainlinks metadata ambox ambox-content ambox-Refimprove" role="presentation"><tbody><tr><td class="mbox-image"><div class="mbox-image-div"><span typeof="mw:File"><a href="/wiki/File:Question_book-new.svg" class="mw-file-description"><img alt="" src="//upload.wikimedia.org/wikipedia/en/thumb/9/99/Question_book-new.svg/50px-Question_book-new.svg.png" decoding="async" width="50" height="39" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/en/thumb/9/99/Question_book-new.svg/75px-Question_book-new.svg.png 1.5x, //upload.wikimedia.org/wikipedia/en/thumb/9/99/Question_book-new.svg/100px-Question_book-new.svg.png 2x" data-file-width="512" data-file-height="399" /></a></span></div></td><td class="mbox-text"><div class="mbox-text-span">This article <b>needs additional citations for <a href="/wiki/Wikipedia:Verifiability" title="Wikipedia:Verifiability">verification</a></b>.<span class="hide-when-compact"> Please help <a href="/wiki/Special:EditPage/History_of_video_games" title="Special:EditPage/History of video games">improve this article</a> by <a href="/wiki/Help:Referencing_for_beginners" title="Help:Referencing for beginners">adding citations to reliable sources</a>. Unsourced material may be challenged and removed.<br /><small><span class="plainlinks"><i>Find sources:</i>&#160;<a rel="nofollow" class="external text" href="https://www.google.com/search?as_eq=wikipedia&amp;q=%22History+of+video+games%22">"History of video games"</a>&#160;–&#160;<a rel="nofollow" class="external text" href="https://www.google.com/search?tbm=nws&amp;q=%22History+of+video+games%22+-wikipedia&amp;tbs=ar:1">news</a>&#160;<b>·</b> <a rel="nofollow" class="external text" href="https://www.google.com/search?&amp;q=%22History+of+video+games%22&amp;tbs=bkt:s&amp;tbm=bks">newspapers</a>&#160;<b>·</b> <a rel="nofollow" class="external text" href="https://www.google.com/search?tbs=bks:1&amp;q=%22History+of+video+games%22+-wikipedia">books</a>&#160;<b>·</b> <a rel="nofollow" class="external text" href="https://scholar.google.com/scholar?q=%22History+of+video+games%22">scholar</a>&#160;<b>·</b> <a rel="nofollow" class="external text" href="https://www.jstor.org/action/doBasicSearch?Query=%22History+of+video+games%22&amp;acc=on&amp;wc=on">JSTOR</a></span></small></span> <span class="date-container"><i>(<span class="date">January 2014</span>)</i></span><span class="hide-when-compact"><i> (<small><a href="/wiki/Help:Maintenance_template_removal" title="Help:Maintenance template removal">Learn how and when to remove this message</a></small>)</i></span></div></td></tr></tbody></table> <p>The 1990s were a decade of marked <a href="/wiki/Innovation" title="Innovation">innovation</a> in video games. It was a decade of transition from <a href="/wiki/Raster_graphics" title="Raster graphics">raster graphics</a> to <a href="/wiki/3D_computer_graphics" title="3D computer graphics">3D graphics</a> and gave rise to several genres of video games including <a href="/wiki/First-person_shooter" title="First-person shooter">first-person shooter</a>, <a href="/wiki/Real-time_strategy" title="Real-time strategy">real-time strategy</a>, and <a href="/wiki/Massively_multiplayer_online_game" title="Massively multiplayer online game">MMO</a>. Handheld games become more popular throughout the decade, thanks in part to the release of the <a href="/wiki/Game_Boy" title="Game Boy">Game Boy</a> in 1989.<sup id="cite_ref-98" class="reference"><a href="#cite_note-98"><span class="cite-bracket">&#91;</span>98<span class="cite-bracket">&#93;</span></a></sup> Arcade games experienced a resurgence in the early-to-mid-1990s, followed by a decline in the late 1990s as <a href="/wiki/Video_game_console" title="Video game console">home consoles</a> became more common. </p><p>As arcade games declined, however, the home video game industry matured into a more mainstream form of entertainment in the 1990s, but their video games also became more and more <a href="/wiki/Video_game_controversies" title="Video game controversies">controversial</a> because of their violent nature, especially in games of <i><a href="/wiki/Mortal_Kombat_(1992_video_game)" title="Mortal Kombat (1992 video game)">Mortal Kombat</a></i>, <i><a href="/wiki/Night_Trap" title="Night Trap">Night Trap</a></i>, and <i><a href="/wiki/Doom_(1993_video_game)" title="Doom (1993 video game)">Doom</a></i>, leading to the formation of the <a href="/wiki/Interactive_Digital_Software_Association" class="mw-redirect" title="Interactive Digital Software Association">Interactive Digital Software Association</a> and their rating games by signing them their <a href="/wiki/ESRB" class="mw-redirect" title="ESRB">ESRB</a> ratings since 1994.<sup id="cite_ref-Wired-kohler-chris-2009-07-29_99-0" class="reference"><a href="#cite_note-Wired-kohler-chris-2009-07-29-99"><span class="cite-bracket">&#91;</span>99<span class="cite-bracket">&#93;</span></a></sup> Major developments of the 1990s include the popularizing of <a href="/wiki/3D_computer_graphics" title="3D computer graphics">3D computer graphics</a> using polygons (initially in arcades, followed by home consoles and computers), and the start of a larger consolidation of publishers, higher budget games, increased size of production teams, and collaborations with both the music and motion picture industries. Examples of this include <a href="/wiki/Mark_Hamill" title="Mark Hamill">Mark Hamill</a>'s involvement with <i><a href="/wiki/Wing_Commander_III:_Heart_of_the_Tiger" title="Wing Commander III: Heart of the Tiger">Wing Commander III</a></i>, the introduction of <a href="/wiki/QSound" title="QSound">QSound</a> with <a href="/wiki/Arcade_system_board" class="mw-redirect" title="Arcade system board">arcade system boards</a> such as <a href="/wiki/Capcom" title="Capcom">Capcom</a>'s <a href="/wiki/CP_System_II" title="CP System II">CP System II</a>, and the high production budgets of games such as <a href="/wiki/Squaresoft" class="mw-redirect" title="Squaresoft">Squaresoft</a>'s <i><a href="/wiki/Final_Fantasy_VII" title="Final Fantasy VII">Final Fantasy VII</a></i> and <a href="/wiki/Sega" title="Sega">Sega</a>'s <i><a href="/wiki/Shenmue" title="Shenmue">Shenmue</a></i>. </p> <div class="mw-heading mw-heading3"><h3 id="Transition_to_optical_media">Transition to optical media</h3></div> <p>By end of the 1980s, console games were distributed on ROM cartridges, while PC games shipped on <a href="/wiki/Floppy_disk" title="Floppy disk">floppy disks</a>, formats that had limitations in storage capacity. <a href="/wiki/Optical_media" class="mw-redirect" title="Optical media">Optical media</a>, and specifically the <a href="/wiki/CD-ROM" title="CD-ROM">CD-ROM</a>, had been first introduced in the mid-1980s for music distribution and by the early 1990s, both the media and CD drives had become inexpensive to be incorporated into consumer computing devices, including for both home consoles and computers.<sup id="cite_ref-100" class="reference"><a href="#cite_note-100"><span class="cite-bracket">&#91;</span>100<span class="cite-bracket">&#93;</span></a></sup> Besides offering more capacity for gameplay content, optical media made it possible to include long video segments into games, such as <a href="/wiki/Full_motion_video" class="mw-redirect" title="Full motion video">full motion video</a>, or animated or pre-rendered <a href="/wiki/Cutscene" title="Cutscene">cutscenes</a>, allowing for more narrative elements to be added to games.<sup id="cite_ref-Wolf_2007_chp22_101-0" class="reference"><a href="#cite_note-Wolf_2007_chp22-101"><span class="cite-bracket">&#91;</span>101<span class="cite-bracket">&#93;</span></a></sup> </p><p>Prior to the 1990s, some arcade games explored the use of <a href="/wiki/Laserdisc" class="mw-redirect" title="Laserdisc">laserdiscs</a>, the most notable being <i><a href="/wiki/Dragon%27s_Lair_(1983_video_game)" title="Dragon&#39;s Lair (1983 video game)">Dragon's Lair</a></i> in 1983. These games are considered as <a href="/wiki/Interactive_movies" class="mw-redirect" title="Interactive movies">interactive movies</a> and used <a href="/wiki/Full_motion_video" class="mw-redirect" title="Full motion video">full motion video</a> from the laserdisc, prompting the player to respond via controls at the right time to continue the game.<sup id="cite_ref-Wolf_2007_chp22_101-1" class="reference"><a href="#cite_note-Wolf_2007_chp22-101"><span class="cite-bracket">&#91;</span>101<span class="cite-bracket">&#93;</span></a></sup><sup id="cite_ref-Wolf_2007_chp23_102-0" class="reference"><a href="#cite_note-Wolf_2007_chp23-102"><span class="cite-bracket">&#91;</span>102<span class="cite-bracket">&#93;</span></a></sup> While these games were popular in the early 1980s, the prohibitive cost of laserdisc technology at the time limited their success. When optical media technology matured and dropped in price by the 1990s, new laserdisc arcade games emerged, such as <i><a href="/wiki/Mad_Dog_McCree" title="Mad Dog McCree">Mad Dog McCree</a></i> in 1990.<sup id="cite_ref-Wolf_2007_chp22_101-2" class="reference"><a href="#cite_note-Wolf_2007_chp22-101"><span class="cite-bracket">&#91;</span>101<span class="cite-bracket">&#93;</span></a></sup> <a href="/wiki/Pioneer_Corporation" title="Pioneer Corporation">Pioneer Corporation</a> released the <a href="/wiki/LaserActive" title="LaserActive">LaserActive</a> game console in 1993 that used only laserdiscs, with expansion add-ons to play games from the Sega Genesis and NEC TurboGrafx-16 library, but with a base console price of <span style="white-space: nowrap">$1,000</span> and add-ons at <span style="white-space: nowrap">$600</span>, the console did not perform well.<sup id="cite_ref-103" class="reference"><a href="#cite_note-103"><span class="cite-bracket">&#91;</span>103<span class="cite-bracket">&#93;</span></a></sup> </p><p>For consoles, optical media were cheaper to produce than ROM cartridges, and batches of CD-ROMs could be produced in a week while cartridges could take two to three months to assemble, in addition to the larger capacity.<sup id="cite_ref-rp_japanese_industry_104-0" class="reference"><a href="#cite_note-rp_japanese_industry-104"><span class="cite-bracket">&#91;</span>104<span class="cite-bracket">&#93;</span></a></sup> Add-ons were made for the 16-bit consoles to use CD media, including the PC Engine and the Mega Drive. Other manufacturers made consoles with dual-media, such as NEC's <a href="/wiki/TurboDuo" title="TurboDuo">TurboDuo</a>. <a href="/wiki/Philips" title="Philips">Philips</a> launched the <a href="/wiki/CD-i" title="CD-i">CD-i</a> in 1990, a console using only optical media, but the unit had limited gaming capabilities and had a limited game library.<sup id="cite_ref-105" class="reference"><a href="#cite_note-105"><span class="cite-bracket">&#91;</span>105<span class="cite-bracket">&#93;</span></a></sup> Nintendo had similarly worked with Sony to develop a CD-based <a href="/wiki/SNES" class="mw-redirect" title="SNES">SNES</a>, known as the <a href="/wiki/Super_NES_CD-ROM" title="Super NES CD-ROM">Super NES CD-ROM</a>, but this deal fell through just prior to its public announcement, and as a result, Sony went on to develop to the PlayStation console released in 1994, that exclusively used optical media.<sup id="cite_ref-106" class="reference"><a href="#cite_note-106"><span class="cite-bracket">&#91;</span>106<span class="cite-bracket">&#93;</span></a></sup> Sony was able to capitalize on how the Japanese market handled game sales in Japan for the PlayStation, by producing only limited numbers of any new CD-ROM game with the ability to rapidly produce new copies of a game should it prove successful, a factor that could not easily be realized with ROM cartridges where due to how fast consumers' tastes changed, required nearly all cartridges expected to sell to be produced upfront. This helped Sony overtake Nintendo and Sega in the 1990s.<sup id="cite_ref-107" class="reference"><a href="#cite_note-107"><span class="cite-bracket">&#91;</span>107<span class="cite-bracket">&#93;</span></a></sup> A key PlayStation game that adapted to the CD format was <i><a href="/wiki/Final_Fantasy_VII" title="Final Fantasy VII">Final Fantasy VII</a></i>, released in 1997; Square's developers wanted to transition the series from the series' 2D presentation to using 3D models, and though the series had been exclusive to Nintendo consoles previously, Square determined it would be impractical to use cartridges for distribution while the PlayStation's CD-ROM gave them the space for all the desired content including pre-rendered cutscenes.<sup id="cite_ref-108" class="reference"><a href="#cite_note-108"><span class="cite-bracket">&#91;</span>108<span class="cite-bracket">&#93;</span></a></sup> <i>Final Fantasy VII</i> became a key game, as it expanded the idea of console role-playing games to console game consumers.<sup id="cite_ref-Wolf_2007_chp22_101-3" class="reference"><a href="#cite_note-Wolf_2007_chp22-101"><span class="cite-bracket">&#91;</span>101<span class="cite-bracket">&#93;</span></a></sup><sup id="cite_ref-109" class="reference"><a href="#cite_note-109"><span class="cite-bracket">&#91;</span>109<span class="cite-bracket">&#93;</span></a></sup> Since the PlayStation, all home gaming consoles have relied on optical media for physical game distribution, outside the Nintendo 64 and Switch.<sup id="cite_ref-rp_japanese_industry_104-1" class="reference"><a href="#cite_note-rp_japanese_industry-104"><span class="cite-bracket">&#91;</span>104<span class="cite-bracket">&#93;</span></a></sup> </p><p>On the PC side, CD drives were initially available as peripherals for computers before becoming standard components within PCs. CD-ROM technology had been available as early as 1989, with <a href="/wiki/Cyan_Worlds" title="Cyan Worlds">Cyan Worlds</a>' <i><a href="/wiki/The_Manhole" title="The Manhole">The Manhole</a></i> being one of the first games distributed on the medium.<sup id="cite_ref-Wolf_2007_chp22_101-4" class="reference"><a href="#cite_note-Wolf_2007_chp22-101"><span class="cite-bracket">&#91;</span>101<span class="cite-bracket">&#93;</span></a></sup> While CD-ROMs served as a better means to distribute larger games, the medium caught on with the 1993 releases of Cyan's <i><a href="/wiki/Myst" title="Myst">Myst</a></i> and <a href="/wiki/Trilobyte_(company)" class="mw-redirect" title="Trilobyte (company)">Trilobyte</a>'s <i><a href="/wiki/The_7th_Guest" title="The 7th Guest">The 7th Guest</a></i>, adventure games that incorporated full motion video segments among fixed pre-rendered scenes, incorporating the CD-ROM medium into the game itself. Both games were considered killer apps to help standardize the CD-ROM format for PCs.<sup id="cite_ref-110" class="reference"><a href="#cite_note-110"><span class="cite-bracket">&#91;</span>110<span class="cite-bracket">&#93;</span></a></sup><sup id="cite_ref-111" class="reference"><a href="#cite_note-111"><span class="cite-bracket">&#91;</span>111<span class="cite-bracket">&#93;</span></a></sup> </p> <div class="mw-heading mw-heading3"><h3 id="Introduction_of_3D_graphics">Introduction of 3D graphics</h3></div> <p>In addition to the transition to optical media, the industry as a whole had a major shift toward real-time <a href="/wiki/3D_computer_graphics" title="3D computer graphics">3D computer graphics</a> across games during the 1990s. There had been a number of arcade games that used simple <a href="/wiki/Wire-frame_model" title="Wire-frame model">wireframe</a> <a href="/wiki/Vector_graphics" title="Vector graphics">vector graphics</a> to simulate 3D, such as <i><a href="/wiki/Battlezone_(1980_video_game)" title="Battlezone (1980 video game)">Battlezone</a></i>, <i><a href="/wiki/Tempest_(video_game)" title="Tempest (video game)">Tempest</a></i>, and <i><a href="/wiki/Star_Wars_(1983_video_game)" title="Star Wars (1983 video game)">Star Wars</a></i>. A unique challenge in 3D computer graphics is that <a href="/wiki/Real-time_computer_graphics" title="Real-time computer graphics">real-time rendering</a> typically requires <a href="/wiki/Floating-point_arithmetic" title="Floating-point arithmetic">floating-point calculations</a>, which until the 1990s, most video game hardware was not well-suited for. Instead, many games simulated 3D effects such as by using <a href="/wiki/Parallax" title="Parallax">parallax</a> rendering of different background layers, scaling of sprites as they moved towards or away from the player's view, or other rendering methods such as the SNES's <a href="/wiki/Mode_7" title="Mode 7">Mode 7</a>. These tricks to simulate 3D-rendeder graphics through 2D systems are generally referred to as <a href="/wiki/2.5D" title="2.5D">2.5D</a> graphics. </p> <figure class="mw-default-size mw-halign-right" typeof="mw:File/Thumb"><a href="/wiki/File:Virtua_Racing_screenshot_2007.png" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/en/thumb/2/29/Virtua_Racing_screenshot_2007.png/220px-Virtua_Racing_screenshot_2007.png" decoding="async" width="220" height="165" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/en/2/29/Virtua_Racing_screenshot_2007.png 1.5x" data-file-width="256" data-file-height="192" /></a><figcaption><i><a href="/wiki/Virtua_Racing" title="Virtua Racing">Virtua Racing</a></i> was an early example of true polygonal 3D graphics</figcaption></figure> <p>True real-time 3D rendering using polygons were soon popularized by <a href="/wiki/Yu_Suzuki" title="Yu Suzuki">Yu Suzuki</a>'s <a href="/wiki/Sega_AM2" title="Sega AM2">Sega AM2</a> games <i><a href="/wiki/Virtua_Racing" title="Virtua Racing">Virtua Racing</a></i> (1992) and <i><a href="/wiki/Virtua_Fighter_(arcade_game)" class="mw-redirect" title="Virtua Fighter (arcade game)">Virtua Fighter</a></i> (1993), both running on the <a href="/wiki/Sega_Model_1" class="mw-redirect" title="Sega Model 1">Sega Model 1</a> <a href="/wiki/Arcade_system_board" class="mw-redirect" title="Arcade system board">arcade system board</a>;<sup id="cite_ref-vracing_112-0" class="reference"><a href="#cite_note-vracing-112"><span class="cite-bracket">&#91;</span>112<span class="cite-bracket">&#93;</span></a></sup> some of the <a href="/wiki/Sony_Computer_Entertainment" class="mw-redirect" title="Sony Computer Entertainment">Sony Computer Entertainment</a> (SCE) staff involved in the creation of the original <a href="/wiki/PlayStation_(console)" title="PlayStation (console)">PlayStation</a> <a href="/wiki/Video_game_console" title="Video game console">video game console</a> credit <i>Virtua Fighter</i> as inspiration for the PlayStation's 3D graphics hardware. According to SCE's former producer Ryoji Akagawa and chairman Shigeo Maruyama, the PlayStation was originally being considered as a <a href="/wiki/2D_computer_graphics" title="2D computer graphics">2D</a>-focused hardware, and it wasn't until the success of <i>Virtua Fighter</i> in the arcades that they decided to design the PlayStation as a 3D-focused hardware.<sup id="cite_ref-113" class="reference"><a href="#cite_note-113"><span class="cite-bracket">&#91;</span>113<span class="cite-bracket">&#93;</span></a></sup> <a href="/wiki/Texture_mapping" title="Texture mapping">Texture mapping</a> and <a href="/wiki/Texture_filtering" title="Texture filtering">texture filtering</a> were soon popularized by 3D racing and fighting games.<sup id="cite_ref-114" class="reference"><a href="#cite_note-114"><span class="cite-bracket">&#91;</span>114<span class="cite-bracket">&#93;</span></a></sup> </p><p>Home video game consoles such as the PlayStation, the <a href="/wiki/Sega_Saturn" title="Sega Saturn">Sega Saturn</a>, and <a href="/wiki/Nintendo_64" title="Nintendo 64">Nintendo 64</a> also became able to produce texture-mapped 3D graphics. Nintendo had already released <i><a href="/wiki/Star_Fox_(1993_video_game)" title="Star Fox (1993 video game)">Star Fox</a></i> in 1993 which included the <a href="/wiki/Super_FX" title="Super FX">Super FX</a> graphics co-processor chip built into the game cartridge to support polygonal rendering for the SNES, and the Nintendo 64 included a graphics coprocessor on the console directly. </p><p>On personal computers, <a href="/wiki/John_Carmack" title="John Carmack">John Carmack</a> and <a href="/wiki/John_Romero" title="John Romero">John Romero</a> of <a href="/wiki/Id_Software" title="Id Software">id Software</a> had been experimenting with real-time rendering of 3D games through <i><a href="/wiki/Hovertank_3D" class="mw-redirect" title="Hovertank 3D">Hovertank 3D</a></i> and <i><a href="/wiki/Catacomb_3-D" title="Catacomb 3-D">Catacomb 3-D</a></i>. These led to the release of <i><a href="/wiki/Wolfenstein_3D" title="Wolfenstein 3D">Wolfenstein 3D</a></i> in 1992, considered to be the original <a href="/wiki/First-person_shooter" title="First-person shooter">first-person shooter</a> as it rendered the game's world fast enough to keep up with the player's movements. However, at this point, <i>Wolfenstein 3D</i><span class="nowrap" style="padding-left:0.1em;">&#39;s</span> maps were restricted to a single flat level.<sup id="cite_ref-tr_3d_history_115-0" class="reference"><a href="#cite_note-tr_3d_history-115"><span class="cite-bracket">&#91;</span>115<span class="cite-bracket">&#93;</span></a></sup> Improvements would come with <i><a href="/wiki/Ultima_Underworld" class="mw-redirect" title="Ultima Underworld">Ultima Underworld</a></i> from <a href="/wiki/Blue_Sky_Productions" class="mw-redirect" title="Blue Sky Productions">Blue Sky Productions</a>, which included floors of different heights and ramps, which took longer to render but was considered acceptable in the role-playing game, and id's <i><a href="/wiki/Doom_(1993_video_game)" title="Doom (1993 video game)">Doom</a></i>, adding lighting effects among other features, but still with limitations that maps were effectively two-dimensional and with most enemies and objects represented by sprites in-game. id had created one of the first <a href="/wiki/Game_engine" title="Game engine">game engines</a> that separated the content from the gameplay and rendering layers, and licensed this engine to other developers, resulting in games such as <i><a href="/wiki/Heretic_(video_game)" title="Heretic (video game)">Heretic</a></i> and <i><a href="/wiki/Hexen:_Beyond_Heretic" title="Hexen: Beyond Heretic">Hexen</a></i>, while other game developers built their own engines based on the concepts of the <a href="/wiki/Doom_engine" title="Doom engine"><i>Doom</i> engine</a>, such as <i><a href="/wiki/Duke_Nukem_3D" title="Duke Nukem 3D">Duke Nukem 3D</a></i> and <i><a href="/wiki/Marathon_(video_game)" title="Marathon (video game)">Marathon</a></i>.<sup id="cite_ref-116" class="reference"><a href="#cite_note-116"><span class="cite-bracket">&#91;</span>116<span class="cite-bracket">&#93;</span></a></sup> In 1996, id's <i><a href="/wiki/Quake_(video_game)" title="Quake (video game)">Quake</a></i> was the first computer game with a true 3D game engine with in-game character and object models, and as with the <i>Doom</i> engine, id licensed the <a href="/wiki/Quake_engine" title="Quake engine"><i>Quake</i> engine</a>, leading to a further growth in first-person shooters.<sup id="cite_ref-tr_3d_history_115-1" class="reference"><a href="#cite_note-tr_3d_history-115"><span class="cite-bracket">&#91;</span>115<span class="cite-bracket">&#93;</span></a></sup> By 1997, the first consumer dedicated 3D <a href="/wiki/Graphics_card" title="Graphics card">graphics cards</a> were available on the market driven by the demand for first-person shooters, and numerous 3D game engines were created in the years that followed, including <a href="/wiki/Unreal_Engine" title="Unreal Engine">Unreal Engine</a>, <a href="/wiki/GoldSrc" title="GoldSrc">GoldSrc</a>, and <a href="/wiki/CryEngine" title="CryEngine">CryEngine</a>, and establishing 3D as the new standard in most computer video games.<sup id="cite_ref-tr_3d_history_115-2" class="reference"><a href="#cite_note-tr_3d_history-115"><span class="cite-bracket">&#91;</span>115<span class="cite-bracket">&#93;</span></a></sup> </p> <div class="mw-heading mw-heading3"><h3 id="Resurgence_and_decline_of_arcades">Resurgence and decline of arcades</h3></div> <figure class="mw-default-size mw-halign-right" typeof="mw:File/Thumb"><a href="/wiki/File:Time_Crisis_II,_Spain,_2017_03.jpg" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/5/53/Time_Crisis_II%2C_Spain%2C_2017_03.jpg/220px-Time_Crisis_II%2C_Spain%2C_2017_03.jpg" decoding="async" width="220" height="293" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/5/53/Time_Crisis_II%2C_Spain%2C_2017_03.jpg/330px-Time_Crisis_II%2C_Spain%2C_2017_03.jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/5/53/Time_Crisis_II%2C_Spain%2C_2017_03.jpg/440px-Time_Crisis_II%2C_Spain%2C_2017_03.jpg 2x" data-file-width="3000" data-file-height="4000" /></a><figcaption>A <i><a href="/wiki/Time_Crisis_II" title="Time Crisis II">Time Crisis II</a></i> light gun arcade game</figcaption></figure> <p>The 1991 release of <a href="/wiki/Capcom" title="Capcom">Capcom</a>'s <i><a href="/wiki/Street_Fighter_II" title="Street Fighter II">Street Fighter II</a></i> popularized competitive one-on-one <a href="/wiki/Fighting_game" title="Fighting game">fighting games</a>.<sup id="cite_ref-tao2_117-0" class="reference"><a href="#cite_note-tao2-117"><span class="cite-bracket">&#91;</span>117<span class="cite-bracket">&#93;</span></a></sup> Its success led to a wave of other popular fighting games, such as <i><a href="/wiki/Mortal_Kombat" title="Mortal Kombat">Mortal Kombat</a></i> and <i><a href="/wiki/The_King_of_Fighters" title="The King of Fighters">The King of Fighters</a></i>. <a href="/wiki/Sports_game" class="mw-redirect" title="Sports game">Sports games</a> such as <i><a href="/wiki/NBA_Jam_(1993_video_game)" title="NBA Jam (1993 video game)">NBA Jam</a></i> also briefly became popular in arcades during this period. </p><p>Further drawing players from arcades were the latest home consoles which were now capable of playing "arcade-accurate" games, including the latest 3D games. Increasing numbers of players waited for popular arcade games to be ported to consoles rather than pumping coins into arcade kiosks.<sup id="cite_ref-118" class="reference"><a href="#cite_note-118"><span class="cite-bracket">&#91;</span>118<span class="cite-bracket">&#93;</span></a></sup> This trend increased with the introduction of more realistic peripherals for computer and console game systems such as <a href="/wiki/Haptic_technology#Video_games" title="Haptic technology">force feedback</a> aircraft joysticks and racing wheel/pedal kits, which allowed home systems to approach some of the realism and immersion formerly limited to the arcades.<sup class="noprint Inline-Template Template-Fact" style="white-space:nowrap;">&#91;<i><a href="/wiki/Wikipedia:Citation_needed" title="Wikipedia:Citation needed"><span title="This claim needs references to reliable sources. (October 2015)">citation needed</span></a></i>&#93;</sup> To remain relevant, arcade manufacturers such as Sega and Namco continued pushing the boundaries of 3D graphics beyond what was possible in homes. <i><a href="/wiki/Virtua_Fighter_3" title="Virtua Fighter 3">Virtua Fighter 3</a></i> for the <a href="/wiki/Sega_Model_3" class="mw-redirect" title="Sega Model 3">Sega Model 3</a>, for instance, stood out for having real-time 3D graphics approaching the quality of <a href="/wiki/Computer_animation" title="Computer animation">CGI</a> <a href="/wiki/Full_motion_video" class="mw-redirect" title="Full motion video">full motion video</a> (FMV) at the time.<sup id="cite_ref-119" class="reference"><a href="#cite_note-119"><span class="cite-bracket">&#91;</span>119<span class="cite-bracket">&#93;</span></a></sup> Likewise, Namco released the <a href="/wiki/Namco_System_23" title="Namco System 23">Namco System 23</a> to rival the Model 3. By 1998, however, Sega's <a href="/wiki/Sixth_generation_of_video_game_consoles" title="Sixth generation of video game consoles">new console</a>, the <a href="/wiki/Dreamcast" title="Dreamcast">Dreamcast</a>, could produce 3D graphics on-par with the <a href="/wiki/Sega_Naomi" class="mw-redirect" title="Sega Naomi">Sega Naomi</a> arcade machine. After producing the more powerful <a href="/wiki/Sega_Hikaru" class="mw-redirect" title="Sega Hikaru">Hikaru</a> board in 1999 and <a href="/wiki/Sega_Naomi_2" class="mw-redirect" title="Sega Naomi 2">Naomi 2</a> in 2000, Sega eventually stopped manufacturing custom arcade system boards, with their subsequent arcade boards being based on either consoles or commercial PC components. </p><p>As patronage for arcades declined, many were forced to close down by the late 1990s and early 2000s. Classic coin-operated games had largely become the province of dedicated hobbyists and as a tertiary attraction for some businesses, such as movie theaters, <a href="/wiki/Batting_cage" title="Batting cage">batting cages</a>, <a href="/wiki/Miniature_golf" title="Miniature golf">miniature golf</a> courses, and arcades attached to game stores such as <a href="/wiki/Trans_World_Entertainment" class="mw-redirect" title="Trans World Entertainment">F.Y.E.</a> The gap left by the old corner arcades was partly filled by large amusement centers dedicated to providing clean, safe environments and costly game control systems unavailable to home users. These newer arcade games offer driving or other sports games with specialized cockpits integrated into the arcade machine, <a href="/wiki/Rhythm_game" title="Rhythm game">rhythm games</a> requiring unique controllers like <i><a href="/wiki/Guitar_Freaks" class="mw-redirect" title="Guitar Freaks">Guitar Freaks</a></i> and <i><a href="/wiki/Dance_Dance_Revolution" title="Dance Dance Revolution">Dance Dance Revolution</a></i>, and path-based <a href="/wiki/Light_gun" title="Light gun">light gun</a> shooting gallery games like <i><a href="/wiki/Time_Crisis" title="Time Crisis">Time Crisis</a></i>.<sup id="cite_ref-verge_life_death_arcade_14-4" class="reference"><a href="#cite_note-verge_life_death_arcade-14"><span class="cite-bracket">&#91;</span>14<span class="cite-bracket">&#93;</span></a></sup> Arcade establishments expanded out to include other entertainment options, such as food and drink, such as the adult-oriented <a href="/wiki/Dave_%26_Buster%27s" title="Dave &amp; Buster&#39;s">Dave &amp; Buster's</a> and <a href="/wiki/GameWorks" title="GameWorks">GameWorks</a> franchises, while <a href="/wiki/Chuck_E._Cheese%27s" class="mw-redirect" title="Chuck E. Cheese&#39;s">Chuck E. Cheese's</a> is a similar type of business for families and young children.<sup id="cite_ref-verge_life_death_arcade_14-5" class="reference"><a href="#cite_note-verge_life_death_arcade-14"><span class="cite-bracket">&#91;</span>14<span class="cite-bracket">&#93;</span></a></sup> </p> <div class="mw-heading mw-heading3"><h3 id="Handhelds_come_of_age">Handhelds come of age</h3></div> <p>In 1989, Nintendo released the cartridge-based <a href="/wiki/Game_Boy" title="Game Boy">Game Boy</a>, the first major <a href="/wiki/Handheld_game_console" title="Handheld game console">handheld game console</a> since the <a href="/wiki/Microvision" title="Microvision">Microvision</a> 10 years earlier. Included with the system was <i><a href="/wiki/Tetris_(Game_Boy_video_game)" title="Tetris (Game Boy video game)">Tetris</a></i>, which became one of the best-selling video games of all time, drawing many that would not normally play video games to the handheld.<sup id="cite_ref-120" class="reference"><a href="#cite_note-120"><span class="cite-bracket">&#91;</span>120<span class="cite-bracket">&#93;</span></a></sup> Several rival handhelds made their debut in the early 1990s, including the <a href="/wiki/Game_Gear" title="Game Gear">Game Gear</a> and <a href="/wiki/Atari_Lynx" title="Atari Lynx">Atari Lynx</a> (the first handheld with color LCD display). Although these systems were more technologically advanced and intended to match the performance of home consoles, they were hampered by higher battery consumption and less third-party developer support. While some of the other systems remained in production until the mid-1990s, the Game Boy and its successive incarnations, the <a href="/wiki/Game_Boy_Pocket" class="mw-redirect" title="Game Boy Pocket">Game Boy Pocket</a>, <a href="/wiki/Game_Boy_Color" title="Game Boy Color">Game Boy Color</a> and <a href="/wiki/Game_Boy_Advance" title="Game Boy Advance">Game Boy Advance</a>, were virtually unchallenged for dominance in the handheld market through the 1990s.<sup id="cite_ref-121" class="reference"><a href="#cite_note-121"><span class="cite-bracket">&#91;</span>121<span class="cite-bracket">&#93;</span></a></sup> The Game Boy family also introduced the first installments in the <i><a href="/wiki/Pok%C3%A9mon_(video_game_series)" title="Pokémon (video game series)">Pokémon</a></i> series with <a href="/wiki/Pok%C3%A9mon_Red_and_Blue" class="mw-redirect" title="Pokémon Red and Blue"><i>Pokémon Red</i> and <i>Blue</i></a>, which remains one of the best-selling video game franchises for Nintendo.<sup id="cite_ref-Figures_122-0" class="reference"><a href="#cite_note-Figures-122"><span class="cite-bracket">&#91;</span>122<span class="cite-bracket">&#93;</span></a></sup> </p> <div class="mw-heading mw-heading3"><h3 id="Computer_games">Computer games</h3></div> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1237032888/mw-parser-output/.tmulti"><div class="thumb tmulti tright"><div class="thumbinner multiimageinner" style="width:204px;max-width:204px"><div class="trow"><div class="tsingle" style="width:202px;max-width:202px"><div class="thumbimage"><span typeof="mw:File"><a href="/wiki/File:Pc_Gaming_Modificado.jpg" class="mw-file-description"><img alt="" src="//upload.wikimedia.org/wikipedia/commons/thumb/9/9c/Pc_Gaming_Modificado.jpg/200px-Pc_Gaming_Modificado.jpg" decoding="async" width="200" height="150" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/9/9c/Pc_Gaming_Modificado.jpg/300px-Pc_Gaming_Modificado.jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/9/9c/Pc_Gaming_Modificado.jpg/400px-Pc_Gaming_Modificado.jpg 2x" data-file-width="736" data-file-height="552" /></a></span></div></div></div><div class="trow"><div class="tsingle" style="width:202px;max-width:202px"><div class="thumbimage"><span typeof="mw:File"><a href="/wiki/File:PC_Gaming_at_Thy_Geekdom_Con_2019.jpg" class="mw-file-description"><img alt="" src="//upload.wikimedia.org/wikipedia/commons/thumb/3/30/PC_Gaming_at_Thy_Geekdom_Con_2019.jpg/200px-PC_Gaming_at_Thy_Geekdom_Con_2019.jpg" decoding="async" width="200" height="150" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/3/30/PC_Gaming_at_Thy_Geekdom_Con_2019.jpg/300px-PC_Gaming_at_Thy_Geekdom_Con_2019.jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/3/30/PC_Gaming_at_Thy_Geekdom_Con_2019.jpg/400px-PC_Gaming_at_Thy_Geekdom_Con_2019.jpg 2x" data-file-width="960" data-file-height="720" /></a></span></div></div></div><div class="trow" style="display:flex"><div class="thumbcaption">PC Gaming</div></div></div></div> <p>With the introduction of 3D graphics and a stronger emphasis on console games, smaller developers, particularly those working on personal computers, were typically shunned by publishers as they had become risk-averse.<sup id="cite_ref-123" class="reference"><a href="#cite_note-123"><span class="cite-bracket">&#91;</span>123<span class="cite-bracket">&#93;</span></a></sup> <a href="/wiki/Shareware" title="Shareware">Shareware</a>, a new method of distributing games from these smaller teams, came out of the early 1990s. Typically a shareware game could be requested by a consumer, which would give them a portion of the game for free outside of shipping charges. If the consumer liked the game, they could then pay for the full game. This model was later expanded to basically include the "demo" version of a game on the insert CD-ROM media for gaming magazines, and then later as digital downloads from various sites like <a href="/wiki/Tucows" title="Tucows">Tucows</a>. id Software is credited with successfully implementing the idea for both <i>Wolfenstein 3D</i> and <i>Doom</i>, which was later used by Apogee (now <a href="/wiki/3D_Realms" title="3D Realms">3D Realms</a>), Epic MegaGames (now <a href="/wiki/Epic_Games" title="Epic Games">Epic Games</a>).<sup id="cite_ref-124" class="reference"><a href="#cite_note-124"><span class="cite-bracket">&#91;</span>124<span class="cite-bracket">&#93;</span></a></sup> </p><p>Several key genres were established during this period. <i>Wolfenstein 3D</i> and <i>Doom</i> are the formative games of the <a href="/wiki/First-person_shooter" title="First-person shooter">first-person shooter</a> (FPS); the genre itself had gone by "<i>Doom</i> clones" until about 2000 when FPS became the more popular term.<sup id="cite_ref-125" class="reference"><a href="#cite_note-125"><span class="cite-bracket">&#91;</span>125<span class="cite-bracket">&#93;</span></a></sup> Graphic adventure games rose to prominence during this period; including the forementioned <i>Myst</i> and <i>The 7th Guest</i>, <a href="/wiki/LucasArts_adventure_games" title="LucasArts adventure games">several of LucasArts adventure games</a> including the <i><a href="/wiki/Monkey_Island_(series)" class="mw-redirect" title="Monkey Island (series)">Monkey Island</a></i> series. However, the adventure game genre was considered dead by the end of the 1990s due to the rising popularity of the FPS and other action genres.<sup id="cite_ref-126" class="reference"><a href="#cite_note-126"><span class="cite-bracket">&#91;</span>126<span class="cite-bracket">&#93;</span></a></sup> The first <a href="/wiki/Immersive_sim" title="Immersive sim">immersive sims</a>, games that gave the player more agency and choices through flexible game systems, came along after the rise of FPS games, with games like <i><a href="/wiki/Ultima_Underworld:_The_Stygian_Abyss" title="Ultima Underworld: The Stygian Abyss">Ultima Underworld: The Stygian Abyss</a></i> and <i><a href="/wiki/Thief:_The_Dark_Project" title="Thief: The Dark Project">Thief: The Dark Project</a></i>. <i>Thief</i> also expanded the idea of stealth games and created the idea of "first person sneaker" games where combat was less a focus.<sup id="cite_ref-127" class="reference"><a href="#cite_note-127"><span class="cite-bracket">&#91;</span>127<span class="cite-bracket">&#93;</span></a></sup> </p><p><a href="/wiki/Real-time_strategy_game" class="mw-redirect" title="Real-time strategy game">Real-time strategy games</a> also grew in popularity in 1990s, with seminal games <i><a href="/wiki/Dune_II" title="Dune II">Dune II</a></i>, <i><a href="/wiki/Warcraft:_Orcs_%26_Humans" title="Warcraft: Orcs &amp; Humans">Warcraft: Orcs &amp; Humans</a></i> and <i><a href="/wiki/Command_%26_Conquer_(1995_video_game)" title="Command &amp; Conquer (1995 video game)">Command &amp; Conquer</a></i>. The first <a href="/wiki/4X" title="4X">4X</a> (short for "Explore, Expand, Exploit, Exterminate") strategy games also emerged during this decade, popularized by <i><a href="/wiki/Civilization_(video_game)" title="Civilization (video game)">Sid Meyer's Civilization</a></i> in 1991. <i><a href="/wiki/Alone_in_the_Dark_(1992_video_game)" title="Alone in the Dark (1992 video game)">Alone in the Dark</a></i> in 1992 established many elements of the <a href="/wiki/Survival_horror" title="Survival horror">survival horror</a> genre that were in the console game <i><a href="/wiki/Resident_Evil_(1996_video_game)" title="Resident Evil (1996 video game)">Resident Evil</a></i>.<sup id="cite_ref-128" class="reference"><a href="#cite_note-128"><span class="cite-bracket">&#91;</span>128<span class="cite-bracket">&#93;</span></a></sup> <a href="/wiki/Simulation_game" class="mw-redirect" title="Simulation game">Simulation games</a> became popular, including those from <a href="/wiki/Maxis" title="Maxis">Maxis</a> starting with <i><a href="/wiki/SimCity_(1989_video_game)" title="SimCity (1989 video game)">SimCity</a></i> in 1989, and which culminated with <i><a href="/wiki/The_Sims" title="The Sims">The Sims</a></i>, which was first released in early 2000. </p><p>Online connectivity in computer games has become increasingly important. Building on the growing popularity of the text-based MUDs of the 1980s, <a href="/wiki/Graphical_MUD" class="mw-redirect" title="Graphical MUD">graphical MUDs</a> like <i><a href="/wiki/Habitat_(video_game)" title="Habitat (video game)">Habitat</a></i> used simple graphical interfaces alongside text to visualize the game experience. The first <a href="/wiki/Massively_multiplayer_online_role-playing_game" title="Massively multiplayer online role-playing game">massively multiplayer online role-playing games</a> adapted the new 3D graphics approach to create virtual worlds on screen, starting with <i><a href="/wiki/Meridian_59" title="Meridian 59">Meridian 59</a></i> in 1996 and popularized by the success of <i><a href="/wiki/Ultima_Online" title="Ultima Online">Ultima Online</a></i> in 1997 and <i><a href="/wiki/EverQuest" title="EverQuest">EverQuest</a></i> and <i><a href="/wiki/Asheron%27s_Call" title="Asheron&#39;s Call">Asheron's Call</a></i> in 1999. Online connective play also became important in genres like FPS and RTS, allowing players to connect to human opponents over phone and Internet connectivity. Some companies have created clients to help with connectivity, such as <a href="/wiki/Blizzard_Entertainment" title="Blizzard Entertainment">Blizzard Entertainment</a>'s <a href="/wiki/Battle.net" title="Battle.net">Battle.net</a>. </p><p>During the 1990s, Microsoft introduced its initial versions of the <a href="/wiki/Microsoft_Windows" title="Microsoft Windows">Microsoft Windows</a> operating system for personal computers, a graphical user interface intended to replace MS-DOS. Game developers found it difficult to program for some of the earlier versions of Windows, as the operating system tended to block their programmatic access to input and output devices. Microsoft developed <a href="/wiki/DirectX" title="DirectX">DirectX</a> in 1995, later integrated into <a href="/wiki/Microsoft_Windows_95" class="mw-redirect" title="Microsoft Windows 95">Microsoft Windows 95</a> and future Windows products, as a set of libraries to give game programmers direct access to these functions. This also helped to provide a standard interface to normalize the wide array of graphics and sound cards available for personal computers by this time, further aiding in ongoing game development.<sup id="cite_ref-129" class="reference"><a href="#cite_note-129"><span class="cite-bracket">&#91;</span>129<span class="cite-bracket">&#93;</span></a></sup> </p> <div class="mw-heading mw-heading3"><h3 id="32-_and_64-bit_home_consoles">32- and 64-bit home consoles</h3></div> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1236090951"><div role="note" class="hatnote navigation-not-searchable">Main article: <a href="/wiki/Fifth_generation_of_video_game_consoles" title="Fifth generation of video game consoles">Fifth generation of video game consoles</a></div> <figure class="mw-default-size mw-halign-right" typeof="mw:File/Thumb"><a href="/wiki/File:PSX-Console-wController.jpg" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/3/39/PSX-Console-wController.jpg/220px-PSX-Console-wController.jpg" decoding="async" width="220" height="101" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/3/39/PSX-Console-wController.jpg/330px-PSX-Console-wController.jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/3/39/PSX-Console-wController.jpg/440px-PSX-Console-wController.jpg 2x" data-file-width="4140" data-file-height="1900" /></a><figcaption>The <a href="/wiki/PlayStation_(console)" title="PlayStation (console)">Sony PlayStation</a></figcaption></figure> <p>Sony's introduction of the first PlayStation in 1994 had hampered both Nintendo and Sega's console war, as well as made it difficult for new companies to enter the market. The PlayStation brought in not only the revolution in CD-ROM media but built-in support for polygonal 3D graphics rendering. Atari attempted to re-enter the market with the 32-bit <a href="/wiki/Atari_Jaguar" title="Atari Jaguar">Atari Jaguar</a> in 1993, but it lacked the game libraries offered by Nintendo, Sega or Sony. <a href="/wiki/The_3DO_Company" title="The 3DO Company">The 3DO Company</a> released the <a href="/wiki/3DO_Interactive_Multiplayer" class="mw-redirect" title="3DO Interactive Multiplayer">3DO Interactive Multiplayer</a> in 1993, but it also suffered from a higher price compared to other consoles on the market. Sega has placed a great deal of emphasis on the 32-bit <a href="/wiki/Sega_Saturn" title="Sega Saturn">Sega Saturn</a>, released in 1994, to follow the Genesis, and though initially fared well in sales with the PlayStation, soon lost ground to the PlayStation's larger range of popular games. Nintendo's next console after the SNES was the <a href="/wiki/Nintendo_64" title="Nintendo 64">Nintendo 64</a>, a 64-bit console with polygonal 3D rendering support. However, Nintendo opted to continue to use the ROM cartridge format, which caused it to lose sales against the PlayStation, and allowing Sony to become the dominant player in the console market by 2000.<sup id="cite_ref-130" class="reference"><a href="#cite_note-130"><span class="cite-bracket">&#91;</span>130<span class="cite-bracket">&#93;</span></a></sup> </p><p><i>Final Fantasy VII</i>, as previously described, was an industry landmark title, and introduced the concept of role-playing games to console players. The origin of <a href="/wiki/Music_video_game" title="Music video game">music video games</a> emerged with the PlayStation game <i><a href="/wiki/PaRappa_the_Rapper" title="PaRappa the Rapper">PaRappa the Rapper</a></i> in 1997, coupled with the success of arcade games like <i><a href="/wiki/Beatmania" title="Beatmania">beatmania</a></i> and <i><a href="/wiki/Dance_Dance_Revolution" title="Dance Dance Revolution">Dance Dance Revolution</a></i>.<sup id="cite_ref-131" class="reference"><a href="#cite_note-131"><span class="cite-bracket">&#91;</span>131<span class="cite-bracket">&#93;</span></a></sup> <i>Resident Evil</i> and <i><a href="/wiki/Silent_Hill_(video_game)" title="Silent Hill (video game)">Silent Hill</a></i> formed the basis of the current <a href="/wiki/Survival_horror" title="Survival horror">survival horror</a> genre.<sup id="cite_ref-132" class="reference"><a href="#cite_note-132"><span class="cite-bracket">&#91;</span>132<span class="cite-bracket">&#93;</span></a></sup> Nintendo had its own critical successes with <i><a href="/wiki/GoldenEye_007_(1997_video_game)" title="GoldenEye 007 (1997 video game)">GoldenEye 007</a></i> from <a href="/wiki/Rare_(company)" title="Rare (company)">Rare</a>, the first first-person shooter for a console that introduced staple features for the genre, and <i><a href="/wiki/The_Legend_of_Zelda:_Ocarina_of_Time" title="The Legend of Zelda: Ocarina of Time">The Legend of Zelda: Ocarina of Time</a></i>, one of the <a href="/wiki/List_of_video_games_considered_the_best" title="List of video games considered the best">most critically acclaimed games of all time</a>. </p> <div class="mw-heading mw-heading2"><h2 id="2000s">2000s</h2></div> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1236090951"><div role="note" class="hatnote navigation-not-searchable">Main article: <a href="/wiki/2000s_in_video_games" title="2000s in video games">2000s in video games</a></div> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1251242444"><table class="box-More_citations_needed_section plainlinks metadata ambox ambox-content ambox-Refimprove" role="presentation"><tbody><tr><td class="mbox-image"><div class="mbox-image-div"><span typeof="mw:File"><a href="/wiki/File:Question_book-new.svg" class="mw-file-description"><img alt="" src="//upload.wikimedia.org/wikipedia/en/thumb/9/99/Question_book-new.svg/50px-Question_book-new.svg.png" decoding="async" width="50" height="39" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/en/thumb/9/99/Question_book-new.svg/75px-Question_book-new.svg.png 1.5x, //upload.wikimedia.org/wikipedia/en/thumb/9/99/Question_book-new.svg/100px-Question_book-new.svg.png 2x" data-file-width="512" data-file-height="399" /></a></span></div></td><td class="mbox-text"><div class="mbox-text-span">This section <b>needs additional citations for <a href="/wiki/Wikipedia:Verifiability" title="Wikipedia:Verifiability">verification</a></b>.<span class="hide-when-compact"> Please help <a href="/wiki/Special:EditPage/History_of_video_games" title="Special:EditPage/History of video games">improve this article</a> by <a href="/wiki/Help:Referencing_for_beginners" title="Help:Referencing for beginners">adding citations to reliable sources</a>&#32;in this section. Unsourced material may be challenged and removed.</span> <span class="date-container"><i>(<span class="date">November 2007</span>)</i></span><span class="hide-when-compact"><i> (<small><a href="/wiki/Help:Maintenance_template_removal" title="Help:Maintenance template removal">Learn how and when to remove this message</a></small>)</i></span></div></td></tr></tbody></table> <p>The 2000s (decade) showed innovation on both consoles and PCs, and an increasingly competitive market for portable game systems. The impact of wider availability of the Internet led to new gameplay changes, changes in gaming hardware and the introduction of online services for consoles. </p><p>The phenomenon of user-created <a href="/wiki/Mod_(video_games)" class="mw-redirect" title="Mod (video games)">video game modifications</a> (commonly referred to as "mods") for games, one trend that began during the <i><a href="/wiki/Wolfenstein_3D" title="Wolfenstein 3D">Wolfenstein 3D</a></i> and <i><a href="/wiki/Doom_(1993_video_game)" title="Doom (1993 video game)">Doom</a></i>-era, continued into the start of the 21st century. The most famous example is that of <i><a href="/wiki/Counter-Strike_(video_game)" title="Counter-Strike (video game)">Counter-Strike</a></i>; released in 1999, it is still one of the most popular online first-person shooters, even though it was created as a mod for <i><a href="/wiki/Half-Life_(video_game)" title="Half-Life (video game)">Half-Life</a></i> by two independent programmers. Eventually, game designers realized the potential of mods and custom content in general to enhance the value of their games, and so began to encourage its creation. Some examples of this include <i><a href="/wiki/Unreal_Tournament" title="Unreal Tournament">Unreal Tournament</a></i>, which allowed players to import 3dsmax scenes to use as character models, and <a href="/wiki/Maxis" title="Maxis">Maxis</a>' <i><a href="/wiki/The_Sims" title="The Sims">The Sims</a></i>, for which players could create custom objects. </p><p>In China, video game consoles were banned in June 2000. This has led to an explosion in the popularity of computer games, especially MMOs. Consoles and the games for them are easily acquired however, as there is a robust grey market importing and distributing them across the country. Another side effect of this law has been increased copyright infringement of video games.<sup id="cite_ref-133" class="reference"><a href="#cite_note-133"><span class="cite-bracket">&#91;</span>133<span class="cite-bracket">&#93;</span></a></sup><sup id="cite_ref-134" class="reference"><a href="#cite_note-134"><span class="cite-bracket">&#91;</span>134<span class="cite-bracket">&#93;</span></a></sup> </p> <div class="mw-heading mw-heading3"><h3 id="The_changing_home_console_landscape">The changing home console landscape</h3></div> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1236090951"><div role="note" class="hatnote navigation-not-searchable">Main articles: <a href="/wiki/Sixth_generation_of_video_game_consoles" title="Sixth generation of video game consoles">Sixth generation of video game consoles</a> and <a href="/wiki/Seventh_generation_of_video_game_consoles" title="Seventh generation of video game consoles">Seventh generation of video game consoles</a></div> <p>Sony's dominance of the console market at the start of the 2000s caused a major shift in the market. Sega attempted one more foray into console hardware with the <a href="/wiki/Dreamcast" title="Dreamcast">Dreamcast</a> in 1998, notably the first console with a built-in Internet connection for online play. However, Sega's reputation had been tarnished from the Saturn, and with Sony having recently announced its upcoming <a href="/wiki/PlayStation_2" title="PlayStation 2">PlayStation 2</a>, Sega left the hardware console market after the Dreamcast, though remained in the arcade game development as well as developing games for consoles. The Dreamcast's library has some groundbreaking games, notably the <i><a href="/wiki/Shenmue_(series)" class="mw-redirect" title="Shenmue (series)">Shenmue series</a></i> which are regarded as a major step forward for 3D <a href="/wiki/Open_world" title="Open world">open-world</a> gameplay<sup id="cite_ref-135" class="reference"><a href="#cite_note-135"><span class="cite-bracket">&#91;</span>135<span class="cite-bracket">&#93;</span></a></sup> and has introduced the <a href="/wiki/Quick_time_event" title="Quick time event">quick time event</a> mechanic in its modern form.<sup id="cite_ref-136" class="reference"><a href="#cite_note-136"><span class="cite-bracket">&#91;</span>136<span class="cite-bracket">&#93;</span></a></sup> </p> <figure class="mw-default-size" typeof="mw:File/Thumb"><a href="/wiki/File:Xbox-console.jpg" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/4/43/Xbox-console.jpg/220px-Xbox-console.jpg" decoding="async" width="220" height="101" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/4/43/Xbox-console.jpg/330px-Xbox-console.jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/4/43/Xbox-console.jpg/440px-Xbox-console.jpg 2x" data-file-width="5700" data-file-height="2620" /></a><figcaption>The <a href="/wiki/Xbox_(console)" title="Xbox (console)">Xbox</a>, Microsoft's entry into the video game console industry</figcaption></figure> <p>Sony released the PlayStation 2 (PS2) in 2000, the first console to support the new <a href="/wiki/DVD" title="DVD">DVD</a> format and with capabilities of playing back DVD movie disks and CD audio disks, as well as playing PlayStation games in a <a href="/wiki/Backward_compatible" class="mw-redirect" title="Backward compatible">backward compatible</a> mode alongside PS2 games. Nintendo followed the Nintendo 64 with the <a href="/wiki/GameCube" title="GameCube">GameCube</a> in 2001, its first console to use optical discs, though specially formatted for the system. However, a new player entered the console picture at this point, <a href="/wiki/Microsoft" title="Microsoft">Microsoft</a> with its first <a href="/wiki/Xbox_(console)" title="Xbox (console)">Xbox</a> console, also released in 2001. Microsoft had feared that Sony's PS2 would become a central point of electronic entertainment in the living room and squeeze out the PC in the home, and after having recently developing the <a href="/wiki/DirectX" title="DirectX">DirectX</a> set of libraries to standardize game hardware interfaces for Windows-based computers, used this same approach to create the Xbox.<sup id="cite_ref-137" class="reference"><a href="#cite_note-137"><span class="cite-bracket">&#91;</span>137<span class="cite-bracket">&#93;</span></a></sup> </p><p>The PS2 remained the leading platform for the first part of the decade, and remains the best-selling home console of all time with over 155 million units sold. This was in part due to a number of critical games released on the system, including <i><a href="/wiki/Grand_Theft_Auto_III" title="Grand Theft Auto III">Grand Theft Auto III</a></i>, <i><a href="/wiki/Metal_Gear_Solid_2:_Sons_of_Liberty" title="Metal Gear Solid 2: Sons of Liberty">Metal Gear Solid 2: Sons of Liberty</a></i>, and <i><a href="/wiki/Final_Fantasy_X" title="Final Fantasy X">Final Fantasy X</a></i>.<sup id="cite_ref-138" class="reference"><a href="#cite_note-138"><span class="cite-bracket">&#91;</span>138<span class="cite-bracket">&#93;</span></a></sup> The Xbox was able to gain second-place to the PS2 sales, but at a significant lost to Microsoft. However, to Microsoft, the loss was acceptable, as it proved to them they could compete in the console space. The Xbox also introduced Microsoft's flagship title, <i><a href="/wiki/Halo:_Combat_Evolved" title="Halo: Combat Evolved">Halo: Combat Evolved</a></i>, which relied on the Xbox's built-in Ethernet functionality to support online gameplay.<sup id="cite_ref-139" class="reference"><a href="#cite_note-139"><span class="cite-bracket">&#91;</span>139<span class="cite-bracket">&#93;</span></a></sup> </p> <figure class="mw-default-size mw-halign-right" typeof="mw:File/Thumb"><a href="/wiki/File:Wii-console.jpg" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/1/14/Wii-console.jpg/220px-Wii-console.jpg" decoding="async" width="220" height="220" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/1/14/Wii-console.jpg/330px-Wii-console.jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/1/14/Wii-console.jpg/440px-Wii-console.jpg 2x" data-file-width="2500" data-file-height="2500" /></a><figcaption>The Nintendo Wii</figcaption></figure> <p>By the mid-2000s, only Sony, Nintendo, and Microsoft were considered major players in the console hardware space. All three introduced their next generation of hardware between 2005 and 2006, starting with Microsoft's <a href="/wiki/Xbox_360" title="Xbox 360">Xbox 360</a> in 2005 and Sony's <a href="/wiki/PlayStation_3" title="PlayStation 3">PlayStation 3</a> (PS3) in 2006, followed by Nintendo's <a href="/wiki/Wii" title="Wii">Wii</a> later that year. The Xbox 360 and PS3 showed a convergence with personal computer hardware: both consoles shipped with support for high-definition graphics, higher-density optical media like <a href="/wiki/Blu-ray" title="Blu-ray">Blu-rays</a>, internal hard drives for storage of games, and had built-in Internet connectivity. Microsoft and Sony also had developed online digital services, <a href="/wiki/Xbox_Live" class="mw-redirect" title="Xbox Live">Xbox Live</a> and <a href="/wiki/PlayStation_Network" title="PlayStation Network">PlayStation Network</a> that helped players connect to friends online, matchmake for online games, and purchase new games and content from online stores. In contrast, the Wii was designed as part of a new <a href="/wiki/Blue_Ocean_Strategy" title="Blue Ocean Strategy">blue ocean strategy</a> by Nintendo after poor sales of the GameCube. Instead of trying to compete feature for feature with Microsoft and Sony, Nintendo designed the Wii to be a console for innovative gameplay rather than high performance, and created the <a href="/wiki/Wii_Remote" title="Wii Remote">Wii Remote</a>, a <a href="/wiki/Motion_detection" class="mw-redirect" title="Motion detection">motion detection</a>-based controller. Gameplay designed around the Wii Remote provided instant hits, such as <i><a href="/wiki/Wii_Sports" title="Wii Sports">Wii Sports</a></i>, <i><a href="/wiki/Wii_Sports_Resort" title="Wii Sports Resort">Wii Sports Resort</a></i>, and <i><a href="/wiki/Wii_Fit" title="Wii Fit">Wii Fit</a></i>, and the Wii became one of the fastest selling consoles in its few years.<sup id="cite_ref-140" class="reference"><a href="#cite_note-140"><span class="cite-bracket">&#91;</span>140<span class="cite-bracket">&#93;</span></a></sup> The success of the Wii's motion controls partially led to Microsoft and Sony to develop their own motion-sensing control systems, the <a href="/wiki/Kinect" title="Kinect">Kinect</a> and the <a href="/wiki/PlayStation_Move" title="PlayStation Move">PlayStation Move</a>. </p><p>A major fad in the 2000s was the rapid rise and fall of <a href="/wiki/Rhythm_game" title="Rhythm game">rhythm games</a> which use special game controllers shaped like musical instruments such as guitars and drums to match notes while playing licensed songs. <i><a href="/wiki/Guitar_Hero_(video_game)" title="Guitar Hero (video game)">Guitar Hero</a></i>, based on the arcade game <i><a href="/wiki/Guitar_Freaks" class="mw-redirect" title="Guitar Freaks">Guitar Freaks</a></i>, was developed by <a href="/wiki/Harmonix" title="Harmonix">Harmonix</a> and published by <a href="/wiki/Red_Octane" class="mw-redirect" title="Red Octane">Red Octane</a> in 2005 on the PS2, and was a modest success. Activision acquired Red Octane and gained the publishing rights to the series, while Harmonix was purchased by <a href="/wiki/Viacom_(2005%E2%80%932019)" title="Viacom (2005–2019)">Viacom</a>, where they launched <i><a href="/wiki/Rock_Band" title="Rock Band">Rock Band</a></i>, a similar series but adding in drums and vocals atop guitars. Rhythm games because a highly-popular property second only to action games, representing 18% of the video game market in 2008, and drew other publishers to the area as well.<sup id="cite_ref-141" class="reference"><a href="#cite_note-141"><span class="cite-bracket">&#91;</span>141<span class="cite-bracket">&#93;</span></a></sup> While Harmonix approached the series by adding new songs as downloadable content, Activision focused on releasing new games year after year in the <i>Guitar Hero</i> series; by 2009, they had six different <i>Guitar Hero</i>-related games planned for the year. The saturation of the market, in addition to the fad of these instrument controllers, quickly caused the <span style="white-space: nowrap">$1.4 billion</span> market in 2008 to fall by 50% in 2009.<sup id="cite_ref-market_size_142-0" class="reference"><a href="#cite_note-market_size-142"><span class="cite-bracket">&#91;</span>142<span class="cite-bracket">&#93;</span></a></sup> By 2011, Activision had stopped publishing <i>Guitar Hero</i> games (though returned one time in 2015 with <i><a href="/wiki/Guitar_Hero_Live" title="Guitar Hero Live">Guitar Hero Live</a></i>), while Harmonix has continued to develop <i>Rock Back</i> after a hiatus between 2013 and 2015. </p> <figure class="mw-default-size mw-halign-right" typeof="mw:File/Thumb"><a href="/wiki/File:Nintendo-DS-Fat-Blue.png" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/a/a3/Nintendo-DS-Fat-Blue.png/220px-Nintendo-DS-Fat-Blue.png" decoding="async" width="220" height="200" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/a/a3/Nintendo-DS-Fat-Blue.png/330px-Nintendo-DS-Fat-Blue.png 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/a/a3/Nintendo-DS-Fat-Blue.png/440px-Nintendo-DS-Fat-Blue.png 2x" data-file-width="2660" data-file-height="2420" /></a><figcaption>The <a href="/wiki/Nintendo_DS" title="Nintendo DS">Nintendo DS</a></figcaption></figure> <p>Nintendo still dominated the handheld games market during this period. The <a href="/wiki/Game_Boy_Advance" title="Game Boy Advance">Game Boy Advance</a>, released in 2001, maintained Nintendo's market position with a high-resolution, full-color LCD screen and 32-bit processor allowing ports of SNES games and simpler companions to N64 and GameCube games.<sup id="cite_ref-143" class="reference"><a href="#cite_note-143"><span class="cite-bracket">&#91;</span>143<span class="cite-bracket">&#93;</span></a></sup> The next two major handhelds, the <a href="/wiki/Nintendo_DS" title="Nintendo DS">Nintendo DS</a> and Sony's <a href="/wiki/PlayStation_Portable" title="PlayStation Portable">PlayStation Portable</a> (PSP) within a month of each other in 2004. While the PSP boasted superior graphics and power, following a trend established since the mid-1980s, Nintendo gambled on a lower-power design but featuring a novel control interface. The DS's two screens, with one being a touch-sensitive screen, proved extremely popular with consumers, especially young children and middle-aged gamers, who were drawn to the device by Nintendo's <i><a href="/wiki/Nintendogs" title="Nintendogs">Nintendogs</a></i> and <i><a href="/wiki/Brain_Age:_Train_Your_Brain_in_Minutes_a_Day!" title="Brain Age: Train Your Brain in Minutes a Day!">Brain Age</a></i> series respectively, as well as introducing localized Japanese <a href="/wiki/Visual_novel" title="Visual novel">visual novel</a>-type games such as the <i><a href="/wiki/Ace_Attorney" title="Ace Attorney">Ace Attorney</a></i> and <i><a href="/wiki/Professor_Layton" title="Professor Layton">Professor Layton</a></i> series to the Western regions. The PSP attracted a significant portion of veteran gamers in North America and was very popular in Japan; its ad-hoc networking capabilities worked well within the urban Japanese setting, which directly contributed to spurring the popularity of Capcom's <i><a href="/wiki/Monster_Hunter" title="Monster Hunter">Monster Hunter</a></i> series.<sup id="cite_ref-pcgamer_history_144-0" class="reference"><a href="#cite_note-pcgamer_history-144"><span class="cite-bracket">&#91;</span>144<span class="cite-bracket">&#93;</span></a></sup> </p> <div class="mw-heading mw-heading3"><h3 id="MMOs,_esports,_and_online_services"><span id="MMOs.2C_esports.2C_and_online_services"></span>MMOs, esports, and online services</h3></div> <figure class="mw-default-size mw-halign-right" typeof="mw:File/Thumb"><a href="/wiki/File:The_International_2016_picture.jpg" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/4/45/The_International_2016_picture.jpg/220px-The_International_2016_picture.jpg" decoding="async" width="220" height="165" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/4/45/The_International_2016_picture.jpg/330px-The_International_2016_picture.jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/4/45/The_International_2016_picture.jpg/440px-The_International_2016_picture.jpg 2x" data-file-width="1136" data-file-height="852" /></a><figcaption><i><a href="/wiki/The_International_2016" title="The International 2016">The International 2016</a></i>, an <a href="/wiki/Esports" title="Esports">esports</a> event</figcaption></figure> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1236090951"><div role="note" class="hatnote navigation-not-searchable">Main article: <a href="/wiki/History_of_online_games" title="History of online games">History of online games</a></div> <p>As affordable broadband Internet connectivity spread, many publishers turned to online games as a way of innovating. <a href="/wiki/Massively_multiplayer_online_role-playing_game" title="Massively multiplayer online role-playing game">Massively multiplayer online role-playing games</a> (MMORPGs) featured significant PC games like <i><a href="/wiki/RuneScape" title="RuneScape">RuneScape</a></i>, <i><a href="/wiki/EverQuest" title="EverQuest">EverQuest</a></i>, and <i><a href="/wiki/Ultima_Online" title="Ultima Online">Ultima Online</a></i>, with <i><a href="/wiki/World_of_Warcraft" title="World of Warcraft">World of Warcraft</a></i> as one of the most successful.<sup id="cite_ref-bartle_muds_to_mmos_145-0" class="reference"><a href="#cite_note-bartle_muds_to_mmos-145"><span class="cite-bracket">&#91;</span>145<span class="cite-bracket">&#93;</span></a></sup> Other large-scale massively-multiplayer online games also were released, such as <i><a href="/wiki/Second_Life" title="Second Life">Second Life</a></i> which focused mostly on social interactions with virtual player <a href="/wiki/Avatar_(computing)" title="Avatar (computing)">avatars</a> and user creations, rather than any gameplay elements.<sup id="cite_ref-146" class="reference"><a href="#cite_note-146"><span class="cite-bracket">&#91;</span>146<span class="cite-bracket">&#93;</span></a></sup> </p><p>Historically, console-based MMORPGs have been few due to the lack of bundled Internet connectivity options for the platforms. This made it hard to establish a large enough subscription community to justify the development costs. The first significant console MMORPGs were <i><a href="/wiki/Phantasy_Star_Online" title="Phantasy Star Online">Phantasy Star Online</a></i> on the Sega <a href="/wiki/Dreamcast" title="Dreamcast">Dreamcast</a> (which had a built in modem and aftermarket Ethernet adapter), followed by <i><a href="/wiki/Final_Fantasy_XI" title="Final Fantasy XI">Final Fantasy XI</a></i> for the Sony <a href="/wiki/PlayStation_2" title="PlayStation 2">PlayStation 2</a> (an aftermarket Ethernet adapter was shipped to support this game).<sup id="cite_ref-bartle_muds_to_mmos_145-1" class="reference"><a href="#cite_note-bartle_muds_to_mmos-145"><span class="cite-bracket">&#91;</span>145<span class="cite-bracket">&#93;</span></a></sup> Every major platform released since the Dreamcast has either been bundled with the ability to support an Internet connection or has had the option available as an aftermarket add-on. Microsoft's Xbox also had its own online service called <a href="/wiki/Xbox_Live" class="mw-redirect" title="Xbox Live">Xbox Live</a>. Xbox Live was a huge success and proved to be a driving force for the Xbox with games like <i><a href="/wiki/Halo_2" title="Halo 2">Halo 2</a></i> that were highly popular. </p><p>The first major <a href="/wiki/Esports" title="Esports">esports</a> (electronic sports) competitions also began in the 2000s. While <i>Street Fighter II</i> and other fighting games of the 1990s had introduced organized video game competitions earlier, professional esports emerged from <a href="/wiki/South_Korea" title="South Korea">South Korea</a> around 2000, with many of their events around current fighting games and various RTS games like <i><a href="/wiki/StarCraft" title="StarCraft">StarCraft</a></i> and <i><a href="/wiki/WarCraft_III" class="mw-redirect" title="WarCraft III">WarCraft III</a></i>.<sup id="cite_ref-147" class="reference"><a href="#cite_note-147"><span class="cite-bracket">&#91;</span>147<span class="cite-bracket">&#93;</span></a></sup><sup id="cite_ref-148" class="reference"><a href="#cite_note-148"><span class="cite-bracket">&#91;</span>148<span class="cite-bracket">&#93;</span></a></sup> By 2010, numerous international esports tournaments had been established across various game genres.<sup id="cite_ref-FieldOfStreams_149-0" class="reference"><a href="#cite_note-FieldOfStreams-149"><span class="cite-bracket">&#91;</span>149<span class="cite-bracket">&#93;</span></a></sup> </p> <div class="mw-heading mw-heading3"><h3 id="Browser,_casual,_and_social_games"><span id="Browser.2C_casual.2C_and_social_games"></span>Browser, casual, and social games</h3></div> <figure class="mw-default-size mw-halign-right" typeof="mw:File/Thumb"><a href="/wiki/File:QWOP_screenshot.jpg" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/c/ca/QWOP_screenshot.jpg/220px-QWOP_screenshot.jpg" decoding="async" width="220" height="138" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/c/ca/QWOP_screenshot.jpg/330px-QWOP_screenshot.jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/c/ca/QWOP_screenshot.jpg/440px-QWOP_screenshot.jpg 2x" data-file-width="800" data-file-height="500" /></a><figcaption><i><a href="/wiki/QWOP" title="QWOP">QWOP</a></i>, a <a href="/wiki/Browser_game" title="Browser game">browser game</a></figcaption></figure> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1236090951"><div role="note" class="hatnote navigation-not-searchable">See also: <a href="/wiki/Browser_game" title="Browser game">Browser game</a>, <a href="/wiki/Casual_game" title="Casual game">Casual game</a>, and <a href="/wiki/Social_network_game" title="Social network game">Social network game</a></div> <p>In the late 1990s and early 2000s, Internet accessibility and new online technologies flourished, such as <a href="/wiki/Java_(programming_language)" title="Java (programming language)">Java</a> and <a href="/wiki/Adobe_Flash" title="Adobe Flash">Adobe Flash</a>. Though Adobe Flash was initially intended to be a tool to develop fully interactive websites, Flash lost favor in this area but individual developers found ways to use the tool for animations and games, aided by the ease of the development tools for this purpose. The website <a href="/wiki/Newgrounds" title="Newgrounds">Newgrounds</a> was created to help people share and promote their Flash works. Though these <a href="/wiki/Browser_game" title="Browser game">Flash games</a> lack the complexity of gameplay of games on consoles or computers, they were available for free and sparked creative ideas that would carry forward; for example, <i><a href="/wiki/Crush_the_Castle" title="Crush the Castle">Crush the Castle</a></i> directly inspired the popular mobile game <i><a href="/wiki/Angry_Birds" title="Angry Birds">Angry Birds</a></i>, while the founder of Newgrounds, Tom Fulp, teamed with animator <a href="/wiki/Dan_Paladin" title="Dan Paladin">Dan Paladin</a> to create <i><a href="/wiki/Alien_Hominid" title="Alien Hominid">Alien Hominid</a></i> as a Flash game, which they later built upon into the more complete <i><a href="/wiki/Castle_Crashers" title="Castle Crashers">Castle Crashers</a></i> under the studio <a href="/wiki/The_Behemoth" title="The Behemoth">The Behemoth</a>.<sup id="cite_ref-gi_flash_games_150-0" class="reference"><a href="#cite_note-gi_flash_games-150"><span class="cite-bracket">&#91;</span>150<span class="cite-bracket">&#93;</span></a></sup> </p><p>Flash and other in-browser platforms created a new trend in <a href="/wiki/Casual_game" title="Casual game">casual games</a>, with limited complexity and designed for shortened or impromptu play sessions.<sup id="cite_ref-gi_flash_games_150-1" class="reference"><a href="#cite_note-gi_flash_games-150"><span class="cite-bracket">&#91;</span>150<span class="cite-bracket">&#93;</span></a></sup> Many were puzzle games, such as <a href="/wiki/Beverage_can" class="mw-redirect" title="Beverage can">Popcap's</a> <i><a href="/wiki/Bejeweled_(video_game)" title="Bejeweled (video game)">Bejeweled</a></i> and <a href="/wiki/PlayFirst" title="PlayFirst">PlayFirst</a>'s <i><a href="/wiki/Diner_Dash" title="Diner Dash">Diner Dash</a></i> while others were games with a more relaxed pace and open-ended play. Sites like <a href="/wiki/Kongregate" title="Kongregate">Kongregate</a> and developers like PopCap, <a href="/wiki/Zynga" title="Zynga">Zynga</a> and <a href="/wiki/King_(company)" title="King (company)">King</a> emerged as leaders in this area.<sup id="cite_ref-gi_flash_games_150-2" class="reference"><a href="#cite_note-gi_flash_games-150"><span class="cite-bracket">&#91;</span>150<span class="cite-bracket">&#93;</span></a></sup> Casual games also entered into more mainstream computer games with numerous <a href="/wiki/Simulation_games" class="mw-redirect" title="Simulation games">simulation games</a>. The biggest hit was <i><a href="/wiki/The_Sims" title="The Sims">The Sims</a></i> by <a href="/wiki/Maxis" title="Maxis">Maxis</a>, which went on to become the best selling computer game of all time, surpassing <i>Myst</i>.<sup id="cite_ref-151" class="reference"><a href="#cite_note-151"><span class="cite-bracket">&#91;</span>151<span class="cite-bracket">&#93;</span></a></sup> </p><p>As <a href="/wiki/Social_media" title="Social media">social media</a> sites started to grow, the first <a href="/wiki/Social_network_game" title="Social network game">social network games</a> emerged on social platforms. These games, often based on casual game mechanics, typically rely on users to interact with their friends via the social media site as to gain a form of "energy" to continue to play. <i><a href="/wiki/Happy_Farm" title="Happy Farm">Happy Farm</a></i>, released in China in 2008, is considered the first such major social game.<sup id="cite_ref-wired_influential14_152-0" class="reference"><a href="#cite_note-wired_influential14-152"><span class="cite-bracket">&#91;</span>152<span class="cite-bracket">&#93;</span></a></sup> Influenced by the <a href="/wiki/History_of_Eastern_role-playing_video_games" title="History of Eastern role-playing video games">Japanese console RPG</a> series <i><a href="/wiki/Story_of_Seasons_(series)" class="mw-redirect" title="Story of Seasons (series)">Story of Seasons</a></i>,<sup id="cite_ref-techgearx1_153-0" class="reference"><a href="#cite_note-techgearx1-153"><span class="cite-bracket">&#91;</span>153<span class="cite-bracket">&#93;</span></a></sup><sup id="cite_ref-154" class="reference"><a href="#cite_note-154"><span class="cite-bracket">&#91;</span>154<span class="cite-bracket">&#93;</span></a></sup><sup id="cite_ref-wired_farm_155-0" class="reference"><a href="#cite_note-wired_farm-155"><span class="cite-bracket">&#91;</span>155<span class="cite-bracket">&#93;</span></a></sup> <i>Happy Farm</i> attracted 23 million daily active users in China.<sup id="cite_ref-dayoo_156-0" class="reference"><a href="#cite_note-dayoo-156"><span class="cite-bracket">&#91;</span>156<span class="cite-bracket">&#93;</span></a></sup><sup id="cite_ref-rww_157-0" class="reference"><a href="#cite_note-rww-157"><span class="cite-bracket">&#91;</span>157<span class="cite-bracket">&#93;</span></a></sup> It soon inspired many clones such as <i>Sunshine Farm</i>, <i>Happy Farmer</i>, <i>Happy Fishpond</i>, <i>Happy Pig Farm</i>,<sup id="cite_ref-techgearx1_153-1" class="reference"><a href="#cite_note-techgearx1-153"><span class="cite-bracket">&#91;</span>153<span class="cite-bracket">&#93;</span></a></sup><sup id="cite_ref-venturebeat_158-0" class="reference"><a href="#cite_note-venturebeat-158"><span class="cite-bracket">&#91;</span>158<span class="cite-bracket">&#93;</span></a></sup> and Facebook games such as <i><a href="/wiki/FarmVille" title="FarmVille">FarmVille</a></i>, <i><a href="/wiki/FarmVille" title="FarmVille">Farm Town</a></i>, <i>Country Story</i>, <i>Barn Buddy</i>, <i>Sunshine Ranch</i>, <i>Happy Harvest</i>, <i>Jungle Extreme</i>, and <i>Farm Villain</i>.<sup id="cite_ref-wired_farm_155-1" class="reference"><a href="#cite_note-wired_farm-155"><span class="cite-bracket">&#91;</span>155<span class="cite-bracket">&#93;</span></a></sup><sup id="cite_ref-159" class="reference"><a href="#cite_note-159"><span class="cite-bracket">&#91;</span>159<span class="cite-bracket">&#93;</span></a></sup> <i>Happy Farm</i> served as direct inspiration for <i><a href="/wiki/FarmVille" title="FarmVille">FarmVille</a></i>, which had over 80 million active users worldwide by 2010.<sup id="cite_ref-wired_influential14_152-1" class="reference"><a href="#cite_note-wired_influential14-152"><span class="cite-bracket">&#91;</span>152<span class="cite-bracket">&#93;</span></a></sup><sup id="cite_ref-160" class="reference"><a href="#cite_note-160"><span class="cite-bracket">&#91;</span>160<span class="cite-bracket">&#93;</span></a></sup> </p> <div class="mw-heading mw-heading3"><h3 id="Rise_of_mobile_gaming">Rise of mobile gaming</h3></div> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1236090951"><div role="note" class="hatnote navigation-not-searchable">See also: <a href="/wiki/Mobile_game" title="Mobile game">Mobile game</a></div> <p>Separately, gaming on mobile devices had limited success until the mid-2000s. <a href="/wiki/Nokia" title="Nokia">Nokia</a> had installed <i><a href="/wiki/Snake_(1998_video_game)" title="Snake (1998 video game)">Snake</a></i> onto its line of mobile phones since the <a href="/wiki/Nokia_6110" title="Nokia 6110">Nokia 6110</a> in 1997.<sup id="cite_ref-Snake_161-0" class="reference"><a href="#cite_note-Snake-161"><span class="cite-bracket">&#91;</span>161<span class="cite-bracket">&#93;</span></a></sup> Similar manufacturers of phones, <a href="/wiki/Personal_digital_assistants" class="mw-redirect" title="Personal digital assistants">personal digital assistants</a> and other devices also included built-in games, but these were designed to pass the time and not as engaging. As phone technology improved, a <a href="/wiki/Japanese_mobile_phone_culture" title="Japanese mobile phone culture">Japanese mobile phone culture</a> grew around 2003 with games ranging from <a href="/wiki/Puzzle_video_game" title="Puzzle video game">puzzle games</a> and <a href="/wiki/Digital_pet" class="mw-redirect" title="Digital pet">virtual pet</a> games that use <a href="/wiki/Camera_phone" title="Camera phone">camera phone</a> and <a href="/wiki/Fingerprint_recognition" class="mw-redirect" title="Fingerprint recognition">fingerprint scanner</a> technologies to <a href="/wiki/3D_computer_graphics" title="3D computer graphics">3D</a> games with <a href="/wiki/PlayStation_(console)" title="PlayStation (console)">PlayStation</a>-quality graphics. Older <a href="/wiki/Arcade_game" title="Arcade game">arcade-style games</a> became very popular on mobile phones, which were an ideal platform for arcade-style games designed for shorter play sessions. Namco made attempts to introduce mobile games to Europe in 2003.<sup id="cite_ref-bbc_mobile_162-0" class="reference"><a href="#cite_note-bbc_mobile-162"><span class="cite-bracket">&#91;</span>162<span class="cite-bracket">&#93;</span></a></sup> Nokia released its <a href="/wiki/N-Gage_(device)" class="mw-redirect" title="N-Gage (device)">N-Gage</a>, a hybrid phone/handheld game system, in 2003 but had limited success compared to Nintendo's <a href="/wiki/Game_Boy_Advance" title="Game Boy Advance">Game Boy Advance</a>.<sup id="cite_ref-163" class="reference"><a href="#cite_note-163"><span class="cite-bracket">&#91;</span>163<span class="cite-bracket">&#93;</span></a></sup> </p><p>Around 2005, the first <a href="/wiki/Smartphone" title="Smartphone">smartphones</a> were available on the market, which offered data connectivity alongside phone services. Carriers licensed games to be made available for sale on a storefront, but this did not catch on due to the disparate storefronts and differences between phone models, and the games could not be as sophisticated as on consoles or handhelds due to limited hardware on the smartphones.<sup id="cite_ref-mayra_history_164-0" class="reference"><a href="#cite_note-mayra_history-164"><span class="cite-bracket">&#91;</span>164<span class="cite-bracket">&#93;</span></a></sup> In 2007, <a href="/wiki/Apple,_Inc." class="mw-redirect" title="Apple, Inc.">Apple, Inc.</a> introduced its <a href="/wiki/IPhone" title="IPhone">iPhone</a> which was technologically more advanced than other smartphones on the market, and unveiled its <a href="/wiki/App_Store_(iOS)" class="mw-redirect" title="App Store (iOS)">App Store</a> in 2008 through which new apps could be purchased. With the App Store, developers, once signed up as a partner, could then develop and publish their own apps through the store. This allowed developers of any size to participate in the App Store marketplace.<sup id="cite_ref-165" class="reference"><a href="#cite_note-165"><span class="cite-bracket">&#91;</span>165<span class="cite-bracket">&#93;</span></a></sup> Google, which developed the competing <a href="/wiki/Android_(operating_system)" title="Android (operating system)">Android</a> mobile operating system, released its own version of an app store in 2008, later named as <a href="/wiki/Google_Play" title="Google Play">Google Play</a> in 2012.<sup id="cite_ref-166" class="reference"><a href="#cite_note-166"><span class="cite-bracket">&#91;</span>166<span class="cite-bracket">&#93;</span></a></sup> </p><p>The use of Apple's and Google's app storefronts for gaming applications quickly took off with early successes like <i><a href="/wiki/Angry_Birds_(video_game)" title="Angry Birds (video game)">Angry Birds</a></i> and <i><a href="/wiki/Bejeweled_(video_game)" title="Bejeweled (video game)">Bejeweled</a></i>.<sup id="cite_ref-167" class="reference"><a href="#cite_note-167"><span class="cite-bracket">&#91;</span>167<span class="cite-bracket">&#93;</span></a></sup><sup id="cite_ref-telecompol_iphone_168-0" class="reference"><a href="#cite_note-telecompol_iphone-168"><span class="cite-bracket">&#91;</span>168<span class="cite-bracket">&#93;</span></a></sup> When Apple introduced in-app purchases (IAP) in October 2009, a number of developers found ways to monetize their mobile games uniquely compared to traditional games, establishing the <a href="/wiki/Freemium" title="Freemium">freemium</a> model where a game is usually free to download and play but players are encouraged to speed up their progress through IAPs. Games like <i><a href="/wiki/Candy_Crush_Saga" title="Candy Crush Saga">Candy Crush Saga</a></i> and <i><a href="/wiki/Puzzle_%26_Dragons" title="Puzzle &amp; Dragons">Puzzle &amp; Dragons</a></i>, both in 2012, established this approach as highly-profitable business models for mobile games.<sup id="cite_ref-169" class="reference"><a href="#cite_note-169"><span class="cite-bracket">&#91;</span>169<span class="cite-bracket">&#93;</span></a></sup> Many of the social network game developers worked to either integrate a mobile version with their existing version, or completely shift their game to the mobile platform, as mobile gaming became more popular. A further rise in the popularity of mobile games was from China, where most residents do not own computers and where imported consoles were banned by the government starting in 2000, though eventually eased in 2014 and completely lifted in 2015.<sup id="cite_ref-170" class="reference"><a href="#cite_note-170"><span class="cite-bracket">&#91;</span>170<span class="cite-bracket">&#93;</span></a></sup> Instead, most players in China used mobile phones or accessed subscription-based games through <a href="/wiki/PC_bang" title="PC bang">PC cafes</a>. Mobile games also proved popular and financially-successful there as well, with a ten-fold growth of China's video game market between 2007 and 2013.<sup id="cite_ref-171" class="reference"><a href="#cite_note-171"><span class="cite-bracket">&#91;</span>171<span class="cite-bracket">&#93;</span></a></sup><sup id="cite_ref-172" class="reference"><a href="#cite_note-172"><span class="cite-bracket">&#91;</span>172<span class="cite-bracket">&#93;</span></a></sup> </p><p>Coupled with the growth of mobile games was the introduction of <a href="/wiki/Microconsole" title="Microconsole">microconsoles</a>, low-cost home consoles that used the Android operating system as to take advantage of the large library of games already made for mobile devices.<sup id="cite_ref-173" class="reference"><a href="#cite_note-173"><span class="cite-bracket">&#91;</span>173<span class="cite-bracket">&#93;</span></a></sup> However, mobile gaming also displaced the handheld console market: both the <a href="/wiki/Nintendo_3DS" title="Nintendo 3DS">Nintendo 3DS</a> and the <a href="/wiki/PlayStation_Vita" title="PlayStation Vita">PlayStation Vita</a> (both 2011 releases) had major drops in sales from their predecessors, the <a href="/wiki/Nintendo_DS" title="Nintendo DS">Nintendo DS</a> and <a href="/wiki/PlayStation_Portable" title="PlayStation Portable">PlayStation Portable</a> respectively (both 2004 releases), following the rapid growth of mobile gaming. Sony has since exited the handheld console arena.<sup id="cite_ref-174" class="reference"><a href="#cite_note-174"><span class="cite-bracket">&#91;</span>174<span class="cite-bracket">&#93;</span></a></sup> </p> <div class="mw-heading mw-heading3"><h3 id="The_AAA_video_game_industry_and_the_emergence_of_indie_games">The AAA video game industry and the emergence of indie games</h3></div> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1236090951"><div role="note" class="hatnote navigation-not-searchable">See also: <a href="/wiki/AAA_(video_game_industry)" title="AAA (video game industry)">AAA (video game industry)</a> and <a href="/wiki/Indie_game" title="Indie game">Indie game</a></div> <p>Video games began seeing increasing larger budgets for development entering the 2000s; <i>Final Fantasy VII</i> had an estimated <span style="white-space: nowrap">$40−45 million</span> budget excluding marketing,<sup id="cite_ref-175" class="reference"><a href="#cite_note-175"><span class="cite-bracket">&#91;</span>175<span class="cite-bracket">&#93;</span></a></sup> while the first <i>Shenmue</i> game was estimated to cost <span style="white-space: nowrap">$47–70 million</span>.<sup id="cite_ref-176" class="reference"><a href="#cite_note-176"><span class="cite-bracket">&#91;</span>176<span class="cite-bracket">&#93;</span></a></sup> Larger developers began approaching games comparable to Hollywood <a href="/wiki/Filmmaking" title="Filmmaking">filmmaking</a>, not only considering the aspects of development, distribution, and marketing, but incorporating budgets for both in-game cinematography, including professional actors and licensed properties, and larger promotional elements. These new approaches further extended game budgets.<sup id="cite_ref-177" class="reference"><a href="#cite_note-177"><span class="cite-bracket">&#91;</span>177<span class="cite-bracket">&#93;</span></a></sup> Similar to <a href="/wiki/Blockbuster_(entertainment)" title="Blockbuster (entertainment)">blockbuster</a> films, the video game industry began calling these high-budget games and the publishers and developers behind them "AAA" or "triple A" by the late 1990s and early 2000s.<sup id="cite_ref-178" class="reference"><a href="#cite_note-178"><span class="cite-bracket">&#91;</span>178<span class="cite-bracket">&#93;</span></a></sup> </p><p>As a result of the larger budgets and better technology, new narrative-driven games emerged to incorporate larger stories as more direct components of gameplay, such as by eliminating pre-rendered cut scenes in favor of scenes carried out within the game's engine.<sup id="cite_ref-gamasutra_gameplay_narrative_179-0" class="reference"><a href="#cite_note-gamasutra_gameplay_narrative-179"><span class="cite-bracket">&#91;</span>179<span class="cite-bracket">&#93;</span></a></sup> Incorporation of narrative into action games partially led to the waning of the adventure game genre by the early 2000s.<sup id="cite_ref-180" class="reference"><a href="#cite_note-180"><span class="cite-bracket">&#91;</span>180<span class="cite-bracket">&#93;</span></a></sup> Examples of influential games from this period include <i><a href="/wiki/Half-Life_2" title="Half-Life 2">Half-Life 2</a></i>, <i><a href="/wiki/Portal_(video_game)" title="Portal (video game)">Portal</a></i>, <i><a href="/wiki/Batman:_Arkham_Asylum" title="Batman: Arkham Asylum">Batman: Arkham Asylum</a></i>, <i><a href="/wiki/BioShock_(video_game)" class="mw-redirect" title="BioShock (video game)">BioShock</a></i>, <i><a href="/wiki/Metal_Gear_Solid_2:_Sons_of_Liberty" title="Metal Gear Solid 2: Sons of Liberty">Metal Gear Solid 2: Sons of Liberty</a></i>, and <i><a href="/wiki/Resident_Evil_4" title="Resident Evil 4">Resident Evil 4</a></i>,<sup id="cite_ref-gamasutra_gameplay_narrative_179-1" class="reference"><a href="#cite_note-gamasutra_gameplay_narrative-179"><span class="cite-bracket">&#91;</span>179<span class="cite-bracket">&#93;</span></a></sup> as well as the first entries in the long-running series <i><a href="/wiki/Call_of_Duty" title="Call of Duty">Call of Duty</a></i> and <i><a href="/wiki/Assassin%27s_Creed" title="Assassin&#39;s Creed">Assassin's Creed</a></i>.<sup id="cite_ref-181" class="reference"><a href="#cite_note-181"><span class="cite-bracket">&#91;</span>181<span class="cite-bracket">&#93;</span></a></sup> </p> <figure class="mw-default-size mw-halign-right" typeof="mw:File/Thumb"><a href="/wiki/File:Fez_(video_game)_cover_art.png" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/f/fc/Fez_%28video_game%29_cover_art.png/170px-Fez_%28video_game%29_cover_art.png" decoding="async" width="170" height="227" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/f/fc/Fez_%28video_game%29_cover_art.png/255px-Fez_%28video_game%29_cover_art.png 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/f/fc/Fez_%28video_game%29_cover_art.png/340px-Fez_%28video_game%29_cover_art.png 2x" data-file-width="1800" data-file-height="2399" /></a><figcaption><i><a href="/wiki/Fez_(video_game)" title="Fez (video game)">Fez</a></i>, one of the early successful indie games</figcaption></figure> <p>Hobbyist and homebrew game development had been in place since the first home computers in the late 1970s and 1980s, with the shift to shareware by individuals and small development teams in the 1990s, but the importance of console gaming and the rise of 3D game technology had made it initially difficult for individual developers to participate competitively in game development. The growth of AAA games with large budgets further made publishers risk-averse to support smaller games with non-standard or more experimental gameplay.<sup id="cite_ref-pcgamer_indie_182-0" class="reference"><a href="#cite_note-pcgamer_indie-182"><span class="cite-bracket">&#91;</span>182<span class="cite-bracket">&#93;</span></a></sup> </p><p>Independent games, or indie games, gained a significant share of the market in the latter half of the 2000s that continued into the 2010s, and generally seen as a result of the industry looking for innovation beyond the safe, non-risky approaches that AAA development had centered on.<sup id="cite_ref-pcgamer_indie_182-1" class="reference"><a href="#cite_note-pcgamer_indie-182"><span class="cite-bracket">&#91;</span>182<span class="cite-bracket">&#93;</span></a></sup> Interest in indie games grew out from the booming Flash game industry of the mid-2000s which had drawn attention to individual and small developers normally overlooked by the media.<sup id="cite_ref-gi_flash_games_150-3" class="reference"><a href="#cite_note-gi_flash_games-150"><span class="cite-bracket">&#91;</span>150<span class="cite-bracket">&#93;</span></a></sup><sup id="cite_ref-183" class="reference"><a href="#cite_note-183"><span class="cite-bracket">&#91;</span>183<span class="cite-bracket">&#93;</span></a></sup> Further, smaller developers were highlighted by the rapid growth in the mobile game industry, allowed them to complete equally on mobile app stores with larger developers.<sup id="cite_ref-gi_flash_games_150-4" class="reference"><a href="#cite_note-gi_flash_games-150"><span class="cite-bracket">&#91;</span>150<span class="cite-bracket">&#93;</span></a></sup><sup id="cite_ref-184" class="reference"><a href="#cite_note-184"><span class="cite-bracket">&#91;</span>184<span class="cite-bracket">&#93;</span></a></sup> <a href="/wiki/Crowdfunding" title="Crowdfunding">Crowdfunding</a> through sites like <a href="/wiki/Kickstarter" title="Kickstarter">Kickstarter</a> became a viable pathway for indie developers to gain funding in the late 2000s, explosively growing in popularity into the mid-2010s,<sup id="cite_ref-185" class="reference"><a href="#cite_note-185"><span class="cite-bracket">&#91;</span>185<span class="cite-bracket">&#93;</span></a></sup> while <a href="/wiki/Early_access" title="Early access">early access</a> distribution, where players purchase a not-yet-final version of a game to help play, test and provide feedback, was successfully demonstrated with <i><a href="/wiki/Minecraft" title="Minecraft">Minecraft</a></i> in 2009 and used as a model for some indie games since.<sup id="cite_ref-186" class="reference"><a href="#cite_note-186"><span class="cite-bracket">&#91;</span>186<span class="cite-bracket">&#93;</span></a></sup> On personal computers, <a href="/wiki/Valve_Corporation" title="Valve Corporation">Valve</a> opened up their digital content platform <a href="/wiki/Steam_(service)" title="Steam (service)">Steam</a> to allow indie games to be listed alongside triple-A games, and several other similar digital storefronts.<sup id="cite_ref-pcgamer_indie_182-2" class="reference"><a href="#cite_note-pcgamer_indie-182"><span class="cite-bracket">&#91;</span>182<span class="cite-bracket">&#93;</span></a></sup> Microsoft launched the <a href="/wiki/Xbox_Live_Arcade" title="Xbox Live Arcade">Xbox Live Arcade</a> (XBLA) in 2004 which they used to publish games for the Xbox and later the Xbox 360 from smaller publishers and independent teams. Sony and Nintendo followed suit with similar indie game publishing programs in the early 2010s.<sup id="cite_ref-indies_on_consoles_187-0" class="reference"><a href="#cite_note-indies_on_consoles-187"><span class="cite-bracket">&#91;</span>187<span class="cite-bracket">&#93;</span></a></sup><sup id="cite_ref-188" class="reference"><a href="#cite_note-188"><span class="cite-bracket">&#91;</span>188<span class="cite-bracket">&#93;</span></a></sup> Several indie games gained the media spotlight in this period, including <i><a href="/wiki/Super_Meat_Boy" title="Super Meat Boy">Super Meat Boy</a></i>, <i><a href="/wiki/Fez_(video_game)" title="Fez (video game)">Fez</a></i>, and <i><a href="/wiki/Braid_(video_game)" title="Braid (video game)">Braid</a></i>.<sup id="cite_ref-189" class="reference"><a href="#cite_note-189"><span class="cite-bracket">&#91;</span>189<span class="cite-bracket">&#93;</span></a></sup><sup id="cite_ref-190" class="reference"><a href="#cite_note-190"><span class="cite-bracket">&#91;</span>190<span class="cite-bracket">&#93;</span></a></sup> </p> <div class="mw-heading mw-heading2"><h2 id="2010s">2010s</h2></div> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1236090951"><div role="note" class="hatnote navigation-not-searchable">Main article: <a href="/wiki/2010s_in_video_games" title="2010s in video games">2010s in video games</a></div> <p>In the 2010s, the traditional model of racing to a five-year console life cycle was reduced.<sup id="cite_ref-191" class="reference"><a href="#cite_note-191"><span class="cite-bracket">&#91;</span>191<span class="cite-bracket">&#93;</span></a></sup> Reasons included the challenge and massive expense of creating consoles that were graphically superior to the then-current generation, with Sony and Microsoft still looking to recoup development costs on their current consoles and the failure of content creation tools to keep up with the increased demands placed upon the people creating the games. </p><p>On June 14, 2010, during E3, Microsoft revealed its new Xbox 360 S or Slim. It is smaller and quieter, with a 250&#160;GB hard drive and 802.11n WiFi.<sup id="cite_ref-Slim_Specs_192-0" class="reference"><a href="#cite_note-Slim_Specs-192"><span class="cite-bracket">&#91;</span>192<span class="cite-bracket">&#93;</span></a></sup> It started shipping to US stores the same day, and in Europe on July 13. </p><p>The <a href="/wiki/OnLive" title="OnLive">OnLive</a> cloud-based gaming system is one of the first cloud gaming services.<sup id="cite_ref-193" class="reference"><a href="#cite_note-193"><span class="cite-bracket">&#91;</span>193<span class="cite-bracket">&#93;</span></a></sup> </p> <div class="mw-heading mw-heading3"><h3 id="High-definition_graphics_in_video_game_hardware">High-definition graphics in video game hardware</h3></div> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1236090951"><div role="note" class="hatnote navigation-not-searchable">Main article: <a href="/wiki/Eighth_generation_of_video_game_consoles" title="Eighth generation of video game consoles">Eighth generation of video game consoles</a></div> <p>Cathode ray tube-based display units had begun to phase out in the 2000s, replaced by inexpensive <a href="/wiki/Flat-panel_display" title="Flat-panel display">flat-screen</a> televisions and monitors which had far higher screen resolution and refresh rates. Video game hardware began introducing support for the new <a href="/wiki/HDMI" title="HDMI">High-Definition Multimedia Interface (HDMI)</a> standard, allowing for resolutions up to <a href="/wiki/4K_resolution" title="4K resolution">4K</a> (3840 × 2160 pixels), which itself stressed the need for more powerful GPU cards with faster processors and larger memory. Game engines such as Unreal, Unity, and DirectX have added support for improved texture mapping to support high-resolution textures to give photorealistic graphics in games. </p> <figure class="mw-default-size mw-halign-right" typeof="mw:File/Thumb"><a href="/wiki/File:Xbox-One-Kinect.jpg" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/f/f6/Xbox-One-Kinect.jpg/220px-Xbox-One-Kinect.jpg" decoding="async" width="220" height="135" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/f/f6/Xbox-One-Kinect.jpg/330px-Xbox-One-Kinect.jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/f/f6/Xbox-One-Kinect.jpg/440px-Xbox-One-Kinect.jpg 2x" data-file-width="5100" data-file-height="3120" /></a><figcaption>The Xbox <a href="/wiki/Kinect" title="Kinect">Kinect</a></figcaption></figure> <p>Microsoft and Sony both released their next console generations, the <a href="/wiki/Xbox_One" title="Xbox One">Xbox One</a> and <a href="/wiki/PlayStation_4" title="PlayStation 4">PlayStation 4</a>, in 2013. Both expanded on features from their previous consoles with the added support for high-resolution graphics, and more support for digital distribution of content with additional storage space. The Xbox One had an initial flubbed launch, as Microsoft wanted to require users to be always connected to the Internet, along with persistent use of the Kinect motion sensor, which in turn would have given certain benefits to players. However, these decisions were met with negative feedback in the months prior to release over their privacy concerns, and Microsoft revamped their policies. The Kinect, though initially bundled with the Xbox One, was made optional, and a year after launch, Microsoft opted to end Kinect's production for the Xbox One. </p><p>Nintendo still kept to its own path. The company decided that the Wii may have lost a portion of its core gamers and developed the <a href="/wiki/Wii_U" title="Wii U">Wii U</a> to draw this group back in. The Wii U, released in 2012, included a tablet-like <a href="/wiki/Wii_U_GamePad" title="Wii U GamePad">Wii U GamePad</a> that included controls and a touchscreen display that acted as a second screen during gameplay, along with support for Wii Remote controllers, and included backward compatibility with Wii games. The Wii U was a commercial failure for Nintendo following the Wii; while the Wii had sold more than 100 million units, the Wii U only sold about 13 million in its lifetime. Nintendo attributed this to both the marketing of the Wii U which failed to make clear the purpose of the GamePad and which made consumers believe it was just another tablet system, and to the lack of third-party support on the console which dropped off quickly once initial console sale numbers were obtained.<sup id="cite_ref-194" class="reference"><a href="#cite_note-194"><span class="cite-bracket">&#91;</span>194<span class="cite-bracket">&#93;</span></a></sup><sup id="cite_ref-195" class="reference"><a href="#cite_note-195"><span class="cite-bracket">&#91;</span>195<span class="cite-bracket">&#93;</span></a></sup> and marketing reasons.<sup id="cite_ref-196" class="reference"><a href="#cite_note-196"><span class="cite-bracket">&#91;</span>196<span class="cite-bracket">&#93;</span></a></sup> </p> <figure class="mw-default-size mw-halign-right" typeof="mw:File/Thumb"><a href="/wiki/File:Nintendo-Switch-wJoyCons-BlRd-Standing-FL.jpg" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/8/88/Nintendo-Switch-wJoyCons-BlRd-Standing-FL.jpg/220px-Nintendo-Switch-wJoyCons-BlRd-Standing-FL.jpg" decoding="async" width="220" height="128" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/8/88/Nintendo-Switch-wJoyCons-BlRd-Standing-FL.jpg/330px-Nintendo-Switch-wJoyCons-BlRd-Standing-FL.jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/8/88/Nintendo-Switch-wJoyCons-BlRd-Standing-FL.jpg/440px-Nintendo-Switch-wJoyCons-BlRd-Standing-FL.jpg 2x" data-file-width="4650" data-file-height="2700" /></a><figcaption>The Nintendo Switch</figcaption></figure> <p>Nintendo had already been working on its next console once the Wii U had been released, but pushed ahead as to get another console to release sooner to financially recover from the Wii U.<sup id="cite_ref-197" class="reference"><a href="#cite_note-197"><span class="cite-bracket">&#91;</span>197<span class="cite-bracket">&#93;</span></a></sup> Again, staying with their past blue ocean strategy to focus on innovation rather than technical superiority of their competitors, Nintendo released the <a href="/wiki/Nintendo_Switch" title="Nintendo Switch">Nintendo Switch</a> in 2017, one of the first hybrid consoles, with the ability to be played as a handheld device but also can be placed into a docking station connected to a television and played like a home console. The Switch uses a detachable <a href="/wiki/Joy-Con" title="Joy-Con">Joy-Con</a> which function as both regular controllers and as motion-sensing devices like the Wii Remote. Alongside the Switch, Nintendo sought out third-party support for the console from both triple-A studios and indie developers. The Switch proved to be very successful, as of 2022, it is Nintendo's best-selling home console, succeeding the Wii, and helped Nintendo regain position in the hardware market. </p><p>The handheld market began to wane in the 2010s as mobile gaming supplanted it. Nintendo continued to refine the DS line; it released the <a href="/wiki/Nintendo_3DS" title="Nintendo 3DS">Nintendo 3DS</a> in 2011, which included a screen with an <a href="/wiki/Autostereoscopic" class="mw-redirect" title="Autostereoscopic">autostereoscopic</a> display as to create a 3D effect without the need for special glasses. Sony released the <a href="/wiki/PlayStation_Vita" title="PlayStation Vita">PlayStation Vita</a> in 2012 as a successor to the PSP, which included a front touch screen and a back-facing touchpad in addition to existing control.<sup id="cite_ref-198" class="reference"><a href="#cite_note-198"><span class="cite-bracket">&#91;</span>198<span class="cite-bracket">&#93;</span></a></sup> The Vita failed to gain significant market share, and after Sony discontinued the product, have stated they have no plans for further handheld systems. Nintendo, on the other hand, released a modified version of the Switch, the <a href="/wiki/Nintendo_Switch_Lite" class="mw-redirect" title="Nintendo Switch Lite">Nintendo Switch Lite</a>, in 2019. The Switch Lite is a lower-cost version that directly integrates the Joy-Con into the unit and removes other features, as to create a device that supports handheld gameplay directly, but is otherwise fully compatible with the existing Switch library. </p><p>In personal computers, the graphics card market centered on progress made by industry leaders NVidia and <a href="/wiki/AMD" title="AMD">AMD</a>, who also supplied GPUs for the new consoles. Starting in the late 2010s, the power of these GPU cards were being used by <a href="/wiki/Cryptocurrency" title="Cryptocurrency">cryptocurrency</a> "miners", as they were lower cost than other computing hardware for the same purposes, and created a run on GPU cards that inflated prices and card shortages over extended periods.<sup id="cite_ref-199" class="reference"><a href="#cite_note-199"><span class="cite-bracket">&#91;</span>199<span class="cite-bracket">&#93;</span></a></sup> <a href="/wiki/Solid-state_drive" title="Solid-state drive">Solid-state drives</a> (SSDs), which had been used for <a href="/wiki/Flash_cartridge" title="Flash cartridge">flash card</a> storage for video game consoles in the past, had advanced far enough to become consumer options for large volume storage. Compared to the traditional <a href="/wiki/Hard_disk_drive" title="Hard disk drive">hard disk drive</a> (HDD) which used electromechanical parts, SSD drives have no mechanical componentry and are capable of much higher data throughput, which made them popular options for computers designed for video games. </p> <div class="mw-heading mw-heading3"><h3 id="Further_advancements_in_online_gaming:_Cross-platform_play_and_cloud_gaming">Further advancements in online gaming: Cross-platform play and cloud gaming</h3></div> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1236090951"><div role="note" class="hatnote navigation-not-searchable">See also: <a href="/wiki/Cross-platform_play" title="Cross-platform play">Cross-platform play</a> and <a href="/wiki/Cloud_gaming" title="Cloud gaming">Cloud gaming</a></div> <p>Until the 2010s, online play for most platforms was limited to players on that same platform, though some games such as <i>Final Fantasy XI</i> had experimented with limited models. As new gaming consoles converged in design to personal computers and with common middleware libraries, it became technically feasible to allow for cross-platform play between different platforms, but business objectives by Microsoft, Nintendo, and Sony, looking to maintain control on their online services, initially rejected this, most notably by Sony who had stated they wanted to maintain a family-friendly environment for its online services.<sup id="cite_ref-200" class="reference"><a href="#cite_note-200"><span class="cite-bracket">&#91;</span>200<span class="cite-bracket">&#93;</span></a></sup><sup id="cite_ref-201" class="reference"><a href="#cite_note-201"><span class="cite-bracket">&#91;</span>201<span class="cite-bracket">&#93;</span></a></sup> <a href="/wiki/Epic_Games" title="Epic Games">Epic Games</a>' <i><a href="/wiki/Fortnite_Battle_Royale" title="Fortnite Battle Royale">Fortnite Battle Royale</a></i> first released in 2017, proved an instrumental driver of cross-platform play. <i>Fortnite</i> had quickly gained popularity in its first few months of release, and Epic had been able to prove the ease with which cross-platform play could be implemented between the Xbox, Windows, and mobile platforms with its backend libraries. Nintendo followed by allowing cross-play on the Switch, and eventually, by 2018, Sony agreed to allow selected games such as <i>Fortnite</i> to have cross-platform play.<sup id="cite_ref-202" class="reference"><a href="#cite_note-202"><span class="cite-bracket">&#91;</span>202<span class="cite-bracket">&#93;</span></a></sup> Since then, numerous games have gained or were released with cross-platform play support across consoles, computers, and mobile devices.<sup id="cite_ref-203" class="reference"><a href="#cite_note-203"><span class="cite-bracket">&#91;</span>203<span class="cite-bracket">&#93;</span></a></sup> </p><p>The first <a href="/wiki/Cloud_gaming" title="Cloud gaming">cloud gaming</a> services emerged in 2009. These services allowed players to play games where the processing power was performed on a computer system at a hosted location, while the game's output and player's input were sent to that system over the Internet, using the power of <a href="/wiki/Cloud_computing" title="Cloud computing">cloud computing</a>. This eliminated the need for a costly console or dedicated gaming computer for players. Early services like <a href="/wiki/OnLive" title="OnLive">OnLive</a> and <a href="/wiki/Gaikai" title="Gaikai">Gaikai</a> showed that cloud gaming was possible but was very much tied to the player's <a href="/wiki/Network_delay" title="Network delay">latency</a>, as a slow network could easily stall the game's performance.<sup id="cite_ref-204" class="reference"><a href="#cite_note-204"><span class="cite-bracket">&#91;</span>204<span class="cite-bracket">&#93;</span></a></sup><sup id="cite_ref-205" class="reference"><a href="#cite_note-205"><span class="cite-bracket">&#91;</span>205<span class="cite-bracket">&#93;</span></a></sup> </p><p>Cloud gaming became more refined in the 2010s as total network capacity around the world increased with higher bandwidths made available to consumers, in addition to new technologies to try to overcome the latency issue. Sony acquired both OnLive and Gaikai in the mid-2010s, and used the former as the basis for its <a href="/wiki/PlayStation_Now" title="PlayStation Now">PlayStation Now</a> cloud gaming service, allowing players to play older PlayStation games on newer consoles. Other players in the cloud gaming arena that emerged in this period include NVidia's <a href="/wiki/GeForce_Now" title="GeForce Now">GeForce Now</a>, Microsoft's <a href="/wiki/Xbox_Cloud_Gaming" title="Xbox Cloud Gaming">xCloud</a>, Google's <a href="/wiki/Google_Stadia" title="Google Stadia">Stadia</a>, and <a href="/wiki/Amazon_Luna" title="Amazon Luna">Amazon Luna</a>.<sup id="cite_ref-206" class="reference"><a href="#cite_note-206"><span class="cite-bracket">&#91;</span>206<span class="cite-bracket">&#93;</span></a></sup> </p> <div class="mw-heading mw-heading3"><h3 id="New_revenue_models_for_video_games">New revenue models for video games</h3></div> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1236090951"><div role="note" class="hatnote navigation-not-searchable">See also: <a href="/wiki/Video_game_monetization" title="Video game monetization">Video game monetization</a></div> <p>With game development budgets for triple-A games growing larger, developers and publishers looked for ways to gain additional revenue for games beyond the first sale of the game. Multiple factors from the prior decade including the growth of the mobile game market and the introduction of in-app purchases, subscription-based games such as MMOs, and the digital distribution market, led to new avenues for recurring revenue by treating <a href="/wiki/Games_as_a_service" title="Games as a service">games as a service</a> (GaaS).<sup id="cite_ref-207" class="reference"><a href="#cite_note-207"><span class="cite-bracket">&#91;</span>207<span class="cite-bracket">&#93;</span></a></sup> </p><p>Larger expansions and downloadable content had existed prior to the mid-2000s, and players had become accustomed to the subscription-based model for MMOs by that point. Microsoft enabled developers to offer <a href="/wiki/Microtransaction" title="Microtransaction">microtransactions</a>, content sold at a small price point typically under <span style="white-space: nowrap">$5</span>, for their games on the Xbox 360 around 2005, with one of the most well-known examples being a horse armor package for <i><a href="/wiki/The_Elder_Scrolls_IV:_Oblivion" title="The Elder Scrolls IV: Oblivion">The Elder Scrolls IV: Oblivion</a></i> in 2006. While mostly a cosmetic item in the game, the armor pack was one of the most popular items sold in for <i>Oblivion</i> by 2009, and cemented the idea of microtransactions.<sup id="cite_ref-208" class="reference"><a href="#cite_note-208"><span class="cite-bracket">&#91;</span>208<span class="cite-bracket">&#93;</span></a></sup><sup id="cite_ref-209" class="reference"><a href="#cite_note-209"><span class="cite-bracket">&#91;</span>209<span class="cite-bracket">&#93;</span></a></sup><sup id="cite_ref-usgamer_history_210-0" class="reference"><a href="#cite_note-usgamer_history-210"><span class="cite-bracket">&#91;</span>210<span class="cite-bracket">&#93;</span></a></sup> </p> <figure class="mw-default-size mw-halign-right" typeof="mw:File/Thumb"><a href="/wiki/File:Electronic_Arts_2020.svg" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/8/81/Electronic_Arts_2020.svg/220px-Electronic_Arts_2020.svg.png" decoding="async" width="220" height="32" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/8/81/Electronic_Arts_2020.svg/330px-Electronic_Arts_2020.svg.png 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/8/81/Electronic_Arts_2020.svg/440px-Electronic_Arts_2020.svg.png 2x" data-file-width="1000" data-file-height="147" /></a><figcaption><a href="/wiki/Electronic_Arts" title="Electronic Arts">Electronic Arts</a> was criticized for their form of video game monetization</figcaption></figure> <p>Games that followed <i>Oblivion</i> found ways to include additional microtransaction content to games to extend per-game earnings.<sup id="cite_ref-usgamer_history_210-1" class="reference"><a href="#cite_note-usgamer_history-210"><span class="cite-bracket">&#91;</span>210<span class="cite-bracket">&#93;</span></a></sup> Publishers that produced games with online content created special online passes, such as Electronic Arts' "Project Ten Dollar", which required purchase to gain access to online features; this was also intended to stall secondary sales of games. This approach was heavily criticized by consumers and players, and abandoned by 2013. Instead publishers offered the <a href="/wiki/Season_pass_(video_games)" title="Season pass (video games)">season pass</a> model, first appearing in games like <i><a href="/wiki/L.A._Noire" title="L.A. Noire">L.A. Noire</a></i> and <i><a href="/wiki/Mortal_Kombat_(2011_video_game)" title="Mortal Kombat (2011 video game)">Mortal Kombat</a></i>. Without a season pass, players would still have access to all fundamental features of a game including online play, but the season pass gave access to all planned expanded content for single player modes and new characters or items and cosmetics for online modes, all planned to be released typically within a year's period, typically at a discount compared to purchasing each individually. A game could thus offer repeating season passes year after year and generate revenue this way.<sup id="cite_ref-usgamer_history_210-2" class="reference"><a href="#cite_note-usgamer_history-210"><span class="cite-bracket">&#91;</span>210<span class="cite-bracket">&#93;</span></a></sup> A related concept to the season pass is the <a href="/wiki/Battle_pass" title="Battle pass">battle pass</a>, first introduced in <i><a href="/wiki/Dota_2" title="Dota 2">Dota 2</a></i>. Within a battle pass are a number of in-game items that a player can earn at various levels of the battle pass, but requires them to complete in-game challenges as to earn the levels within the pass. Some battle passes include a free tier of items but most incorporate a tier that requires purchase of the pass. Battle passes can be cycled like season passes, offering a fresh set of items with new challenges on a regular basis, and supply recurring revenue for a game.<sup id="cite_ref-usgamer_history_210-3" class="reference"><a href="#cite_note-usgamer_history-210"><span class="cite-bracket">&#91;</span>210<span class="cite-bracket">&#93;</span></a></sup> </p><p>From mobile and free-to-play games, <a href="/wiki/Gacha_game" title="Gacha game"><i>gacha</i> games</a> had grown popular in Japan by the early 2010s, based on the <a href="/wiki/Gashapon" title="Gashapon">capsule toy vending machine</a> concept, with the earliest known system being in <i><a href="/wiki/MapleStory" title="MapleStory">MapleStory</a></i>. In-game, players would earn currency that they could use to earn a random draw from a set of items based on a preset rarities, often with the goal to collect all of a one set of items to gain a powerful in-game reward. While players could earn more currency through in-game actions, typically by <a href="/wiki/Grinding_(video_games)" title="Grinding (video games)">grinding</a>, they could also can currency by spending real-world funds into the game. The <i>gacha</i> concept expanded out into <a href="/wiki/Loot_box" title="Loot box">loot boxes</a> through the Chinese game <i><a href="/wiki/ZT_Online" class="mw-redirect" title="ZT Online">ZT Online</a></i>, and in Western games like <i><a href="/wiki/FIFA_09" title="FIFA 09">FIFA 09</a></i> and <i><a href="/wiki/Team_Fortress_2" title="Team Fortress 2">Team Fortress 2</a></i> in the early 2010s; players would earn loot boxes through in-game actions, or which could be purchased through real-world funds, and when opened would contain a variety of items, randomly selected based on rarity. By 2016, numerous high-profile games had included loot box mechanics, but this drew attention of world governments and policy makers, fearing that loot boxes were too similar to gambling, since real-world money could be used to purchase them. Since many of these video games were being aimed at minors, some countries had passed laws banning or restricting games with loot box mechanics due to their gambling nature. Coupled with poor implementation of loot box mechanics in <i><a href="/wiki/Star_Wars_Battlefront_II_(2017_video_game)" title="Star Wars Battlefront II (2017 video game)">Star Wars Battlefront II</a></i> and Electronic Arts's <i>FIFA</i> Ultimate Team game mode, loot box mechanics began to lose favor with consumers by the end of the 2010s.<sup id="cite_ref-usgamer_history_210-4" class="reference"><a href="#cite_note-usgamer_history-210"><span class="cite-bracket">&#91;</span>210<span class="cite-bracket">&#93;</span></a></sup> </p><p>China's impact in monetization played a key role during this period, which exceeded over 500 million players by the mid-2010s. While the console ban had been lifted, China's government still required that imported hardware be sold through Chinese companies, and requires Chinese operators to manage online games as to uphold the country's laws on censorship and gameplay limitations for minors. Chinese companies that were already publishing games within the country began to make partnerships or other arrangements with foreign firms to help bring their games and hardware into the company through the complex approvals process. Such companies include <a href="/wiki/NetEase" title="NetEase">NetEase</a> and <a href="/wiki/Perfect_World_(company)" title="Perfect World (company)">Perfect World</a>, but the largest mover had been <a href="/wiki/Tencent" title="Tencent">Tencent</a>, which made numerous investments into foreign firms over the 2010s, which included full acquisition of <a href="/wiki/Riot_Games" title="Riot Games">Riot Games</a> and partial ownership of <a href="/wiki/Supercell" title="Supercell">Supercell</a> and <a href="/wiki/Epic_Games" title="Epic Games">Epic Games</a>, as well as minority stake in publishers <a href="/wiki/Ubisoft" title="Ubisoft">Ubisoft</a>, <a href="/wiki/Activision_Blizzard" title="Activision Blizzard">Activision Blizzard</a> and <a href="/wiki/Paradox_Interactive" title="Paradox Interactive">Paradox Interactive</a>. In exchange, Tencent had helped these companies refine their monetization approaches using their past experience with their own games.<sup id="cite_ref-uscc_211-0" class="reference"><a href="#cite_note-uscc-211"><span class="cite-bracket">&#91;</span>211<span class="cite-bracket">&#93;</span></a></sup> </p> <div class="mw-heading mw-heading3"><h3 id="Mixed,_virtual_and_augmented_reality_games"><span id="Mixed.2C_virtual_and_augmented_reality_games"></span>Mixed, virtual and augmented reality games</h3></div> <figure class="mw-default-size mw-halign-right" typeof="mw:File/Thumb"><a href="/wiki/File:Oculus-Rift-CV1-Headset-Front_with_transparent_background.png" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/0/08/Oculus-Rift-CV1-Headset-Front_with_transparent_background.png/220px-Oculus-Rift-CV1-Headset-Front_with_transparent_background.png" decoding="async" width="220" height="152" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/0/08/Oculus-Rift-CV1-Headset-Front_with_transparent_background.png/330px-Oculus-Rift-CV1-Headset-Front_with_transparent_background.png 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/0/08/Oculus-Rift-CV1-Headset-Front_with_transparent_background.png/440px-Oculus-Rift-CV1-Headset-Front_with_transparent_background.png 2x" data-file-width="4200" data-file-height="2900" /></a><figcaption>The <a href="/wiki/Oculus_Rift" title="Oculus Rift">Oculus Rift</a> headset</figcaption></figure> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1236090951"><div role="note" class="hatnote navigation-not-searchable">See also: <a href="/wiki/Virtual_reality" title="Virtual reality">Virtual reality</a> and <a href="/wiki/Augmented_reality" title="Augmented reality">Augmented reality</a></div> <p><a href="/wiki/Virtual_reality" title="Virtual reality">Virtual reality</a> (VR) systems for video games had long been seen as a target for VR technology and had been in development as early as the 1990s, but had been hampered by their high cost and impractical for consumer sales. One of the initial attempts, Nintendo's <a href="/wiki/Virtual_Boy" title="Virtual Boy">Virtual Boy</a> in 1996, used a monochromatic <a href="/wiki/Stereoscopy" title="Stereoscopy">stereoscopic display</a> to simulate 3D, but the unit was impractical and failed to gain developers, leading it to be a commercial failure for Nintendo. Breakthroughs in consumer-ready VR hardware came in the early 2010s with the development of the <a href="/wiki/Oculus_Rift" title="Oculus Rift">Oculus Rift</a> by <a href="/wiki/Palmer_Luckey" title="Palmer Luckey">Palmer Luckey</a>. The Rift was demonstrated at trade shows in 2013, and proved popular enough to lead <a href="/wiki/Facebook" title="Facebook">Facebook</a> to purchase the company and technology for <span style="white-space: nowrap">$2 billion</span> in 2014. Shortly afterward, Valve and <a href="/wiki/HTC" title="HTC">HTC</a> announced the <a href="/wiki/HTC_Vive" title="HTC Vive">HTC Vive</a>, first released in 2015, while Sony released its <a href="/wiki/PlayStation_VR" title="PlayStation VR">PlayStation VR</a> in 2016. Valve later developed its own VR hardware line, the <a href="/wiki/Valve_Index" title="Valve Index">Valve Index</a>, released in 2019. While numerous VR games took advantage of VR effectively over "flat-screen" games (those lacking VR capabilities) for immersive experience, VR's "killer app" came by way of <i><a href="/wiki/Half-Life:_Alyx" title="Half-Life: Alyx">Half-Life: Alyx</a></i>, released by Valve in 2020. <i>Half-Life: Alyx</i> brought several new ideas for integrating first-person shooter gaming into a VR app, and spurred sales of the Index.<sup id="cite_ref-212" class="reference"><a href="#cite_note-212"><span class="cite-bracket">&#91;</span>212<span class="cite-bracket">&#93;</span></a></sup> </p><p><a href="/wiki/Augmented_reality" title="Augmented reality">Augmented reality</a> (AR) games, where the game takes a real-time video game image and renders additional graphics atop it, had also existed before the 2010s. Some PlayStation console games used the <a href="/wiki/EyeToy" title="EyeToy">EyeToy</a>, <a href="/wiki/PlayStation_Eye" title="PlayStation Eye">PlayStation Eye</a>, or <a href="/wiki/PlayStation_Camera" title="PlayStation Camera">PlayStation Camera</a> as part of the gameplay, as well as <a href="/wiki/Xbox_360" title="Xbox 360">Xbox 360</a> and <a href="/wiki/Xbox_One" title="Xbox One">Xbox One</a> games using the Kinect. Most of the games were more experimental since cameras were fixed and limited what interactions could be made. As handheld consoles including the PSP and the Nintendo DS line, and mobile phones incorporated video camera capabilities, new AR possibilities opened up on portable devices. Initial games were still more experimental and toys without comprehensive gameplay loops. AR-based games took off with the release of <i><a href="/wiki/Pok%C3%A9mon_Go" title="Pokémon Go">Pokémon Go</a></i> in 2016, which combined AR with <a href="/wiki/Location-based_game" title="Location-based game">location-based games</a>. Players would use their mobile device to guide them to where a virtual Pokémon may be found, which they searched for and attempted to capture using AR atop their device's camera.<sup id="cite_ref-Augmented_reality_mainstream_213-0" class="reference"><a href="#cite_note-Augmented_reality_mainstream-213"><span class="cite-bracket">&#91;</span>213<span class="cite-bracket">&#93;</span></a></sup> </p> <div class="mw-heading mw-heading2"><h2 id="2020s">2020s</h2></div> <div class="mw-heading mw-heading3"><h3 id="Ray-tracing_and_photorealistic_graphics">Ray-tracing and photorealistic graphics</h3></div> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1236090951"><div role="note" class="hatnote navigation-not-searchable">See also: <a href="/wiki/Ninth_generation_of_video_game_consoles" title="Ninth generation of video game consoles">Ninth generation of video game consoles</a></div> <p>NVidia and AMD introduced graphics cards in 2020 with hardware support for real-time <a href="/wiki/Ray_tracing_(graphics)" title="Ray tracing (graphics)">ray tracing</a>, which was also a major component introduced with Microsoft and Sony's next consoles, the <a href="/wiki/Xbox_Series_X_and_Series_S" title="Xbox Series X and Series S">Xbox Series X/S</a> and <a href="/wiki/PlayStation_5" title="PlayStation 5">PlayStation 5</a>, both released in November 2020. Significant improvements in technology also furthered the ability to display highly detailed textures, allowing for <a href="/wiki/Photorealism" title="Photorealism">photorealism</a> in rendered video game scenes at high resolutions and high frame rates. These changes necessitated larger storage space for texture memory on the hardware and greater bandwidth between the storage memory and graphic processor. Both new consoles included specialized SSD options designed to provide high-bandwidth storage options, which had the added benefit of virtually eliminating loading times in many games particular those featuring <a href="/wiki/In-game_streaming" class="mw-redirect" title="In-game streaming">in-game streaming</a> for open world games. </p> <div class="mw-heading mw-heading3"><h3 id="The_metaverse,_blockchain_and_NFT_games,_and_video_game_acquisitions"><span id="The_metaverse.2C_blockchain_and_NFT_games.2C_and_video_game_acquisitions"></span>The metaverse, blockchain and NFT games, and video game acquisitions</h3></div> <p>Moving into the 2020s, the concept of the <a href="/wiki/Metaverse" title="Metaverse">metaverse</a> grew in popularity. Similar in nature to the social spaces of <i><a href="/wiki/Second_Life" title="Second Life">Second Life</a></i>, the concept of a metaverse is based on using more advanced technology like virtual and augmented reality to create immersive worlds that not only can be used for social and entertainment functions but as well as for personal and business purposes, giving the user the ability to earn from participation in the metaverse.<sup id="cite_ref-214" class="reference"><a href="#cite_note-214"><span class="cite-bracket">&#91;</span>214<span class="cite-bracket">&#93;</span></a></sup> <i><a href="/wiki/Roblox" title="Roblox">Roblox</a></i> is a more recent example of an open world game that allows players to build their own creations within game with the potential to earn money from these creations.<sup id="cite_ref-215" class="reference"><a href="#cite_note-215"><span class="cite-bracket">&#91;</span>215<span class="cite-bracket">&#93;</span></a></sup> </p><p>The metaverse in the early 2020s was not yet well defined, but those developing the nascent technologies recognized that a financial system would be tied to these systems. Avoiding the pitfalls of prior game currency systems, the development of <a href="/wiki/Cryptocurrency" title="Cryptocurrency">cryptocurrency</a>-based games and systems that used decentralized <a href="/wiki/Blockchain" title="Blockchain">blockchain</a> technologies started to grow in popularity. These <a href="/wiki/Blockchain_game" title="Blockchain game">blockchain games</a> were frequently based on the trading of <a href="/wiki/Non-fungible_token" title="Non-fungible token">non-fungible tokens</a> that players created and improved through the game, mimicking how metaverse content would function.<sup id="cite_ref-216" class="reference"><a href="#cite_note-216"><span class="cite-bracket">&#91;</span>216<span class="cite-bracket">&#93;</span></a></sup> Some video game companies have expressed strong support for using blockchain and NFTs in their games, such as <a href="/wiki/Ubisoft" title="Ubisoft">Ubisoft</a>, but there has been generally negative feedback from players and game developers that consider cryptocurrency and NFT a scam.<sup id="cite_ref-217" class="reference"><a href="#cite_note-217"><span class="cite-bracket">&#91;</span>217<span class="cite-bracket">&#93;</span></a></sup> </p><p>Regardless of these developments, interest in the metaverse had led to a large number of major acquisitions in the video game industry at the start of the 2020s as large publishers gathered more studios and other publishers within their folds as to be able to offer their properties within the parent's version of the metaverse, diversify their offerings, and preparate for futures where gaming platforms shift away from traditional systems.<sup id="cite_ref-218" class="reference"><a href="#cite_note-218"><span class="cite-bracket">&#91;</span>218<span class="cite-bracket">&#93;</span></a></sup> <a href="/wiki/Tencent" title="Tencent">Tencent Holdings</a> has gained stake in numerous video game developers since the 2010s, including full ownership of <a href="/wiki/Riot_Games" title="Riot Games">Riot Games</a> and minority ownership of <a href="/wiki/Epic_Games" title="Epic Games">Epic Games</a>.<sup id="cite_ref-219" class="reference"><a href="#cite_note-219"><span class="cite-bracket">&#91;</span>219<span class="cite-bracket">&#93;</span></a></sup> Epic Games themselves have also used Tencent's investment and further funding to acquire numerous additional video game developers and middleware developers in the 2020s as part its goal to build out its version of the metaverse using its <a href="/wiki/Unreal_Engine" title="Unreal Engine">Unreal Engine</a>.<sup id="cite_ref-220" class="reference"><a href="#cite_note-220"><span class="cite-bracket">&#91;</span>220<span class="cite-bracket">&#93;</span></a></sup> <a href="/wiki/Embracer_Group" title="Embracer Group">Embracer Group</a> also launched a large series of acquisitions leading into the 2020s as to broaden its portfolio, including <a href="/wiki/Gearbox_Software" title="Gearbox Software">Gearbox Software</a>.<sup id="cite_ref-221" class="reference"><a href="#cite_note-221"><span class="cite-bracket">&#91;</span>221<span class="cite-bracket">&#93;</span></a></sup> Other major acquisitions in the 2020s in support of the metaverse includes <a href="/wiki/Take-Two_Interactive" title="Take-Two Interactive">Take-Two Interactive</a>'s purchase of mobile game publisher <a href="/wiki/Zynga" title="Zynga">Zynga</a>,<sup id="cite_ref-222" class="reference"><a href="#cite_note-222"><span class="cite-bracket">&#91;</span>222<span class="cite-bracket">&#93;</span></a></sup> <a href="/wiki/Sony_Interactive_Entertainment" title="Sony Interactive Entertainment">Sony Interactive Entertainment</a> purchase of developer <a href="/wiki/Bungie" title="Bungie">Bungie</a> for supporting live-service games,<sup id="cite_ref-223" class="reference"><a href="#cite_note-223"><span class="cite-bracket">&#91;</span>223<span class="cite-bracket">&#93;</span></a></sup> and Microsoft's purchases of <a href="/wiki/ZeniMax_Media" title="ZeniMax Media">ZeniMax Media</a> (including <a href="/wiki/Bethesda_Softworks" title="Bethesda Softworks">Bethesda Softworks</a>) and <a href="/wiki/Activision-Blizzard" class="mw-redirect" title="Activision-Blizzard">Activision-Blizzard</a>.<sup id="cite_ref-224" class="reference"><a href="#cite_note-224"><span class="cite-bracket">&#91;</span>224<span class="cite-bracket">&#93;</span></a></sup><sup id="cite_ref-225" class="reference"><a href="#cite_note-225"><span class="cite-bracket">&#91;</span>225<span class="cite-bracket">&#93;</span></a></sup> Game prices were increasing from the generally pricing of $60 between <abbr title="circa">c.</abbr><span style="white-space:nowrap;">&#8201;2005</span> and 2020, with $60 titles going back to the 1990s according to <a href="/wiki/Bloomberg_News" title="Bloomberg News">Bloomberg</a>.<sup id="cite_ref-226" class="reference"><a href="#cite_note-226"><span class="cite-bracket">&#91;</span>226<span class="cite-bracket">&#93;</span></a></sup> </p><p>The <a href="/wiki/COVID_pandemic" class="mw-redirect" title="COVID pandemic">COVID pandemic</a> in 2021 and 2022 also fueled global video game industry growth, as many around the globe, staying at home due to lockdowns, turned to video games as a means to pass the time and connect remotely with others. However, this rapid growth fell back on the industry around 2023 and into 2024 with <a href="/wiki/2023%E2%80%932024_video_game_industry_layoffs" title="2023–2024 video game industry layoffs">numerous layoffs</a>, as several major publishers had to cull employees and studios with the world returning to normal following the pandemic. One major event was a failed $2 billion deal that the <a href="/wiki/Embracer_Group" title="Embracer Group">Embracer Group</a> had been planning on before it fell through in June 2023; Embracer was forced to close several of its studios, divest others, and made planned to break into three separate publishing labels by 2025.<sup id="cite_ref-227" class="reference"><a href="#cite_note-227"><span class="cite-bracket">&#91;</span>227<span class="cite-bracket">&#93;</span></a></sup><sup id="cite_ref-228" class="reference"><a href="#cite_note-228"><span class="cite-bracket">&#91;</span>228<span class="cite-bracket">&#93;</span></a></sup> </p> <div class="mw-heading mw-heading2"><h2 id="See_also">See also</h2></div> <style data-mw-deduplicate="TemplateStyles:r1239009302">.mw-parser-output .portalbox{padding:0;margin:0.5em 0;display:table;box-sizing:border-box;max-width:175px;list-style:none}.mw-parser-output .portalborder{border:1px solid var(--border-color-base,#a2a9b1);padding:0.1em;background:var(--background-color-neutral-subtle,#f8f9fa)}.mw-parser-output .portalbox-entry{display:table-row;font-size:85%;line-height:110%;height:1.9em;font-style:italic;font-weight:bold}.mw-parser-output .portalbox-image{display:table-cell;padding:0.2em;vertical-align:middle;text-align:center}.mw-parser-output .portalbox-link{display:table-cell;padding:0.2em 0.2em 0.2em 0.3em;vertical-align:middle}@media(min-width:720px){.mw-parser-output .portalleft{clear:left;float:left;margin:0.5em 1em 0.5em 0}.mw-parser-output .portalright{clear:right;float:right;margin:0.5em 0 0.5em 1em}}</style><ul role="navigation" aria-label="Portals" class="noprint portalbox portalborder portalright"> <li class="portalbox-entry"><span class="portalbox-image"><span class="noviewer" typeof="mw:File"><span><img alt="" src="//upload.wikimedia.org/wikipedia/en/thumb/e/e0/WPVG_icon_2016.svg/28px-WPVG_icon_2016.svg.png" decoding="async" width="28" height="28" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/en/thumb/e/e0/WPVG_icon_2016.svg/42px-WPVG_icon_2016.svg.png 1.5x, //upload.wikimedia.org/wikipedia/en/thumb/e/e0/WPVG_icon_2016.svg/56px-WPVG_icon_2016.svg.png 2x" data-file-width="249" data-file-height="249" /></span></span></span><span class="portalbox-link"><a href="/wiki/Portal:Video_games" title="Portal:Video games">Video games portal</a></span></li><li class="portalbox-entry"><span class="portalbox-image"><span class="noviewer" typeof="mw:File"><span><img alt="icon" src="//upload.wikimedia.org/wikipedia/commons/thumb/9/9a/Klepsydra-pt.svg/25px-Klepsydra-pt.svg.png" decoding="async" width="25" height="28" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/9/9a/Klepsydra-pt.svg/37px-Klepsydra-pt.svg.png 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/9/9a/Klepsydra-pt.svg/50px-Klepsydra-pt.svg.png 2x" data-file-width="244" data-file-height="275" /></span></span></span><span class="portalbox-link"><a href="/wiki/Portal:Modern_history" title="Portal:Modern history">Modern history portal</a></span></li></ul> <ul><li><a href="/wiki/List_of_real-time_strategy_video_games" title="List of real-time strategy video games">List of real-time strategy video games</a></li> <li><a href="/wiki/List_of_real-time_tactics_video_games" title="List of real-time tactics video games">List of real-time tactics video games</a></li> <li><a href="/wiki/Game_On_(exhibition)" title="Game On (exhibition)">Game On (exhibition)</a></li> <li><a href="/wiki/International_Center_for_the_History_of_Electronic_Games" title="International Center for the History of Electronic Games">International Center for the History of Electronic Games</a></li></ul> <div class="mw-heading mw-heading2"><h2 id="References">References</h2></div> <style data-mw-deduplicate="TemplateStyles:r1239543626">.mw-parser-output .reflist{margin-bottom:0.5em;list-style-type:decimal}@media screen{.mw-parser-output .reflist{font-size:90%}}.mw-parser-output .reflist .references{font-size:100%;margin-bottom:0;list-style-type:inherit}.mw-parser-output .reflist-columns-2{column-width:30em}.mw-parser-output .reflist-columns-3{column-width:25em}.mw-parser-output .reflist-columns{margin-top:0.3em}.mw-parser-output .reflist-columns ol{margin-top:0}.mw-parser-output .reflist-columns li{page-break-inside:avoid;break-inside:avoid-column}.mw-parser-output .reflist-upper-alpha{list-style-type:upper-alpha}.mw-parser-output .reflist-upper-roman{list-style-type:upper-roman}.mw-parser-output .reflist-lower-alpha{list-style-type:lower-alpha}.mw-parser-output .reflist-lower-greek{list-style-type:lower-greek}.mw-parser-output .reflist-lower-roman{list-style-type:lower-roman}</style><div class="reflist"> <div class="mw-references-wrap mw-references-columns"><ol class="references"> <li id="cite_note-Spacing-1"><span class="mw-cite-backlink"><b><a href="#cite_ref-Spacing_1-0">^</a></b></span> <span class="reference-text"><style data-mw-deduplicate="TemplateStyles:r1238218222">.mw-parser-output cite.citation{font-style:inherit;word-wrap:break-word}.mw-parser-output .citation q{quotes:"\"""\"""'""'"}.mw-parser-output .citation:target{background-color:rgba(0,127,255,0.133)}.mw-parser-output .id-lock-free.id-lock-free a{background:url("//upload.wikimedia.org/wikipedia/commons/6/65/Lock-green.svg")right 0.1em center/9px no-repeat}.mw-parser-output .id-lock-limited.id-lock-limited a,.mw-parser-output .id-lock-registration.id-lock-registration a{background:url("//upload.wikimedia.org/wikipedia/commons/d/d6/Lock-gray-alt-2.svg")right 0.1em center/9px no-repeat}.mw-parser-output .id-lock-subscription.id-lock-subscription a{background:url("//upload.wikimedia.org/wikipedia/commons/a/aa/Lock-red-alt-2.svg")right 0.1em center/9px no-repeat}.mw-parser-output .cs1-ws-icon a{background:url("//upload.wikimedia.org/wikipedia/commons/4/4c/Wikisource-logo.svg")right 0.1em center/12px no-repeat}body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .id-lock-free a,body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .id-lock-limited a,body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .id-lock-registration a,body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .id-lock-subscription a,body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .cs1-ws-icon a{background-size:contain;padding:0 1em 0 0}.mw-parser-output .cs1-code{color:inherit;background:inherit;border:none;padding:inherit}.mw-parser-output .cs1-hidden-error{display:none;color:var(--color-error,#d33)}.mw-parser-output .cs1-visible-error{color:var(--color-error,#d33)}.mw-parser-output .cs1-maint{display:none;color:#085;margin-left:0.3em}.mw-parser-output .cs1-kern-left{padding-left:0.2em}.mw-parser-output .cs1-kern-right{padding-right:0.2em}.mw-parser-output .citation .mw-selflink{font-weight:inherit}@media screen{.mw-parser-output .cs1-format{font-size:95%}html.skin-theme-clientpref-night .mw-parser-output .cs1-maint{color:#18911f}}@media screen and (prefers-color-scheme:dark){html.skin-theme-clientpref-os .mw-parser-output .cs1-maint{color:#18911f}}</style><cite id="CITEREFBateman2014" class="citation web cs1">Bateman, Chris (August 13, 2014). <a rel="nofollow" class="external text" href="http://spacing.ca/toronto/2014/08/13/meet-bertie-brain-worlds-first-arcade-game-built-toronto">"Meet Bertie the Brain, the world's first arcade game, built in Toronto"</a>. <i>Spacing Toronto</i>. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20151222164300/http://spacing.ca/toronto/2014/08/13/meet-bertie-brain-worlds-first-arcade-game-built-toronto/">Archived</a> from the original on December 22, 2015<span class="reference-accessdate">. Retrieved <span class="nowrap">December 17,</span> 2015</span>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&amp;rft.genre=unknown&amp;rft.jtitle=Spacing+Toronto&amp;rft.atitle=Meet+Bertie+the+Brain%2C+the+world%27s+first+arcade+game%2C+built+in+Toronto&amp;rft.date=2014-08-13&amp;rft.aulast=Bateman&amp;rft.aufirst=Chris&amp;rft_id=http%3A%2F%2Fspacing.ca%2Ftoronto%2F2014%2F08%2F13%2Fmeet-bertie-brain-worlds-first-arcade-game-built-toronto&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AHistory+of+video+games" class="Z3988"></span></span> </li> <li id="cite_note-Donovan-2"><span class="mw-cite-backlink"><b><a href="#cite_ref-Donovan_2-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFDonovan2010" class="citation book cs1">Donovan, Tristan (2010). <i><a href="/wiki/Replay:_The_History_of_Video_Games" title="Replay: The History of Video Games">Replay: The History of Video Games</a></i>. East Sussex: Yellow Ant. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a>&#160;<a href="/wiki/Special:BookSources/978-0956507204" title="Special:BookSources/978-0956507204"><bdi>978-0956507204</bdi></a>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&amp;rft.genre=book&amp;rft.btitle=Replay%3A+The+History+of+Video+Games&amp;rft.place=East+Sussex&amp;rft.pub=Yellow+Ant&amp;rft.date=2010&amp;rft.isbn=978-0956507204&amp;rft.aulast=Donovan&amp;rft.aufirst=Tristan&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AHistory+of+video+games" class="Z3988"></span></span> </li> <li id="cite_note-3"><span class="mw-cite-backlink"><b><a href="#cite_ref-3">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFLambert2008" class="citation news cs1">Lambert, Bruce (November 7, 2008). <a rel="nofollow" class="external text" href="https://www.nytimes.com/2008/11/09/nyregion/long-island/09videoli.html?_r=2">"Brookhaven Honors a Pioneer Video Game"</a>. <i><a href="/wiki/The_New_York_Times" title="The New York Times">The New York Times</a></i>. p.&#160;LI1<span class="reference-accessdate">. Retrieved <span class="nowrap">March 23,</span> 2009</span>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&amp;rft.genre=article&amp;rft.jtitle=The+New+York+Times&amp;rft.atitle=Brookhaven+Honors+a+Pioneer+Video+Game&amp;rft.pages=LI1&amp;rft.date=2008-11-07&amp;rft.aulast=Lambert&amp;rft.aufirst=Bruce&amp;rft_id=https%3A%2F%2Fwww.nytimes.com%2F2008%2F11%2F09%2Fnyregion%2Flong-island%2F09videoli.html%3F_r%3D2&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AHistory+of+video+games" class="Z3988"></span></span> </li> <li id="cite_note-4"><span class="mw-cite-backlink"><b><a href="#cite_ref-4">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFGraetz1981" class="citation magazine cs1">Graetz, Martin (August 1981). <a rel="nofollow" class="external text" href="http://www.wheels.org/spacewar/creative/SpacewarOrigin.html">"The origin of Spacewar"</a>. <i><a href="/wiki/Creative_Computing_(magazine)" title="Creative Computing (magazine)">Creative Computing</a></i>. Vol.&#160;6, no.&#160;8. pp.&#160;56–67. <a href="/wiki/ISSN_(identifier)" class="mw-redirect" title="ISSN (identifier)">ISSN</a>&#160;<a rel="nofollow" class="external text" href="https://search.worldcat.org/issn/0097-8140">0097-8140</a>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&amp;rft.genre=article&amp;rft.jtitle=Creative+Computing&amp;rft.atitle=The+origin+of+Spacewar&amp;rft.volume=6&amp;rft.issue=8&amp;rft.pages=56-67&amp;rft.date=1981-08&amp;rft.issn=0097-8140&amp;rft.aulast=Graetz&amp;rft.aufirst=Martin&amp;rft_id=http%3A%2F%2Fwww.wheels.org%2Fspacewar%2Fcreative%2FSpacewarOrigin.html&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AHistory+of+video+games" class="Z3988"></span></span> </li> <li id="cite_note-Smith-5"><span class="mw-cite-backlink"><b><a href="#cite_ref-Smith_5-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFSmith2019" class="citation book cs1">Smith, Alexander (November 19, 2019). <a rel="nofollow" class="external text" href="https://books.google.com/books?id=Cxy_DwAAQBAJ&amp;pg=PT119"><i>They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. I: 1971-1982</i></a>. <a href="/wiki/CRC_Press" title="CRC Press">CRC Press</a>. pp.&#160;119–20, 188–91. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a>&#160;<a href="/wiki/Special:BookSources/978-0-429-75261-2" title="Special:BookSources/978-0-429-75261-2"><bdi>978-0-429-75261-2</bdi></a>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&amp;rft.genre=book&amp;rft.btitle=They+Create+Worlds%3A+The+Story+of+the+People+and+Companies+That+Shaped+the+Video+Game+Industry%2C+Vol.+I%3A+1971-1982&amp;rft.pages=119-20%2C+188-91&amp;rft.pub=CRC+Press&amp;rft.date=2019-11-19&amp;rft.isbn=978-0-429-75261-2&amp;rft.aulast=Smith&amp;rft.aufirst=Alexander&amp;rft_id=https%3A%2F%2Fbooks.google.com%2Fbooks%3Fid%3DCxy_DwAAQBAJ%26pg%3DPT119&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AHistory+of+video+games" class="Z3988"></span></span> </li> <li id="cite_note-NGen23-6"><span class="mw-cite-backlink"><b><a href="#cite_ref-NGen23_6-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation magazine cs1"><a rel="nofollow" class="external text" href="https://archive.org/details/NextGeneration23Nov1996P2/page/n72">"The Great Videogame Swindle?"</a>. <i><a href="/wiki/Next_Generation_(magazine)" title="Next Generation (magazine)">Next Generation</a></i>. No.&#160;23. November 1996. pp.&#160;211–229.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&amp;rft.genre=article&amp;rft.jtitle=Next+Generation&amp;rft.atitle=The+Great+Videogame+Swindle%3F&amp;rft.issue=23&amp;rft.pages=211-229&amp;rft.date=1996-11&amp;rft_id=https%3A%2F%2Farchive.org%2Fdetails%2FNextGeneration23Nov1996P2%2Fpage%2Fn72&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AHistory+of+video+games" class="Z3988"></span></span> </li> <li id="cite_note-7"><span class="mw-cite-backlink"><b><a href="#cite_ref-7">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFSmith2019" class="citation book cs1 cs1-prop-long-vol">Smith, Alexander (November 27, 2019). <i>They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry</i>. Vol.&#160;1: 1971 – 1982. <a href="/wiki/CRC_Press" title="CRC Press">CRC Press</a>. pp.&#160;309–310. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a>&#160;<a href="/wiki/Special:BookSources/978-1-138-38990-8" title="Special:BookSources/978-1-138-38990-8"><bdi>978-1-138-38990-8</bdi></a>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&amp;rft.genre=book&amp;rft.btitle=They+Create+Worlds%3A+The+Story+of+the+People+and+Companies+That+Shaped+the+Video+Game+Industry&amp;rft.pages=309-310&amp;rft.pub=CRC+Press&amp;rft.date=2019-11-27&amp;rft.isbn=978-1-138-38990-8&amp;rft.aulast=Smith&amp;rft.aufirst=Alexander&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AHistory+of+video+games" class="Z3988"></span></span> </li> <li id="cite_note-down_many_times-8"><span class="mw-cite-backlink">^ <a href="#cite_ref-down_many_times_8-0"><sup><i><b>a</b></i></sup></a> <a href="#cite_ref-down_many_times_8-1"><sup><i><b>b</b></i></sup></a> <a href="#cite_ref-down_many_times_8-2"><sup><i><b>c</b></i></sup></a> <a href="#cite_ref-down_many_times_8-3"><sup><i><b>d</b></i></sup></a> <a href="#cite_ref-down_many_times_8-4"><sup><i><b>e</b></i></sup></a> <a href="#cite_ref-down_many_times_8-5"><sup><i><b>f</b></i></sup></a> <a href="#cite_ref-down_many_times_8-6"><sup><i><b>g</b></i></sup></a> <a href="#cite_ref-down_many_times_8-7"><sup><i><b>h</b></i></sup></a> <a href="#cite_ref-down_many_times_8-8"><sup><i><b>i</b></i></sup></a> <a href="#cite_ref-down_many_times_8-9"><sup><i><b>j</b></i></sup></a> <a href="#cite_ref-down_many_times_8-10"><sup><i><b>k</b></i></sup></a></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFErnkvist2008" class="citation book cs1">Ernkvist, Mirko (2008). "Down many times, but still playing the game: Creative destruction and industry crashes in the early video game industry 1971-1986". In Gratzer, Karl; Stiefel, Dieter (eds.). <i>History of Insolvancy and Bankruptcy</i>. Södertörns högskola. pp.&#160;161–191. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a>&#160;<a href="/wiki/Special:BookSources/978-91-89315-94-5" title="Special:BookSources/978-91-89315-94-5"><bdi>978-91-89315-94-5</bdi></a>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&amp;rft.genre=bookitem&amp;rft.atitle=Down+many+times%2C+but+still+playing+the+game%3A+Creative+destruction+and+industry+crashes+in+the+early+video+game+industry+1971-1986&amp;rft.btitle=History+of+Insolvancy+and+Bankruptcy&amp;rft.pages=161-191&amp;rft.pub=S%C3%B6dert%C3%B6rns+h%C3%B6gskola&amp;rft.date=2008&amp;rft.isbn=978-91-89315-94-5&amp;rft.aulast=Ernkvist&amp;rft.aufirst=Mirko&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AHistory+of+video+games" class="Z3988"></span></span> </li> <li id="cite_note-9"><span class="mw-cite-backlink"><b><a href="#cite_ref-9">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFGoldbergVendel2012" class="citation book cs1">Goldberg, Marty; Vendel, Curt (November 25, 2012). <span class="id-lock-registration" title="Free registration required"><a rel="nofollow" class="external text" href="https://archive.org/details/atariincbusiness0000gold"><i>Atari Inc.: Business Is Fun</i></a></span>. Syzygy Press. p.&#160;204. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a>&#160;<a href="/wiki/Special:BookSources/978-0-9855974-0-5" title="Special:BookSources/978-0-9855974-0-5"><bdi>978-0-9855974-0-5</bdi></a>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&amp;rft.genre=book&amp;rft.btitle=Atari+Inc.%3A+Business+Is+Fun&amp;rft.pages=204&amp;rft.pub=Syzygy+Press&amp;rft.date=2012-11-25&amp;rft.isbn=978-0-9855974-0-5&amp;rft.aulast=Goldberg&amp;rft.aufirst=Marty&amp;rft.au=Vendel%2C+Curt&amp;rft_id=https%3A%2F%2Farchive.org%2Fdetails%2Fatariincbusiness0000gold&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AHistory+of+video+games" class="Z3988"></span></span> </li> <li id="cite_note-10"><span class="mw-cite-backlink"><b><a href="#cite_ref-10">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFMullis2014" class="citation web cs1">Mullis, Steve (December 8, 2014). <a rel="nofollow" class="external text" href="https://www.npr.org/blogs/alltechconsidered/2014/12/08/369405270/inventor-ralph-baer-the-father-of-video-games-dies-at-92">"Inventor Ralph Baer, The 'Father Of Video Games,' Dies at 92"</a>. <i><a href="/wiki/NPR" title="NPR">National Public Radio</a></i>. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20160322121715/http://www.npr.org/sections/alltechconsidered/2014/12/08/369405270/inventor-ralph-baer-the-father-of-video-games-dies-at-92">Archived</a> from the original on March 22, 2016<span class="reference-accessdate">. Retrieved <span class="nowrap">May 3,</span> 2016</span>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&amp;rft.genre=unknown&amp;rft.jtitle=National+Public+Radio&amp;rft.atitle=Inventor+Ralph+Baer%2C+The+%27Father+Of+Video+Games%2C%27+Dies+at+92&amp;rft.date=2014-12-08&amp;rft.aulast=Mullis&amp;rft.aufirst=Steve&amp;rft_id=https%3A%2F%2Fwww.npr.org%2Fblogs%2Falltechconsidered%2F2014%2F12%2F08%2F369405270%2Finventor-ralph-baer-the-father-of-video-games-dies-at-92&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AHistory+of+video+games" class="Z3988"></span></span> </li> <li id="cite_note-gamestudies_geemu-11"><span class="mw-cite-backlink">^ <a href="#cite_ref-gamestudies_geemu_11-0"><sup><i><b>a</b></i></sup></a> <a href="#cite_ref-gamestudies_geemu_11-1"><sup><i><b>b</b></i></sup></a> <a href="#cite_ref-gamestudies_geemu_11-2"><sup><i><b>c</b></i></sup></a> <a href="#cite_ref-gamestudies_geemu_11-3"><sup><i><b>d</b></i></sup></a></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFPicard" class="citation journal cs1">Picard, Martin. <a rel="nofollow" class="external text" href="http://www.gamestudies.org/1302/articles/picard">"The Foundation of Geemu: A Brief History of Early Japanese video games"</a>. <i><a href="/w/index.php?title=Game_Studies&amp;action=edit&amp;redlink=1" class="new" title="Game Studies (page does not exist)">Game Studies</a></i>. <b>13</b> (2). <a href="/wiki/ISSN_(identifier)" class="mw-redirect" title="ISSN (identifier)">ISSN</a>&#160;<a rel="nofollow" class="external text" href="https://search.worldcat.org/issn/1604-7982">1604-7982</a>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&amp;rft.genre=article&amp;rft.jtitle=Game+Studies&amp;rft.atitle=The+Foundation+of+Geemu%3A+A+Brief+History+of+Early+Japanese+video+games&amp;rft.volume=13&amp;rft.issue=2&amp;rft.issn=1604-7982&amp;rft.aulast=Picard&amp;rft.aufirst=Martin&amp;rft_id=http%3A%2F%2Fwww.gamestudies.org%2F1302%2Farticles%2Fpicard&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AHistory+of+video+games" class="Z3988"></span></span> </li> <li id="cite_note-12"><span class="mw-cite-backlink"><b><a href="#cite_ref-12">^</a></b></span> <span class="reference-text"><a href="/wiki/Steve_L._Kent" class="mw-redirect" title="Steve L. Kent">Steve L. Kent</a> (2001), <i><a href="/wiki/The_ultimate_history_of_video_games:_from_Pong_to_Pok%C3%A9mon_and_beyond_:_the_story_behind_the_craze_that_touched_our_lives_and_changed_the_world" class="mw-redirect" title="The ultimate history of video games: from Pong to Pokémon and beyond : the story behind the craze that touched our lives and changed the world">The ultimate history of video games: from Pong to Pokémon and beyond&#160;: the story behind the craze that touched our lives and changed the world</a></i>, p. 64, Prima, <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a>&#160;<a href="/wiki/Special:BookSources/0-7615-3643-4" title="Special:BookSources/0-7615-3643-4">0-7615-3643-4</a></span> </li> <li id="cite_note-gamasutra_history_atari-13"><span class="mw-cite-backlink">^ <a href="#cite_ref-gamasutra_history_atari_13-0"><sup><i><b>a</b></i></sup></a> <a href="#cite_ref-gamasutra_history_atari_13-1"><sup><i><b>b</b></i></sup></a></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFFulton2007" class="citation web cs1">Fulton, Steve (November 6, 2007). <a rel="nofollow" class="external text" href="http://www.gamasutra.com/view/feature/130414/the_history_of_atari_19711977.php?print=1">"The History of Atari: 1971-1977"</a>. <i><a href="/wiki/Gamasutra" class="mw-redirect" title="Gamasutra">Gamasutra</a></i><span class="reference-accessdate">. Retrieved <span class="nowrap">September 11,</span> 2018</span>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&amp;rft.genre=unknown&amp;rft.jtitle=Gamasutra&amp;rft.atitle=The+History+of+Atari%3A+1971-1977&amp;rft.date=2007-11-06&amp;rft.aulast=Fulton&amp;rft.aufirst=Steve&amp;rft_id=http%3A%2F%2Fwww.gamasutra.com%2Fview%2Ffeature%2F130414%2Fthe_history_of_atari_19711977.php%3Fprint%3D1&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AHistory+of+video+games" class="Z3988"></span></span> </li> <li id="cite_note-verge_life_death_arcade-14"><span class="mw-cite-backlink">^ <a href="#cite_ref-verge_life_death_arcade_14-0"><sup><i><b>a</b></i></sup></a> <a href="#cite_ref-verge_life_death_arcade_14-1"><sup><i><b>b</b></i></sup></a> <a href="#cite_ref-verge_life_death_arcade_14-2"><sup><i><b>c</b></i></sup></a> <a href="#cite_ref-verge_life_death_arcade_14-3"><sup><i><b>d</b></i></sup></a> <a href="#cite_ref-verge_life_death_arcade_14-4"><sup><i><b>e</b></i></sup></a> <a href="#cite_ref-verge_life_death_arcade_14-5"><sup><i><b>f</b></i></sup></a></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFJune2013" class="citation web cs1">June, Laura (January 16, 2013). <a rel="nofollow" class="external text" href="https://www.theverge.com/2013/1/16/3740422/the-life-and-death-of-the-american-arcade-for-amusement-only">"For Amusement Only: The Life and Death of the American Arcade"</a>. <i><a href="/wiki/The_Verge" title="The Verge">The Verge</a></i><span class="reference-accessdate">. Retrieved <span class="nowrap">March 8,</span> 2021</span>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&amp;rft.genre=unknown&amp;rft.jtitle=The+Verge&amp;rft.atitle=For+Amusement+Only%3A+The+Life+and+Death+of+the+American+Arcade&amp;rft.date=2013-01-16&amp;rft.aulast=June&amp;rft.aufirst=Laura&amp;rft_id=https%3A%2F%2Fwww.theverge.com%2F2013%2F1%2F16%2F3740422%2Fthe-life-and-death-of-the-american-arcade-for-amusement-only&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AHistory+of+video+games" class="Z3988"></span></span> </li> <li id="cite_note-IGN-10-15"><span class="mw-cite-backlink"><b><a href="#cite_ref-IGN-10_15-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFGeddes,_RyanHatfield,_Daemon2007" class="citation web cs1">Geddes, Ryan; Hatfield, Daemon (December 10, 2007). <a rel="nofollow" class="external text" href="https://web.archive.org/web/20120214180351/http://games.ign.com/articles/840/840621p1.html">"IGN's Top 10 Most Influential Games"</a>. <i><a href="/wiki/IGN" title="IGN">IGN</a></i>. 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Retrieved <span class="nowrap">July 11,</span> 2008</span>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&amp;rft.genre=unknown&amp;rft.jtitle=IGN&amp;rft.atitle=IGN%27s+Top+10+Most+Influential+Games&amp;rft.date=2007-12-10&amp;rft.au=Geddes%2C+Ryan&amp;rft.au=Hatfield%2C+Daemon&amp;rft_id=http%3A%2F%2Fgames.ign.com%2Farticles%2F840%2F840621p1.html&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AHistory+of+video+games" class="Z3988"></span></span> </li> <li id="cite_note-16"><span class="mw-cite-backlink"><b><a href="#cite_ref-16">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFDale_Peterson1983" class="citation cs2"><a href="/wiki/Dale_Peterson" title="Dale Peterson">Dale Peterson</a> (1983), <a rel="nofollow" class="external text" href="https://books.google.com/books?id=DL1YAAAAMAAJ"><i>Genesis II, creation and recreation with computers</i></a>, <a href="/wiki/Prentice_Hall" title="Prentice Hall">Reston Publishing</a>, p.&#160;175, <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a>&#160;<a href="/wiki/Special:BookSources/0-8359-2434-3" title="Special:BookSources/0-8359-2434-3"><bdi>0-8359-2434-3</bdi></a><span class="reference-accessdate">, retrieved <span class="nowrap">May 1,</span> 2011</span>, <q>By 1980, some 300,000 Space Invader video arcade games were in use in Japan, and an additional 60,000 in the United States.</q></cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&amp;rft.genre=book&amp;rft.btitle=Genesis+II%2C+creation+and+recreation+with+computers&amp;rft.pages=175&amp;rft.pub=Reston+Publishing&amp;rft.date=1983&amp;rft.isbn=0-8359-2434-3&amp;rft.au=Dale+Peterson&amp;rft_id=https%3A%2F%2Fbooks.google.com%2Fbooks%3Fid%3DDL1YAAAAMAAJ&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AHistory+of+video+games" class="Z3988"></span></span> </li> <li id="cite_note-17"><span class="mw-cite-backlink"><b><a href="#cite_ref-17">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFLebowitzKlug2011" class="citation book cs1">Lebowitz, Josiah; Klug, Chris (2011). <a rel="nofollow" class="external text" href="https://books.google.com/books?id=QUrarEcvaO8C&amp;pg=PA14"><i>Interactive Storytelling for Video Games: A Player-centered Approach to Creating Memorable Characters and Stories</i></a>. <a href="/wiki/Taylor_%26_Francis" title="Taylor &amp; Francis">Taylor &amp; Francis</a>. p.&#160;14. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a>&#160;<a href="/wiki/Special:BookSources/978-0-240-81717-0" title="Special:BookSources/978-0-240-81717-0"><bdi>978-0-240-81717-0</bdi></a>. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20210425124157/https://books.google.com/books?id=QUrarEcvaO8C&amp;pg=PA14">Archived</a> from the original on April 25, 2021<span class="reference-accessdate">. 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Rogers; Judith K. Larsen (1984). <span class="id-lock-registration" title="Free registration required"><a rel="nofollow" class="external text" href="https://archive.org/details/siliconvalleyfev00roge"><i>Silicon Valley fever: growth of high-technology culture</i></a></span>. <a href="/wiki/Basic_Books" title="Basic Books">Basic Books</a>. p.&#160;<a rel="nofollow" class="external text" href="https://archive.org/details/siliconvalleyfev00roge/page/263">263</a>. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a>&#160;<a href="/wiki/Special:BookSources/0-465-07821-4" title="Special:BookSources/0-465-07821-4"><bdi>0-465-07821-4</bdi></a><span class="reference-accessdate">. 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Andrews UK Limited. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a>&#160;<a href="/wiki/Special:BookSources/9781782344957" title="Special:BookSources/9781782344957"><bdi>9781782344957</bdi></a>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&amp;rft.genre=book&amp;rft.btitle=101+Amazing+Atari+2600+Facts&amp;rft.pub=Andrews+UK+Limited&amp;rft.date=2012-12-03&amp;rft.isbn=9781782344957&amp;rft.aulast=Russell&amp;rft.aufirst=Jimmy&amp;rft_id=https%3A%2F%2Fbooks.google.com%2Fbooks%3Fid%3DQsa-BAAAQBAJ%26q%3Datari%2Bvcs%2Bchristmas%2B1979%26pg%3DPP10&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AHistory+of+video+games" class="Z3988"></span></span> </li> <li id="cite_note-22"><span class="mw-cite-backlink"><b><a href="#cite_ref-22">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFKent2001" class="citation book cs1">Kent, Steven (2001). <i>Ultimate History of Video Games</i>. <a href="/wiki/Three_Rivers_Press" title="Three Rivers Press">Three Rivers Press</a>. p.&#160;190. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a>&#160;<a href="/wiki/Special:BookSources/0-7615-3643-4" title="Special:BookSources/0-7615-3643-4"><bdi>0-7615-3643-4</bdi></a>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&amp;rft.genre=book&amp;rft.btitle=Ultimate+History+of+Video+Games&amp;rft.pages=190&amp;rft.pub=Three+Rivers+Press&amp;rft.date=2001&amp;rft.isbn=0-7615-3643-4&amp;rft.aulast=Kent&amp;rft.aufirst=Steven&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AHistory+of+video+games" class="Z3988"></span></span> </li> <li id="cite_note-23"><span class="mw-cite-backlink"><b><a href="#cite_ref-23">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFWeiss2007" class="citation book cs1">Weiss, Brett (2007). <i>Classic home video games, 1972–1984: a complete reference guide</i>. 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Retrieved <span class="nowrap">December 4,</span> 2007</span>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&amp;rft.genre=unknown&amp;rft.jtitle=Classic+Systems&amp;rft.atitle=NES&amp;rft_id=https%3A%2F%2Fwww.nintendo.com%2Fsystemsclassic%3Ftype%3Dnes&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AHistory+of+video+games" class="Z3988"></span></span> </li> <li id="cite_note-89"><span class="mw-cite-backlink"><b><a href="#cite_ref-89">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFPlunkett2011" class="citation web cs1">Plunkett, Luke (April 6, 2011). <a rel="nofollow" class="external text" href="https://kotaku.com/remembering-segas-exiled-mascot-5789284">"Remembering Sega's Exiled Mascot"</a>. <i><a href="/wiki/Kotaku" title="Kotaku">Kotaku</a></i><span class="reference-accessdate">. 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Journal for Computer Game Culture</i>. <b>3</b> (2): 149–176. <a href="/wiki/Doi_(identifier)" class="mw-redirect" title="Doi (identifier)">doi</a>:<span class="id-lock-free" title="Freely accessible"><a rel="nofollow" class="external text" href="https://doi.org/10.7557%2F23.6003">10.7557/23.6003</a></span>. <a href="/wiki/S2CID_(identifier)" class="mw-redirect" title="S2CID (identifier)">S2CID</a>&#160;<a rel="nofollow" class="external text" href="https://api.semanticscholar.org/CorpusID:62171492">62171492</a>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&amp;rft.genre=article&amp;rft.jtitle=Eludamos.+Journal+for+Computer+Game+Culture&amp;rft.atitle=Video+Game+Genre%2C+Evolution+and+Innovation&amp;rft.volume=3&amp;rft.issue=2&amp;rft.pages=149-176&amp;rft.date=2009&amp;rft_id=info%3Adoi%2F10.7557%2F23.6003&amp;rft_id=https%3A%2F%2Fapi.semanticscholar.org%2FCorpusID%3A62171492%23id-name%3DS2CID&amp;rft.aulast=Arsenault&amp;rft.aufirst=Dominic&amp;rft_id=https%3A%2F%2Fdoi.org%2F10.7557%252F23.6003&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AHistory+of+video+games" class="Z3988"></span></span> </li> <li id="cite_note-126"><span class="mw-cite-backlink"><b><a href="#cite_ref-126">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="http://www.gamasutra.com/features/20070515/cook_01.shtml">"The Circle of Life: An Analysis of the Game Product Life-cycle"</a>. <a href="/wiki/Gamasutra" class="mw-redirect" title="Gamasutra">Gamasutra</a>. 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Retrieved <span class="nowrap">August 20,</span> 2012</span>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&amp;rft.genre=article&amp;rft.jtitle=The+Globe+and+Mail&amp;rft.atitle=Lenovo%27s+Kinect-clone+evades+Chinese+ban+on+video-game+consoles&amp;rft.date=2012-06-18&amp;rft.au=Leslie+Hook&amp;rft_id=https%3A%2F%2Fwww.theglobeandmail.com%2Ftechnology%2Fgaming%2Fgaming-news%2Flenovos-kinect-clone-evades-chinese-ban-on-video-game-consoles%2Farticle4104133%2F&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AHistory+of+video+games" class="Z3988"></span></span> </li> <li id="cite_note-134"><span class="mw-cite-backlink"><b><a href="#cite_ref-134">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFLuke_Ume2011" class="citation web cs1">Luke Ume (December 15, 2011). <a rel="nofollow" class="external text" href="http://www.escapistmagazine.com/articles/view/features/9263-Console-Revolution">"Console Revolution"</a>. <i>The Escapist</i>. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20120512170149/http://www.escapistmagazine.com/articles/view/features/9263-Console-Revolution">Archived</a> from the original on May 12, 2012<span class="reference-accessdate">. Retrieved <span class="nowrap">August 20,</span> 2012</span>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&amp;rft.genre=unknown&amp;rft.jtitle=The+Escapist&amp;rft.atitle=Console+Revolution&amp;rft.date=2011-12-15&amp;rft.au=Luke+Ume&amp;rft_id=http%3A%2F%2Fwww.escapistmagazine.com%2Farticles%2Fview%2Ffeatures%2F9263-Console-Revolution&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AHistory+of+video+games" class="Z3988"></span></span> </li> <li id="cite_note-135"><span class="mw-cite-backlink"><b><a href="#cite_ref-135">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFScott_Sharkey" class="citation web cs1">Scott Sharkey. <a rel="nofollow" class="external text" href="http://www.1up.com/features/top-5-underappreciated-innovators">"Top 5 Underappreciated Innovators: Five genre-defining games that didn't get their due"</a>. <i><a href="/wiki/1UP.com" class="mw-redirect" title="1UP.com">1UP.com</a></i>. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20121018143104/http://www.1up.com/features/top-5-underappreciated-innovators">Archived</a> from the original on October 18, 2012<span class="reference-accessdate">. Retrieved <span class="nowrap">April 1,</span> 2011</span>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&amp;rft.genre=unknown&amp;rft.jtitle=1UP.com&amp;rft.atitle=Top+5+Underappreciated+Innovators%3A+Five+genre-defining+games+that+didn%27t+get+their+due&amp;rft.au=Scott+Sharkey&amp;rft_id=http%3A%2F%2Fwww.1up.com%2Ffeatures%2Ftop-5-underappreciated-innovators&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AHistory+of+video+games" class="Z3988"></span></span> </li> <li id="cite_note-136"><span class="mw-cite-backlink"><b><a href="#cite_ref-136">^</a></b></span> <span class="reference-text">Adam LaMosca, <a rel="nofollow" class="external text" href="http://www.escapistmagazine.com/articles/view/columns/waypoints/1310-On-Screen-Help-In-Game-Hindrance">On-Screen Help, In-Game Hindrance</a> <a rel="nofollow" class="external text" href="https://web.archive.org/web/20140201191746/http://www.escapistmagazine.com/articles/view/columns/waypoints/1310-On-Screen-Help-In-Game-Hindrance">Archived</a> February 1, 2014, at the <a href="/wiki/Wayback_Machine" title="Wayback Machine">Wayback Machine</a>, <i><a href="/wiki/The_Escapist_(magazine)" title="The Escapist (magazine)">The Escapist</a></i></span> </li> <li id="cite_note-137"><span class="mw-cite-backlink"><b><a href="#cite_ref-137">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://venturebeat.com/2011/11/14/making-of-the-xbox-1/">"The making of the Xbox: How Microsoft unleashed a video game revolution (part 1)"</a>. <i>VentureBeat</i>. 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Retrieved <span class="nowrap">February 13,</span> 2022</span>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&amp;rft.genre=unknown&amp;rft.jtitle=The+Wall+Street+Journal&amp;rft.atitle=Take-Two+Interactive+to+Buy+FarmVille+Maker+Zynga+in+%2411+Billion+Deal&amp;rft.date=2022-01-10&amp;rft.aulast=Needleman&amp;rft.aufirst=Sarah&amp;rft_id=https%3A%2F%2Fwww.wsj.com%2Farticles%2Fvideogame-maker-take-two-interactive-to-buy-zynga-in-12-7-billion-deal-11641818298&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AHistory+of+video+games" class="Z3988"></span></span> </li> <li id="cite_note-223"><span class="mw-cite-backlink"><b><a href="#cite_ref-223">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFPhillips2022" class="citation web cs1">Phillips, Tom (February 2, 2022). <a rel="nofollow" class="external text" href="https://www.eurogamer.net/articles/2022-02-02-playstation-plans-to-launch-more-than-10-live-service-games-before-march-2026">"PlayStation plans to launch more than 10 live service games before March 2026"</a>. <i><a href="/wiki/Eurogamer" title="Eurogamer">Eurogamer</a></i><span class="reference-accessdate">. Retrieved <span class="nowrap">February 3,</span> 2022</span>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&amp;rft.genre=unknown&amp;rft.jtitle=Eurogamer&amp;rft.atitle=PlayStation+plans+to+launch+more+than+10+live+service+games+before+March+2026&amp;rft.date=2022-02-02&amp;rft.aulast=Phillips&amp;rft.aufirst=Tom&amp;rft_id=https%3A%2F%2Fwww.eurogamer.net%2Farticles%2F2022-02-02-playstation-plans-to-launch-more-than-10-live-service-games-before-march-2026&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AHistory+of+video+games" class="Z3988"></span></span> </li> <li id="cite_note-224"><span class="mw-cite-backlink"><b><a href="#cite_ref-224">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation news cs1"><a rel="nofollow" class="external text" href="https://www.bbc.com/news/54233235">"Microsoft acquires Fallout creator Bethesda"</a>. <i>BBC News</i>. September 21, 2020. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20200921170703/https://www.bbc.com/news/54233235">Archived</a> from the original on September 21, 2020<span class="reference-accessdate">. Retrieved <span class="nowrap">September 21,</span> 2020</span>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&amp;rft.genre=article&amp;rft.jtitle=BBC+News&amp;rft.atitle=Microsoft+acquires+Fallout+creator+Bethesda&amp;rft.date=2020-09-21&amp;rft_id=https%3A%2F%2Fwww.bbc.com%2Fnews%2F54233235&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AHistory+of+video+games" class="Z3988"></span></span> </li> <li id="cite_note-225"><span class="mw-cite-backlink"><b><a href="#cite_ref-225">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFWeiseSorkinBrowningde_la_Merced2022" class="citation web cs1">Weise, Karen; Sorkin, Andrew Ross; Browning, Kellen; de la Merced, Michael J. (January 18, 2022). <a rel="nofollow" class="external text" href="https://www.nytimes.com/2022/01/18/business/microsoft-activision-blizzard.html">"Microsoft will buy Activision Blizzard, betting $70 billion on the future of games"</a>. <i><a href="/wiki/The_New_York_Times" title="The New York Times">The New York Times</a></i><span class="reference-accessdate">. Retrieved <span class="nowrap">February 13,</span> 2022</span>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&amp;rft.genre=unknown&amp;rft.jtitle=The+New+York+Times&amp;rft.atitle=Microsoft+will+buy+Activision+Blizzard%2C+betting+%2470+billion+on+the+future+of+games.&amp;rft.date=2022-01-18&amp;rft.aulast=Weise&amp;rft.aufirst=Karen&amp;rft.au=Sorkin%2C+Andrew+Ross&amp;rft.au=Browning%2C+Kellen&amp;rft.au=de+la+Merced%2C+Michael+J.&amp;rft_id=https%3A%2F%2Fwww.nytimes.com%2F2022%2F01%2F18%2Fbusiness%2Fmicrosoft-activision-blizzard.html&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AHistory+of+video+games" class="Z3988"></span></span> </li> <li id="cite_note-226"><span class="mw-cite-backlink"><b><a href="#cite_ref-226">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFKharifMochizuki2020" class="citation news cs1">Kharif, Olga; Mochizuki, Takashi (November 9, 2020). <a rel="nofollow" class="external text" href="https://www.bloomberg.com/news/articles/2020-11-09/game-prices-go-up-to-70-the-first-increase-in-15-years">"Video Game Prices Are Going Up for the First Time in 15 Years"</a>. <i>Bloomberg</i><span class="reference-accessdate">. Retrieved <span class="nowrap">March 2,</span> 2023</span>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&amp;rft.genre=article&amp;rft.jtitle=Bloomberg&amp;rft.atitle=Video+Game+Prices+Are+Going+Up+for+the+First+Time+in+15+Years&amp;rft.date=2020-11-09&amp;rft.aulast=Kharif&amp;rft.aufirst=Olga&amp;rft.au=Mochizuki%2C+Takashi&amp;rft_id=https%3A%2F%2Fwww.bloomberg.com%2Fnews%2Farticles%2F2020-11-09%2Fgame-prices-go-up-to-70-the-first-increase-in-15-years&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AHistory+of+video+games" class="Z3988"></span></span> </li> <li id="cite_note-227"><span class="mw-cite-backlink"><b><a href="#cite_ref-227">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation news cs1"><a rel="nofollow" class="external text" href="https://www.bloomberg.com/news/articles/2024-02-16/behind-the-video-game-layoffs-players-love-of-old-favorites">"What's Behind the Video-Game Layoffs? Players Sticking With Old Favorites"</a>. <i>Bloomberg.com</i>. February 16, 2024<span class="reference-accessdate">. Retrieved <span class="nowrap">March 5,</span> 2024</span>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&amp;rft.genre=article&amp;rft.jtitle=Bloomberg.com&amp;rft.atitle=What%27s+Behind+the+Video-Game+Layoffs%3F+Players+Sticking+With+Old+Favorites&amp;rft.date=2024-02-16&amp;rft_id=https%3A%2F%2Fwww.bloomberg.com%2Fnews%2Farticles%2F2024-02-16%2Fbehind-the-video-game-layoffs-players-love-of-old-favorites&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AHistory+of+video+games" class="Z3988"></span></span> </li> <li id="cite_note-228"><span class="mw-cite-backlink"><b><a href="#cite_ref-228">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://www.eurogamer.net/games-industry-layoffs-surpass-10000-for-2024-so-far">"Games industry layoffs surpass 10,000 for 2024 so far"</a>. <i><a href="/wiki/Eurogamer" title="Eurogamer">Eurogamer</a></i>. May 23, 2024.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&amp;rft.genre=unknown&amp;rft.jtitle=Eurogamer&amp;rft.atitle=Games+industry+layoffs+surpass+10%2C000+for+2024+so+far&amp;rft.date=2024-05-23&amp;rft_id=https%3A%2F%2Fwww.eurogamer.net%2Fgames-industry-layoffs-surpass-10000-for-2024-so-far&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AHistory+of+video+games" class="Z3988"></span></span> </li> </ol></div></div> <div class="mw-heading mw-heading2"><h2 id="Further_reading">Further reading</h2></div> <ul><li><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFPurcaru,_Bogdan_Ion2014" class="citation book cs1">Purcaru, Bogdan Ion (2014). <i>Games vs. Hardware. A history of PC gaming: The 80's <a href="/wiki/Kindle_Edition" class="mw-redirect" title="Kindle Edition">Kindle Edition</a></i>. <a href="/wiki/ASIN_(identifier)" class="mw-redirect" title="ASIN (identifier)">ASIN</a>&#160;<a rel="nofollow" class="external text" href="https://www.amazon.com/dp/B00I4KRI4E">B00I4KRI4E</a>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&amp;rft.genre=book&amp;rft.btitle=Games+vs.+Hardware.+A+history+of+PC+gaming%3A+The+80%27s+Kindle+Edition&amp;rft.date=2014&amp;rft_id=https%3A%2F%2Fwww.amazon.com%2Fdp%2FB00I4KRI4E%23id-name%3DASIN&amp;rft.au=Purcaru%2C+Bogdan+Ion&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AHistory+of+video+games" class="Z3988"></span></li> <li><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation book cs1"><i>All Your Base Are Belong to Us: How 50 Years of Videogames Conquered Pop Culture. New York: Three Rivers, 2011. Print</i>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&amp;rft.genre=book&amp;rft.btitle=All+Your+Base+Are+Belong+to+Us%3A+How+50+Years+of+Videogames+Conquered+Pop+Culture.+New+York%3A+Three+Rivers%2C+2011.+Print.&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AHistory+of+video+games" class="Z3988"></span></li> <li><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFHalter2006" class="citation book cs1">Halter, Ed (2006). <i><a href="/wiki/From_Sun_Tzu_to_Xbox" title="From Sun Tzu to Xbox">From Sun Tzu to Xbox: War and Video Games</a></i>. Thunder's Mouth Press. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a>&#160;<a href="/wiki/Special:BookSources/1-56025-681-8" title="Special:BookSources/1-56025-681-8"><bdi>1-56025-681-8</bdi></a>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&amp;rft.genre=book&amp;rft.btitle=From+Sun+Tzu+to+Xbox%3A+War+and+Video+Games&amp;rft.pub=Thunder%27s+Mouth+Press&amp;rft.date=2006&amp;rft.isbn=1-56025-681-8&amp;rft.aulast=Halter&amp;rft.aufirst=Ed&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AHistory+of+video+games" class="Z3988"></span></li> <li><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFTaylor2006" class="citation book cs1"><a href="/wiki/T._L._Taylor" title="T. L. Taylor">Taylor, T.L.</a> (2006). <span class="id-lock-registration" title="Free registration required"><a rel="nofollow" class="external text" href="https://archive.org/details/playbetweenworld0000tayl"><i>Play Between Worlds: Exploring Online Game Culture</i></a></span>. MIT Press. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a>&#160;<a href="/wiki/Special:BookSources/0-262-20163-1" title="Special:BookSources/0-262-20163-1"><bdi>0-262-20163-1</bdi></a>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&amp;rft.genre=book&amp;rft.btitle=Play+Between+Worlds%3A+Exploring+Online+Game+Culture&amp;rft.pub=MIT+Press&amp;rft.date=2006&amp;rft.isbn=0-262-20163-1&amp;rft.aulast=Taylor&amp;rft.aufirst=T.L.&amp;rft_id=https%3A%2F%2Farchive.org%2Fdetails%2Fplaybetweenworld0000tayl&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AHistory+of+video+games" class="Z3988"></span></li> <li><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFChaplinRuby2006" class="citation book cs1">Chaplin, Heather; Ruby, Aaron (2006). <i><a href="/wiki/SMARTBOMB:_The_Quest_for_Art,_Entertainment,_and_Big_Bucks_in_the_Videogame_Revolution" class="mw-redirect" title="SMARTBOMB: The Quest for Art, Entertainment, and Big Bucks in the Videogame Revolution">SMARTBOMB: The Quest for Art, Entertainment, and Big Bucks in the Videogame Revolution</a></i>. Algonquin Books. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a>&#160;<a href="/wiki/Special:BookSources/1-56512-545-2" title="Special:BookSources/1-56512-545-2"><bdi>1-56512-545-2</bdi></a>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&amp;rft.genre=book&amp;rft.btitle=SMARTBOMB%3A+The+Quest+for+Art%2C+Entertainment%2C+and+Big+Bucks+in+the+Videogame+Revolution&amp;rft.pub=Algonquin+Books&amp;rft.date=2006&amp;rft.isbn=1-56512-545-2&amp;rft.aulast=Chaplin&amp;rft.aufirst=Heather&amp;rft.au=Ruby%2C+Aaron&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AHistory+of+video+games" class="Z3988"></span></li> <li><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFBaer2005" class="citation book cs1"><a href="/wiki/Ralph_H._Baer" title="Ralph H. Baer">Baer, Ralph H.</a> (2005). <i>Videogames: In The Beginning</i>. Rolenta Press. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a>&#160;<a href="/wiki/Special:BookSources/0-9643848-1-7" title="Special:BookSources/0-9643848-1-7"><bdi>0-9643848-1-7</bdi></a>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&amp;rft.genre=book&amp;rft.btitle=Videogames%3A+In+The+Beginning&amp;rft.pub=Rolenta+Press&amp;rft.date=2005&amp;rft.isbn=0-9643848-1-7&amp;rft.aulast=Baer&amp;rft.aufirst=Ralph+H.&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AHistory+of+video+games" class="Z3988"></span></li> <li><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFKushner2004" class="citation book cs1"><a href="/wiki/David_Kushner_(writer)" title="David Kushner (writer)">Kushner, David</a> (2004). <i><a href="/wiki/Masters_of_Doom" title="Masters of Doom">Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture</a></i>. Random House, Inc. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a>&#160;<a href="/wiki/Special:BookSources/0-8129-7215-5" title="Special:BookSources/0-8129-7215-5"><bdi>0-8129-7215-5</bdi></a>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&amp;rft.genre=book&amp;rft.btitle=Masters+of+Doom%3A+How+Two+Guys+Created+an+Empire+and+Transformed+Pop+Culture&amp;rft.pub=Random+House%2C+Inc.&amp;rft.date=2004&amp;rft.isbn=0-8129-7215-5&amp;rft.aulast=Kushner&amp;rft.aufirst=David&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AHistory+of+video+games" class="Z3988"></span></li> <li><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFWolfPerron2003" class="citation book cs1">Wolf, Mark J.P.; Perron, Bernard, eds. (2003). <i>The Video Game Theory Reader</i>. Routledge. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a>&#160;<a href="/wiki/Special:BookSources/0-415-96579-9" title="Special:BookSources/0-415-96579-9"><bdi>0-415-96579-9</bdi></a>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&amp;rft.genre=book&amp;rft.btitle=The+Video+Game+Theory+Reader&amp;rft.pub=Routledge&amp;rft.date=2003&amp;rft.isbn=0-415-96579-9&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AHistory+of+video+games" class="Z3988"></span></li> <li><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFTakahashi2002" class="citation book cs1">Takahashi, Dean (2002). <a rel="nofollow" class="external text" href="https://archive.org/details/openingxboxinsid00taka"><i>Opening the Xbox: Inside Microsoft's Plan to Unleash an Entertainment Revolution</i></a>. Prima. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a>&#160;<a href="/wiki/Special:BookSources/0-7615-3708-2" title="Special:BookSources/0-7615-3708-2"><bdi>0-7615-3708-2</bdi></a>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&amp;rft.genre=book&amp;rft.btitle=Opening+the+Xbox%3A+Inside+Microsoft%27s+Plan+to+Unleash+an+Entertainment+Revolution&amp;rft.pub=Prima&amp;rft.date=2002&amp;rft.isbn=0-7615-3708-2&amp;rft.aulast=Takahashi&amp;rft.aufirst=Dean&amp;rft_id=https%3A%2F%2Farchive.org%2Fdetails%2Fopeningxboxinsid00taka&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AHistory+of+video+games" class="Z3988"></span></li> <li><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFKent2001" class="citation book cs1"><a href="/wiki/Steven_L._Kent" title="Steven L. Kent">Kent, Steven L.</a> (2001). <i>The Ultimate History of Video Games</i>. San Val Inc. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a>&#160;<a href="/wiki/Special:BookSources/0-613-91884-3" title="Special:BookSources/0-613-91884-3"><bdi>0-613-91884-3</bdi></a>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&amp;rft.genre=book&amp;rft.btitle=The+Ultimate+History+of+Video+Games&amp;rft.pub=San+Val+Inc.&amp;rft.date=2001&amp;rft.isbn=0-613-91884-3&amp;rft.aulast=Kent&amp;rft.aufirst=Steven+L.&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AHistory+of+video+games" class="Z3988"></span></li> <li><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFKent2000" class="citation book cs1"><a href="/wiki/Steven_L._Kent" title="Steven L. Kent">Kent, Steven L.</a> (2000). <i>The First Quarter: A 25-year history of video games</i>. BWD Press. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a>&#160;<a href="/wiki/Special:BookSources/0-9704755-0-0" title="Special:BookSources/0-9704755-0-0"><bdi>0-9704755-0-0</bdi></a>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&amp;rft.genre=book&amp;rft.btitle=The+First+Quarter%3A+A+25-year+history+of+video+games&amp;rft.pub=BWD+Press&amp;rft.date=2000&amp;rft.isbn=0-9704755-0-0&amp;rft.aulast=Kent&amp;rft.aufirst=Steven+L.&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AHistory+of+video+games" class="Z3988"></span></li> <li><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFJ.C.1997" class="citation book cs1">J.C., Herz (1997). <a rel="nofollow" class="external text" href="https://archive.org/details/joysticknationho00herz"><i>Joystick Nation</i></a>. Little, Brown, and Co. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a>&#160;<a href="/wiki/Special:BookSources/0-316-36007-4" title="Special:BookSources/0-316-36007-4"><bdi>0-316-36007-4</bdi></a>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&amp;rft.genre=book&amp;rft.btitle=Joystick+Nation&amp;rft.pub=Little%2C+Brown%2C+and+Co.&amp;rft.date=1997&amp;rft.isbn=0-316-36007-4&amp;rft.aulast=J.C.&amp;rft.aufirst=Herz&amp;rft_id=https%3A%2F%2Farchive.org%2Fdetails%2Fjoysticknationho00herz&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AHistory+of+video+games" class="Z3988"></span></li> <li><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFSheff" class="citation book cs1"><a href="/wiki/David_Sheff" title="David Sheff">Sheff, David</a>. <i>Game Over: The Maturing of Mario</i>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&amp;rft.genre=book&amp;rft.btitle=Game+Over%3A+The+Maturing+of+Mario&amp;rft.aulast=Sheff&amp;rft.aufirst=David&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AHistory+of+video+games" class="Z3988"></span></li> <li><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFHerman,_Leonard2001" class="citation book cs1">Herman, Leonard (2001). <a rel="nofollow" class="external text" href="http://www.rolentapress.com/"><i>Phoenix: The Fall &amp; Rise of Videogames</i></a> (3&#160;ed.). Rolenta Press. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a>&#160;<a href="/wiki/Special:BookSources/0-9643848-5-X" title="Special:BookSources/0-9643848-5-X"><bdi>0-9643848-5-X</bdi></a><span class="reference-accessdate">. Retrieved <span class="nowrap">September 24,</span> 2009</span>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&amp;rft.genre=book&amp;rft.btitle=Phoenix%3A+The+Fall+%26+Rise+of+Videogames&amp;rft.edition=3&amp;rft.pub=Rolenta+Press&amp;rft.date=2001&amp;rft.isbn=0-9643848-5-X&amp;rft.au=Herman%2C+Leonard&amp;rft_id=http%3A%2F%2Fwww.rolentapress.com%2F&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AHistory+of+video+games" class="Z3988"></span></li> <li><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFKohler2005" class="citation book cs1">Kohler, Chris (2005). <i>Power-Up: How Japanese Video Games Gave the World an Extra Life</i>. Brady Games. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a>&#160;<a href="/wiki/Special:BookSources/0-7440-0424-1" title="Special:BookSources/0-7440-0424-1"><bdi>0-7440-0424-1</bdi></a>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&amp;rft.genre=book&amp;rft.btitle=Power-Up%3A+How+Japanese+Video+Games+Gave+the+World+an+Extra+Life&amp;rft.pub=Brady+Games&amp;rft.date=2005&amp;rft.isbn=0-7440-0424-1&amp;rft.aulast=Kohler&amp;rft.aufirst=Chris&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AHistory+of+video+games" class="Z3988"></span></li> <li><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFForster,_Winnie2005" class="citation book cs1">Forster, Winnie (2005). <a rel="nofollow" class="external text" href="https://web.archive.org/web/20050526032440/http://www.gameplan.de/gameplan_01.5_UK/index.php"><i>The Encyclopedia of Game Machines&#160;– Consoles, handheld &amp; home computers 1972–2005</i></a>. Gameplan. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a>&#160;<a href="/wiki/Special:BookSources/3-00-015359-4" title="Special:BookSources/3-00-015359-4"><bdi>3-00-015359-4</bdi></a>. Archived from <a rel="nofollow" class="external text" href="http://www.gameplan.de/gameplan_01.5_UK/index.php">the original</a> on May 26, 2005<span class="reference-accessdate">. Retrieved <span class="nowrap">September 24,</span> 2009</span>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&amp;rft.genre=book&amp;rft.btitle=The+Encyclopedia+of+Game+Machines+%E2%80%93+Consoles%2C+handheld+%26+home+computers+1972%E2%80%932005&amp;rft.pub=Gameplan&amp;rft.date=2005&amp;rft.isbn=3-00-015359-4&amp;rft.au=Forster%2C+Winnie&amp;rft_id=http%3A%2F%2Fwww.gameplan.de%2Fgameplan_01.5_UK%2Findex.php&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AHistory+of+video+games" class="Z3988"></span></li> <li>Day, Walter. <i><a rel="nofollow" class="external text" href="https://web.archive.org/web/20101130004821/http://twingalaxies.com/index.aspx?c=17">The Golden Age of Video Game Arcades</a></i> (1998)&#160;– A 200-page story contained within <i>Twin Galaxies' Official Video Game &amp; Pinball Book of World Records</i>. <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a>&#160;<a href="/wiki/Special:BookSources/1-887472-25-8" title="Special:BookSources/1-887472-25-8">1-887472-25-8</a></li> <li><i>Video Game Invasion: The History of a Global Obsession</i> (2004) (Documentary. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20071218155909/http://www.gsn.com/corporate/press.php?release_id=18">Press Release</a>, <a rel="nofollow" class="external text" href="https://www.imdb.com/title/tt0464299/">IMDb</a>)</li></ul> <div class="mw-heading mw-heading2"><h2 id="External_links">External links</h2></div> <ul><li><a rel="nofollow" class="external text" href="http://www.cse.unr.edu/~sushil/class/games/notes/sushilHistory.ppt">Brief history of Video Gaming</a>, University of Nevada</li> <li><a rel="nofollow" class="external text" href="http://iasl.uni-muenchen.de/links/GCA-VII.1e.html">Thomas Dreher: History of Computer Art, chap. VII.1 Computer- and Video Games</a></li> <li><a rel="nofollow" class="external text" href="https://www.pbs.org/kcts/videogamerevolution/"><i>The Video Game Revolution</i></a> (2004) is a documentary from <a href="/wiki/PBS" title="PBS">PBS</a> that examines the evolution and history of the video game industry, from the 1950s through today, the impact of video games on society and culture, and the future of electronic gaming.</li></ul> <div class="navbox-styles"><style data-mw-deduplicate="TemplateStyles:r1236075235">.mw-parser-output .navbox{box-sizing:border-box;border:1px solid #a2a9b1;width:100%;clear:both;font-size:88%;text-align:center;padding:1px;margin:1em auto 0}.mw-parser-output .navbox .navbox{margin-top:0}.mw-parser-output .navbox+.navbox,.mw-parser-output .navbox+.navbox-styles+.navbox{margin-top:-1px}.mw-parser-output .navbox-inner,.mw-parser-output .navbox-subgroup{width:100%}.mw-parser-output .navbox-group,.mw-parser-output .navbox-title,.mw-parser-output .navbox-abovebelow{padding:0.25em 1em;line-height:1.5em;text-align:center}.mw-parser-output .navbox-group{white-space:nowrap;text-align:right}.mw-parser-output .navbox,.mw-parser-output .navbox-subgroup{background-color:#fdfdfd}.mw-parser-output .navbox-list{line-height:1.5em;border-color:#fdfdfd}.mw-parser-output .navbox-list-with-group{text-align:left;border-left-width:2px;border-left-style:solid}.mw-parser-output tr+tr>.navbox-abovebelow,.mw-parser-output tr+tr>.navbox-group,.mw-parser-output tr+tr>.navbox-image,.mw-parser-output tr+tr>.navbox-list{border-top:2px solid #fdfdfd}.mw-parser-output .navbox-title{background-color:#ccf}.mw-parser-output .navbox-abovebelow,.mw-parser-output .navbox-group,.mw-parser-output .navbox-subgroup .navbox-title{background-color:#ddf}.mw-parser-output .navbox-subgroup .navbox-group,.mw-parser-output .navbox-subgroup .navbox-abovebelow{background-color:#e6e6ff}.mw-parser-output .navbox-even{background-color:#f7f7f7}.mw-parser-output .navbox-odd{background-color:transparent}.mw-parser-output .navbox .hlist td dl,.mw-parser-output .navbox .hlist td ol,.mw-parser-output .navbox .hlist td ul,.mw-parser-output .navbox td.hlist dl,.mw-parser-output .navbox td.hlist ol,.mw-parser-output .navbox td.hlist ul{padding:0.125em 0}.mw-parser-output .navbox .navbar{display:block;font-size:100%}.mw-parser-output .navbox-title .navbar{float:left;text-align:left;margin-right:0.5em}body.skin--responsive .mw-parser-output .navbox-image img{max-width:none!important}@media print{body.ns-0 .mw-parser-output .navbox{display:none!important}}</style></div><div role="navigation" class="navbox" aria-labelledby="History_of_video_games" style="padding:3px"><table class="nowraplinks mw-collapsible expanded navbox-inner" style="border-spacing:0;background:transparent;color:inherit"><tbody><tr><th scope="col" class="navbox-title" colspan="2" style="background:#e8e8ff;"><div id="History_of_video_games" style="font-size:114%;margin:0 4em"><a class="mw-selflink selflink">History of video games</a></div></th></tr><tr><td colspan="2" class="navbox-list navbox-odd" style="width:100%;padding:0;font-size:114%"><div style="padding:0px"> <div class="navbox-styles"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1129693374"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1236075235"></div><div role="navigation" class="navbox" aria-labelledby="Chronology_of_video_games" style="padding:3px"><table class="nowraplinks mw-collapsible autocollapse navbox-inner" style="border-spacing:0;background:transparent;color:inherit"><tbody><tr><th scope="col" class="navbox-title" colspan="2"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1129693374"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1239400231"><div class="navbar plainlinks hlist navbar-mini"><ul><li class="nv-view"><a href="/wiki/Template:Chronology_of_video_games" title="Template:Chronology of video games"><abbr title="View this template">v</abbr></a></li><li class="nv-talk"><a href="/wiki/Template_talk:Chronology_of_video_games" title="Template talk:Chronology of video games"><abbr title="Discuss this template">t</abbr></a></li><li class="nv-edit"><a href="/wiki/Special:EditPage/Template:Chronology_of_video_games" title="Special:EditPage/Template:Chronology of video games"><abbr title="Edit this template">e</abbr></a></li></ul></div><div id="Chronology_of_video_games" style="font-size:114%;margin:0 4em"><a class="mw-selflink selflink">Chronology of video games</a></div></th></tr><tr><th scope="row" class="navbox-group" style="width:1%">Early history</th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Early_history_of_video_games" title="Early history of video games">1947–1972</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="/wiki/1970s_in_video_games" title="1970s in video games">1970s</a></th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/1970_in_video_games" title="1970 in video games">1970</a></li> <li><a href="/wiki/1971_in_video_games" title="1971 in video games">1971</a></li> <li><a href="/wiki/1972_in_video_games" title="1972 in video games">1972</a></li> <li><a href="/wiki/1973_in_video_games" title="1973 in video games">1973</a></li> <li><a href="/wiki/1974_in_video_games" title="1974 in video games">1974</a></li> <li><a href="/wiki/1975_in_video_games" title="1975 in video games">1975</a></li> <li><a href="/wiki/1976_in_video_games" title="1976 in video games">1976</a></li> <li><a href="/wiki/1977_in_video_games" title="1977 in video games">1977</a></li> <li><a href="/wiki/1978_in_video_games" title="1978 in video games">1978</a></li> <li><a href="/wiki/1979_in_video_games" title="1979 in video games">1979</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="/wiki/1980s_in_video_games" title="1980s in video games">1980s</a></th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/1980_in_video_games" title="1980 in video games">1980</a></li> <li><a href="/wiki/1981_in_video_games" title="1981 in video games">1981</a></li> <li><a href="/wiki/1982_in_video_games" title="1982 in video games">1982</a></li> <li><a href="/wiki/1983_in_video_games" title="1983 in video games">1983</a></li> <li><a href="/wiki/1984_in_video_games" title="1984 in video games">1984</a></li> <li><a href="/wiki/1985_in_video_games" title="1985 in video games">1985</a></li> <li><a href="/wiki/1986_in_video_games" title="1986 in video games">1986</a></li> <li><a href="/wiki/1987_in_video_games" title="1987 in video games">1987</a></li> <li><a href="/wiki/1988_in_video_games" title="1988 in video games">1988</a></li> <li><a href="/wiki/1989_in_video_games" title="1989 in video games">1989</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="/wiki/1990s_in_video_games" title="1990s in video games">1990s</a></th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/1990_in_video_games" title="1990 in video games">1990</a></li> <li><a href="/wiki/1991_in_video_games" title="1991 in video games">1991</a></li> <li><a href="/wiki/1992_in_video_games" title="1992 in video games">1992</a></li> <li><a href="/wiki/1993_in_video_games" title="1993 in video games">1993</a></li> <li><a href="/wiki/1994_in_video_games" title="1994 in video games">1994</a></li> <li><a href="/wiki/1995_in_video_games" title="1995 in video games">1995</a></li> <li><a href="/wiki/1996_in_video_games" title="1996 in video games">1996</a></li> <li><a href="/wiki/1997_in_video_games" title="1997 in video games">1997</a></li> <li><a href="/wiki/1998_in_video_games" title="1998 in video games">1998</a></li> <li><a href="/wiki/1999_in_video_games" title="1999 in video games">1999</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="/wiki/2000s_in_video_games" title="2000s in video games">2000s</a></th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/2000_in_video_games" title="2000 in video games">2000</a></li> <li><a href="/wiki/2001_in_video_games" title="2001 in video games">2001</a></li> <li><a href="/wiki/2002_in_video_games" title="2002 in video games">2002</a></li> <li><a href="/wiki/2003_in_video_games" title="2003 in video games">2003</a></li> <li><a href="/wiki/2004_in_video_games" title="2004 in video games">2004</a></li> <li><a href="/wiki/2005_in_video_games" title="2005 in video games">2005</a></li> <li><a href="/wiki/2006_in_video_games" title="2006 in video games">2006</a></li> <li><a href="/wiki/2007_in_video_games" title="2007 in video games">2007</a></li> <li><a href="/wiki/2008_in_video_games" title="2008 in video games">2008</a></li> <li><a href="/wiki/2009_in_video_games" title="2009 in video games">2009</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="/wiki/2010s_in_video_games" title="2010s in video games">2010s</a></th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/2010_in_video_games" title="2010 in video games">2010</a></li> <li><a href="/wiki/2011_in_video_games" title="2011 in video games">2011</a></li> <li><a href="/wiki/2012_in_video_games" title="2012 in video games">2012</a></li> <li><a href="/wiki/2013_in_video_games" title="2013 in video games">2013</a></li> <li><a href="/wiki/2014_in_video_games" title="2014 in video games">2014</a></li> <li><a href="/wiki/2015_in_video_games" title="2015 in video games">2015</a></li> <li><a href="/wiki/2016_in_video_games" title="2016 in video games">2016</a></li> <li><a href="/wiki/2017_in_video_games" title="2017 in video games">2017</a></li> <li><a href="/wiki/2018_in_video_games" title="2018 in video games">2018</a></li> <li><a href="/wiki/2019_in_video_games" title="2019 in video games">2019</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="/wiki/2020s_in_video_games" title="2020s in video games">2020s</a></th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/2020_in_video_games" title="2020 in video games">2020</a></li> <li><a href="/wiki/2021_in_video_games" title="2021 in video games">2021</a></li> <li><a href="/wiki/2022_in_video_games" title="2022 in video games">2022</a></li> <li><a href="/wiki/2023_in_video_games" title="2023 in video games">2023</a></li> <li><a href="/wiki/2024_in_video_games" title="2024 in video games">2024</a></li> <li><a href="/wiki/2025_in_video_games" title="2025 in video games">2025</a></li> <li><a href="/wiki/List_of_video_games_in_development" title="List of video games in development">Near future</a></li></ul> </div></td></tr></tbody></table></div> <div class="navbox-styles"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1129693374"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1236075235"></div><div role="navigation" class="navbox" aria-labelledby="Video_game_history_by_platform" style="padding:3px"><table class="nowraplinks mw-collapsible autocollapse navbox-inner" style="border-spacing:0;background:transparent;color:inherit"><tbody><tr><th scope="col" class="navbox-title" colspan="2"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1129693374"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1239400231"><div class="navbar plainlinks hlist navbar-mini"><ul><li class="nv-view"><a href="/wiki/Template:Video_game_history_by_platform" title="Template:Video game history by platform"><abbr title="View this template">v</abbr></a></li><li class="nv-talk"><a href="/wiki/Template_talk:Video_game_history_by_platform" title="Template talk:Video game history by platform"><abbr title="Discuss this template">t</abbr></a></li><li class="nv-edit"><a href="/wiki/Special:EditPage/Template:Video_game_history_by_platform" title="Special:EditPage/Template:Video game history by platform"><abbr title="Edit this template">e</abbr></a></li></ul></div><div id="Video_game_history_by_platform" style="font-size:114%;margin:0 4em"><a class="mw-selflink selflink">Video game history by platform</a></div></th></tr><tr><th scope="row" class="navbox-group" style="width:1%">By platform</th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Early_mainframe_games" title="Early mainframe games">Early mainframe games</a></li> <li><a href="/wiki/History_of_arcade_video_games" title="History of arcade video games">History of arcade video games</a> <ul><li><a href="/wiki/Golden_age_of_arcade_video_games" title="Golden age of arcade video games">Golden age</a></li> <li><a href="/wiki/Timeline_of_arcade_video_game_history" title="Timeline of arcade video game history">Timeline</a></li></ul></li> <li><a href="/wiki/History_of_video_game_consoles" title="History of video game consoles">History of video game consoles</a> <ul><li><a href="/wiki/Video_game_crash_of_1983" title="Video game crash of 1983">Crash of 1983</a></li> <li><a href="/wiki/Console_war" title="Console war">Console war</a></li></ul></li> <li><a href="/wiki/History_of_mobile_games" title="History of mobile games">History of mobile games</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">By console generation</th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/First_generation_of_video_game_consoles" title="First generation of video game consoles">First (1972–1980)</a></li> <li><a href="/wiki/Second_generation_of_video_game_consoles" title="Second generation of video game consoles">Second (1976–1992)</a></li> <li><a href="/wiki/Third_generation_of_video_game_consoles" title="Third generation of video game consoles">Third (1983–2003)</a></li> <li><a href="/wiki/Fourth_generation_of_video_game_consoles" title="Fourth generation of video game consoles">Fourth (1987–2003)</a></li> <li><a href="/wiki/Fifth_generation_of_video_game_consoles" title="Fifth generation of video game consoles">Fifth (1993–2005)</a></li> <li><a href="/wiki/Sixth_generation_of_video_game_consoles" title="Sixth generation of video game consoles">Sixth (1998–2013)</a></li> <li><a href="/wiki/Seventh_generation_of_video_game_consoles" title="Seventh generation of video game consoles">Seventh (2005–2017)</a></li> <li><a href="/wiki/Eighth_generation_of_video_game_consoles" title="Eighth generation of video game consoles">Eighth (2012–)</a></li> <li><a href="/wiki/Ninth_generation_of_video_game_consoles" title="Ninth generation of video game consoles">Ninth (2020–)</a></li></ul> </div></td></tr></tbody></table></div> <div class="navbox-styles"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1129693374"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1236075235"></div><div role="navigation" class="navbox" aria-labelledby="Video_game_genres" style="padding:3px"><table class="nowraplinks mw-collapsible autocollapse navbox-inner" style="border-spacing:0;background:transparent;color:inherit"><tbody><tr><th scope="col" class="navbox-title" colspan="3"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1129693374"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1239400231"><div class="navbar plainlinks hlist navbar-mini"><ul><li class="nv-view"><a href="/wiki/Template:Video_game_genre" title="Template:Video game genre"><abbr title="View this template">v</abbr></a></li><li class="nv-talk"><a href="/wiki/Template_talk:Video_game_genre" title="Template talk:Video game genre"><abbr title="Discuss this template">t</abbr></a></li><li class="nv-edit"><a href="/wiki/Special:EditPage/Template:Video_game_genre" title="Special:EditPage/Template:Video game genre"><abbr title="Edit this template">e</abbr></a></li></ul></div><div id="Video_game_genres" style="font-size:114%;margin:0 4em"><a href="/wiki/Video_game_genre" title="Video game genre">Video game genres</a></div></th></tr><tr><td class="navbox-abovebelow hlist" colspan="3"><div> <ul><li><a href="/wiki/List_of_video_game_genres" title="List of video game genres">List of video game genres</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="/wiki/Action_game" title="Action game">Action</a></th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em"></div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><th scope="row" class="navbox-group" style="width:1%"><a href="/wiki/Platformer" title="Platformer">Platformer</a></th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Endless_runner" title="Endless runner">Endless runner</a></li> <li><a href="/wiki/Platform_fighter" title="Platform fighter">Platform fighter</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="/wiki/Shooter_game" title="Shooter game">Shooter</a></th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Arena_shooter" title="Arena shooter">Arena</a></li> <li><a href="/wiki/First-person_shooter" title="First-person shooter">First-person</a></li> <li><a href="/wiki/Hero_shooter" title="Hero shooter">Hero</a></li> <li><a href="/wiki/Light_gun_shooter" class="mw-redirect" title="Light gun shooter">Light gun</a></li> <li><a href="/wiki/Shoot_%27em_up" title="Shoot &#39;em up">Shoot 'em up</a> <ul><li><a href="/wiki/Bullet_hell" title="Bullet hell">Bullet hell</a></li> <li><a href="/wiki/Rail_shooter" title="Rail shooter">Rail</a></li> <li><a href="/wiki/Twin-stick_shooter" title="Twin-stick shooter">Twin-stick</a></li></ul></li> <li><a href="/wiki/Tactical_shooter" title="Tactical shooter">Tactical</a></li> <li><a href="/wiki/Third-person_shooter" title="Third-person shooter">Third-person</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="/wiki/Survival_game" title="Survival game">Survival</a></th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Battle_royale_game" title="Battle royale game">Battle royale</a></li> <li><a href="/wiki/Survival_horror" title="Survival horror">Survival horror</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Other</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Beat_%27em_up" title="Beat &#39;em up">Beat 'em up</a> <ul><li><a href="/wiki/Hack_and_slash" title="Hack and slash">Hack and slash</a></li></ul></li> <li><a href="/wiki/Fighting_game" title="Fighting game">Fighting</a> <ul><li><a href="/wiki/Platform_fighter" title="Platform fighter">Platform fighter</a></li></ul></li> <li><a href="/wiki/Maze_video_game" class="mw-redirect" title="Maze video game">Maze</a> <ul><li><a href="/wiki/List_of_Pac-Man_clones" title="List of Pac-Man clones"><i>Pac-Man</i> clone</a></li></ul></li> <li><a href="/wiki/Snake_(video_game_genre)" title="Snake (video game genre)">Snake</a></li> <li><a href="/wiki/Stealth_game" title="Stealth game">Stealth</a></li></ul> </div></td></tr></tbody></table><div></div></td><td class="noviewer navbox-image" rowspan="10" style="width:1px;padding:0 0 0 2px"><div><span typeof="mw:File"><a href="/wiki/File:Video-Game-Controller-Icon-IDV-green-history.svg" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/9/97/Video-Game-Controller-Icon-IDV-green-history.svg/60px-Video-Game-Controller-Icon-IDV-green-history.svg.png" decoding="async" width="60" height="60" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/9/97/Video-Game-Controller-Icon-IDV-green-history.svg/90px-Video-Game-Controller-Icon-IDV-green-history.svg.png 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/9/97/Video-Game-Controller-Icon-IDV-green-history.svg/120px-Video-Game-Controller-Icon-IDV-green-history.svg.png 2x" data-file-width="249" data-file-height="249" /></a></span></div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="/wiki/Action-adventure_game" title="Action-adventure game">Action-adventure</a></th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Grand_Theft_Auto_clone" title="Grand Theft Auto clone"><i>Grand Theft Auto</i> clone</a></li> <li><a href="/wiki/Metroidvania" title="Metroidvania">Metroidvania</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="/wiki/Adventure_game" title="Adventure game">Adventure</a></th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Escape_room_video_game" title="Escape room video game">Escape room</a></li> <li><a href="/wiki/List_of_graphic_adventure_games" title="List of graphic adventure games">Graphic adventure</a></li> <li><a href="/wiki/Interactive_fiction" title="Interactive fiction">Interactive fiction</a></li> <li><a href="/wiki/Interactive_film" title="Interactive film">Interactive film</a></li> <li><a href="/wiki/Visual_novel" title="Visual novel">Visual novel</a></li> <li><a href="/wiki/Walking_simulator" title="Walking simulator">Walking sim</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="/wiki/Digital_tabletop_game" title="Digital tabletop game">Digital tabletop</a></th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Deck-building_game" title="Deck-building game">Deck-building</a> <ul><li><a href="/wiki/Roguelike_deck-building_game" title="Roguelike deck-building game">Roguelike deck-building</a></li></ul></li> <li><a href="/wiki/Digital_collectible_card_game" title="Digital collectible card game">Digital collectible card</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="/wiki/Puzzle_video_game" title="Puzzle video game">Puzzle</a></th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Hidden_object_game" title="Hidden object game">Hidden object</a></li> <li><a href="/wiki/Sokoban" title="Sokoban"><i>Sokoban</i></a></li> <li><a href="/wiki/Tile-matching_video_game" title="Tile-matching video game">Tile-matching</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="/wiki/Role-playing_video_game" title="Role-playing video game">Role-playing</a></th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Action_role-playing_game" title="Action role-playing game">Action role-playing</a> <ul><li><a href="/wiki/Looter_shooter" title="Looter shooter">Looter shooter</a></li> <li><a href="/wiki/Soulslike" title="Soulslike">Soulslike</a></li></ul></li> <li><a href="/wiki/Dungeon_crawl" title="Dungeon crawl">Dungeon crawl</a></li> <li><a href="/wiki/Massively_multiplayer_online_role-playing_game" title="Massively multiplayer online role-playing game">MMORPG</a></li> <li><a href="/wiki/Monster-taming_game" title="Monster-taming game">Monster-taming</a></li> <li><a href="/wiki/Roguelike" title="Roguelike">Roguelike</a> <ul><li><a href="/wiki/Roguelike_deck-building_game" title="Roguelike deck-building game">Roguelike deck-building</a></li></ul></li> <li><a href="/wiki/Tactical_role-playing_game" title="Tactical role-playing game">Tactical role-playing</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="/wiki/Simulation_video_game" title="Simulation video game">Simulation</a></th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em"></div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><th scope="row" class="navbox-group" style="width:1%"><a href="/wiki/Life_simulation_game" title="Life simulation game">Life</a></th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Dating_sim" title="Dating sim">Dating</a></li> <li><a href="/wiki/Farm_life_sim" title="Farm life sim">Farming</a></li> <li><a href="/wiki/God_game" title="God game">God</a></li> <li><a href="/wiki/Social_simulation_game" title="Social simulation game">Social</a></li> <li><a href="/wiki/Virtual_pet" title="Virtual pet">Virtual pet</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="/wiki/Construction_and_management_simulation" title="Construction and management simulation">CMS</a></th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Business_simulation_game" title="Business simulation game">Business</a></li> <li><a href="/wiki/City-building_game" title="City-building game">City-building</a></li> <li><a href="/wiki/Government_simulation_game" title="Government simulation game">Government</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="/wiki/Sports_video_game" title="Sports video game">Sports</a></th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Fishing_video_game" title="Fishing video game">Fishing</a></li> <li><a href="/wiki/Racing_game" title="Racing game">Racing</a> <ul><li><a href="/wiki/Kart_racing_game" title="Kart racing game">Kart racing</a></li> <li><a href="/wiki/Sim_racing" title="Sim racing">Sim racing</a></li></ul></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="/wiki/Vehicle_simulation_game" title="Vehicle simulation game">Vehicle</a></th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Flight_simulation_video_game" title="Flight simulation video game">Flight simulation</a> <ul><li><a href="/wiki/Combat_flight_simulation_game" title="Combat flight simulation game">Combat</a></li> <li><a href="/wiki/Lunar_Lander_(video_game_genre)" title="Lunar Lander (video game genre)">Lunar Lander</a></li> <li><a href="/wiki/Space_flight_simulation_game" title="Space flight simulation game">Space</a></li></ul></li> <li><a href="/wiki/Submarine_simulator" title="Submarine simulator">Submarine simulator</a></li> <li><a href="/wiki/Train_simulator" title="Train simulator">Train simulator</a></li> <li><a href="/wiki/Vehicular_combat_game" title="Vehicular combat game">Vehicular combat</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Other</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Falling-sand_game" title="Falling-sand game">Falling-sand</a></li> <li><a href="/wiki/Immersive_sim" title="Immersive sim">Immersive sim</a></li></ul> </div></td></tr></tbody></table><div></div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="/wiki/Strategy_video_game" title="Strategy video game">Strategy</a></th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/4X" title="4X">4X</a></li> <li><a href="/wiki/Auto_battler" title="Auto battler">Auto battler</a></li> <li><a href="/wiki/Multiplayer_online_battle_arena" title="Multiplayer online battle arena">MOBA</a></li> <li><a href="/wiki/Real-time_strategy" title="Real-time strategy">Real-time strategy</a> <ul><li><a href="/wiki/Time_management_game" title="Time management game">Time management</a></li></ul></li> <li><a href="/wiki/Real-time_tactics" title="Real-time tactics">Real-time tactics</a></li> <li><a href="/wiki/Tactical_role-playing_game" title="Tactical role-playing game">Tactical role-playing</a></li> <li><a href="/wiki/Tower_defense" title="Tower defense">Tower defense</a></li> <li><a href="/wiki/Turn-based_strategy" title="Turn-based strategy">Turn-based strategy</a></li> <li><a href="/wiki/Turn-based_tactics" title="Turn-based tactics">Turn-based tactics</a> <ul><li><a href="/wiki/Artillery_game" title="Artillery game">Artillery</a></li></ul></li> <li><a href="/wiki/Computer_wargame" title="Computer wargame">Wargame</a> <ul><li><a href="/wiki/Grand_strategy_wargame" title="Grand strategy wargame">Grand strategy</a></li></ul></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Other genres</th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Cozy_game" title="Cozy game">Cozy</a></li> <li><a href="/wiki/Fitness_game" title="Fitness game">Fitness</a></li> <li><a href="/wiki/Horror_game" title="Horror game">Horror</a> <ul><li><a href="/wiki/Survival_horror" title="Survival horror">Survival horror</a></li></ul></li> <li><a href="/wiki/Incremental_game" title="Incremental game">Incremental</a></li> <li><a href="/wiki/Music_video_game" title="Music video game">Music</a> <ul><li><a href="/wiki/Rhythm_game" title="Rhythm game">Rhythm</a></li></ul></li> <li><a href="/wiki/Non-game" title="Non-game">Non-game</a></li> <li><a href="/wiki/Party_video_game" title="Party video game">Party</a></li> <li><a href="/wiki/Photography_game" title="Photography game">Photography</a></li> <li><a href="/wiki/Programming_game" title="Programming game">Programming</a></li> <li><a href="/wiki/Typing_game" title="Typing game">Typing</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Related concepts</th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em"></div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><th scope="row" class="navbox-group" style="width:1%">Themes</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Advergame" title="Advergame">Advergame</a></li> <li><a href="/wiki/Bish%C5%8Djo_game" title="Bishōjo game"><i>Bishōjo</i></a></li> <li><a href="/wiki/Christian_video_game" title="Christian video game">Christian</a></li> <li><a href="/wiki/Comedy_in_video_games" title="Comedy in video games">Comedy</a></li> <li><a href="/wiki/Educational_video_game" title="Educational video game">Educational</a></li> <li><a href="/wiki/Girls%27_video_games" title="Girls&#39; video games">Girls</a></li> <li><a href="/wiki/Licensed_game" title="Licensed game">Licensed</a></li> <li><a href="/wiki/Otome_game" title="Otome game"><i>Otome</i></a></li> <li><a href="/wiki/Sexual_content_in_video_games" title="Sexual content in video games">Sexual</a> <ul><li><i><a href="/wiki/Eroge" title="Eroge">Eroge</a></i></li></ul></li> <li><a href="/wiki/Nonviolent_video_game" title="Nonviolent video game">Nonviolent</a></li> <li><a href="/wiki/Personalized_video_game" title="Personalized video game">Personalized</a></li> <li><a href="/wiki/Science_fiction_video_game" title="Science fiction video game">Sci-fi</a></li> <li><a href="/wiki/Serious_game" title="Serious game">Serious</a> <ul><li><a href="/wiki/Art_game" title="Art game">Art</a></li> <li><a href="/wiki/Climate_change_video_game" title="Climate change video game">Climate change</a></li> <li><a href="/wiki/Newsgame" title="Newsgame">News</a></li></ul></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Player modes</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Multiplayer_video_game" title="Multiplayer video game">Multiplayer</a> <ul><li><a href="/wiki/Cooperative_video_game" title="Cooperative video game">Co-op</a></li> <li><a href="/wiki/Massively_multiplayer_online_game" title="Massively multiplayer online game">MMO</a></li> <li><a href="/wiki/Player_versus_player" title="Player versus player">PVP</a></li></ul></li> <li><a href="/wiki/Single-player_video_game" title="Single-player video game">Single-player</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Production</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/AAA_(video_game_industry)" title="AAA (video game industry)">AAA</a></li> <li><a href="/wiki/Indie_game" title="Indie game">Indie</a> <ul><li><a href="/wiki/Doujin_soft" title="Doujin soft"><i>Doujin</i> soft</a></li> <li><a href="/wiki/Fan_game" title="Fan game">Fan game</a></li></ul></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Design</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Casual_game" title="Casual game">Casual</a> <ul><li><a href="/wiki/Hypercasual_game" title="Hypercasual game">Hypercasual</a></li></ul></li> <li><a href="/wiki/Emergent_gameplay" title="Emergent gameplay">Emergent gameplay</a></li> <li><a href="/wiki/Full-motion_video" title="Full-motion video">FMV</a></li> <li><a href="/wiki/Gacha_game" title="Gacha game"><i>Gacha</i></a></li> <li><a href="/wiki/Kaizo" title="Kaizo"><i>Kaizo</i></a></li> <li><a href="/wiki/Masocore" title="Masocore">Masocore</a></li> <li><a href="/wiki/Nonlinear_gameplay" title="Nonlinear gameplay">Nonlinear gameplay</a> <ul><li><a href="/wiki/Open_world" title="Open world">Open world</a></li> <li><a href="/wiki/Sandbox_game" title="Sandbox game">Sandbox</a></li></ul></li> <li><a href="/wiki/Side-scrolling_video_game" title="Side-scrolling video game">Side-scrolling</a></li> <li><a href="/wiki/Twitch_gameplay" title="Twitch gameplay">Twitch gameplay</a></li> <li><a href="/wiki/Vertically_scrolling_video_game" title="Vertically scrolling video game">Vertically scrolling</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Other</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Minigame" title="Minigame">Minigame</a></li> <li><a href="/wiki/Toys-to-life" title="Toys-to-life">Toys-to-life</a></li> <li><a href="/wiki/Video_game_clone" title="Video game clone">Video game clone</a></li> <li><a href="/wiki/Video_game_modding" title="Video game modding">Video game modding</a></li> <li><a href="/wiki/Video_game_remake" title="Video game remake">Video game remake</a></li></ul> </div></td></tr></tbody></table><div></div></td></tr></tbody></table></div> <div class="navbox-styles"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1129693374"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1236075235"></div><div role="navigation" class="navbox" aria-labelledby="Video_games_by_country" style="padding:3px"><table class="nowraplinks mw-collapsible autocollapse navbox-inner" style="border-spacing:0;background:transparent;color:inherit"><tbody><tr><th scope="col" class="navbox-title" colspan="2"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1129693374"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1239400231"><div class="navbar plainlinks hlist navbar-mini"><ul><li class="nv-view"><a href="/wiki/Template:Video_games_by_country" title="Template:Video games by country"><abbr title="View this template">v</abbr></a></li><li class="nv-talk"><a href="/wiki/Template_talk:Video_games_by_country" title="Template talk:Video games by country"><abbr title="Discuss this template">t</abbr></a></li><li class="nv-edit"><a href="/wiki/Special:EditPage/Template:Video_games_by_country" title="Special:EditPage/Template:Video games by country"><abbr title="Edit this template">e</abbr></a></li></ul></div><div id="Video_games_by_country" style="font-size:114%;margin:0 4em">Video games by country</div></th></tr><tr><th scope="row" class="navbox-group" style="width:1%">Africa</th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Video_games_in_Ghana" title="Video games in Ghana">Ghana</a></li> <li><a href="/wiki/Video_games_in_Kenya" title="Video games in Kenya">Kenya</a></li> <li><a href="/wiki/Video_games_in_Nigeria" title="Video games in Nigeria">Nigeria</a></li> <li><a href="/wiki/Video_games_in_South_Africa" title="Video games in South Africa">South Africa</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Americas</th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Video_games_in_Latin_America" title="Video games in Latin America">Latin America</a> <ul><li><a href="/wiki/Video_games_in_Brazil" title="Video games in Brazil">Brazil</a></li> <li><a href="/wiki/Video_games_in_Colombia" title="Video games in Colombia">Colombia</a></li></ul></li> <li><a href="/wiki/Video_games_in_Canada" title="Video games in Canada">Canada</a></li> <li><a href="/wiki/Video_games_in_the_United_States" title="Video games in the United States">United States</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Asia</th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Video_games_in_Bangladesh" title="Video games in Bangladesh">Bangladesh</a></li> <li><a href="/wiki/Video_games_in_China" title="Video games in China">China</a></li> <li><a href="/wiki/Video_games_in_India" title="Video games in India">India</a></li> <li><a href="/wiki/Video_games_in_Indonesia" title="Video games in Indonesia">Indonesia</a></li> <li><a href="/wiki/Video_games_in_Iran" title="Video games in Iran">Iran</a></li> <li><a href="/wiki/Video_games_in_Japan" title="Video games in Japan">Japan</a></li> <li><a href="/wiki/Video_games_in_South_Korea" title="Video games in South Korea">South Korea</a></li> <li><a href="/wiki/Video_games_in_Malaysia" title="Video games in Malaysia">Malaysia</a></li> <li><a href="/wiki/Video_games_in_the_Philippines" title="Video games in the Philippines">Philippines</a></li> <li><a href="/wiki/Video_games_in_Russia" title="Video games in Russia">Russia</a></li> <li><a href="/wiki/Video_games_in_Thailand" title="Video games in Thailand">Thailand</a></li> <li><a href="/wiki/Video_games_in_Turkey" title="Video games in Turkey">Turkey</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Europe</th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Video_games_in_Belgium" title="Video games in Belgium">Belgium</a></li> <li><a href="/wiki/Video_games_in_the_Czech_Republic" title="Video games in the Czech Republic">Czech Republic</a></li> <li><a href="/wiki/Video_games_in_Finland" title="Video games in Finland">Finland</a></li> <li><a href="/wiki/Video_games_in_France" title="Video games in France">France</a></li> <li><a href="/wiki/Video_games_in_Germany" title="Video games in Germany">Germany</a></li> <li><a href="/wiki/Video_games_in_Greece" title="Video games in Greece">Greece</a></li> <li><a href="/wiki/Video_games_in_Ireland" title="Video games in Ireland">Ireland</a></li> <li><a href="/wiki/Video_games_in_Italy" title="Video games in Italy">Italy</a></li> <li><a href="/wiki/Video_games_in_Lithuania" title="Video games in Lithuania">Lithuania</a></li> <li><a href="/wiki/Video_games_in_the_Netherlands" title="Video games in the Netherlands">Netherlands</a></li> <li><a href="/wiki/Video_games_in_Norway" title="Video games in Norway">Norway</a></li> <li><a href="/wiki/Video_games_in_Poland" title="Video games in Poland">Poland</a></li> <li><a href="/wiki/Video_games_in_Russia" title="Video games in Russia">Russia</a></li> <li><a href="/wiki/Video_games_in_Spain" title="Video games in Spain">Spain</a></li> <li><a href="/wiki/Video_games_in_Sweden" title="Video games in Sweden">Sweden</a></li> <li><a href="/wiki/Video_games_in_Switzerland" title="Video games in Switzerland">Switzerland</a></li> <li><a href="/wiki/Video_games_in_Turkey" title="Video games in Turkey">Turkey</a></li> <li><a href="/wiki/Video_games_in_Ukraine" title="Video games in Ukraine">Ukraine</a></li> <li><a href="/wiki/Video_games_in_the_United_Kingdom" title="Video games in the United Kingdom">United Kingdom</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Oceania</th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Video_games_in_Australia" title="Video games in Australia">Australia</a></li> <li><a href="/wiki/Video_games_in_New_Zealand" title="Video games in New Zealand">New Zealand</a></li></ul> </div></td></tr></tbody></table></div> </div></td></tr></tbody></table></div> <!-- NewPP limit report Parsed by mw‐web.eqiad.main‐5dc468848‐sbv72 Cached time: 20241122140415 Cache expiry: 2592000 Reduced expiry: false Complications: [vary‐revision‐sha1, show‐toc] CPU time usage: 2.277 seconds Real time usage: 2.643 seconds Preprocessor visited node count: 14613/1000000 Post‐expand include size: 532319/2097152 bytes Template argument size: 2477/2097152 bytes Highest expansion depth: 16/100 Expensive parser function count: 43/500 Unstrip recursion depth: 1/20 Unstrip post‐expand size: 897411/5000000 bytes Lua time usage: 1.397/10.000 seconds Lua memory usage: 8829070/52428800 bytes Lua Profile: MediaWiki\Extension\Scribunto\Engines\LuaSandbox\LuaSandboxCallback::callParserFunction 280 ms 19.4% ? 220 ms 15.3% dataWrapper <mw.lua:672> 200 ms 13.9% 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