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Video game crash of 1983

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954: 37: 4619: 1313:, it opened the Famicom to third-party development, but instituted a license fee of 30% per game cartridge for these third-parties to develop games, a system used by console manufactures to this day. Nintendo maintained strict manufacturing control and requiring payment in full before manufacturing. Cartridges could not be returned to Nintendo, so publishers assumed all the financial risk of selling all units ordered. Nintendo limited most third-party publishers to only five games per year on its systems (some companies tried to get around this by creating additional company labels like 1188: 1089: 1004:, that millions of unsold cartridges were buried there. Gaming historians received permission to dig up the landfill as part of a documentary in 2014, during which former Atari executive James Heller, who had overseen the original burial clarified that only about 728,000 cartridges had been buried in 1982, backed by estimates made during the excavation, and disproving the scale of the urban legend. Atari's burial remains an iconic representation of the 1983 video game crash. By the end of 1983, Atari had over 502: 729: 1221: 3704: 879:
reduced production in the middle of the year because of weak demand even as prices remained low, causing shortages as sales suddenly rose during the Christmas season; only the Commodore 64 was widely available, with an estimated more than 500,000 computers sold during Christmas. The 99/4A was such a disaster for TI, that the company's stock immediately rose by 25% after the company discontinued it and exited the home-computer market in late 1983.
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more successful third-party companies like Activision due to poorly informed consumers being drawn by price to purchase the bargain titles rather than quality. By June 1983, the market for the more expensive games had shrunk dramatically and was replaced by a new market of rushed-to-market, low-budget games. Crane said that "those awful games flooded the market at huge discounts, and ruined the video game business".
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numbers. However, with at least 50 different companies in the new marketspace, and each having produced between one and two million cartridges, along with Atari's own estimated 60 million cartridges in 1982, there was over 200% production of the actual demand for cartridges in 1982, which contributed to the stockpiling of unsold inventory during the crash.
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something that the field collectively needs, particularly now: A respect for profitability. A capability to earn money. That is precisely what the field needs ... I look back a year or two in the videogame field, or the home-computer field, how much better everyone was, when most people were making money, rather than very few were making money.
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the previous generation. A large majority of the market was controlled by Nintendo; it sold more than 35 million units in the United States, exceeding the sales of other consoles and personal computers by a considerable margin. New Japanese companies entered the market to challenge Nintendo's success in the United States, NEC's
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By the time the U.S. video game market recovered in the late 1980s, the NES was by far the dominant console in the United States, leaving only a fraction of the market to Atari. By 1989, home video game sales in the United States had reached $ 5 billion, surpassing the 1982 peak of $ 3 billion during
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Lack of confidence in the video game sector caused many retailers to stop selling video game consoles or reduced their stock significantly, reserving floor or shelf space for other products. Retailers established to exclusively sell video games folded, which impacted sales of personal computer games.
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stated in December, "in 1982 few games broke new ground in either design or format ... If the public really likes an idea, it is milked for all its worth, and numerous clones of a different color soon crowd the shelves. That is, until the public stops buying or something better comes along. Companies
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The crash in 1983 had the largest impact in the United States. It rippled through all sectors of the global video game market worldwide, though sales of video games still remained strong in Japan, Europe, and Canada from the beleaguered American companies. It took several years for the U.S. industry
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Two major events of 1985 helped to revitalize the video game industry. One factor came from increased sales of personal computers from Commodore and Tandy, which helped to maintain revenue for game developers like Activision and Electronic Arts, keeping the video game market alive. The other was the
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recognized in 1982 that the industry's saturation point was imminent. However, Kassar expected this to occur when about half of American households had a video game console. The crash occurred when about 15 million machines had been sold, which soundly under-shot Kassar's estimate. Michael Katz, the
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Each new console had its own library of games produced exclusively by the console maker, while the Atari VCS also had a large selection of titles produced by third-party developers. In 1982, analysts marked trends of saturation, mentioning that the amount of new software coming in would only allow a
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that allowed for multiplayer capabilities. The computer game market grew between 1983 and 1984, overtaking the console market, but overall video game revenue had declined significantly due to the considerable decline of the console market as well as the arcade market to an extent. The home computer
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which was designed to prevent cartridges made without the chip from being played on the NES. The 10NES lockout was not perfect, as later in the NES' lifecycle methods were found to bypass it, but it did sufficiently allow Nintendo to strengthen its publishing control to avoid the mistakes Atari had
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in 1983 and then the rise of computer games in 1984. It was not until the late 1980s with the arrival of the Master System and NES that the home console market recovered in the UK. Computer games remained the dominant sector of the UK home video game market up until they were surpassed by Sega and
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The impact on the retail sector of the crash was the most formidable barrier that confronted Nintendo as it tried to market the Famicom in the United States. A planned deal with Atari to distribute the Famicom in North America fell apart in the wake of the crash, resulting in Nintendo handling the
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had decided to pull out of the video game console industry. The general consensus was that video games were just a fad that came as quickly as they left. But outside of North America the video game industry was doing very well. Home consoles were growing in popularity in Japan while home computers
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The full effects of the industry crash were not felt until 1985. Despite Atari's claim of 1 million in worldwide sales of its 2600 game system that year, recovery was slow. The sales of home video games had dropped from $ 3.2 billion in 1982 to $ 100 million in 1985. Analysts doubted the long-term
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The presence of third-party sales drew the market share that the console manufacturers had. Atari's share of the cartridge-game market fell from 75% in 1981 to less than 40% in 1982, which negatively affected their finances. The bargain sales of poor-quality titles further drew sales away from the
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market was able to gain a strong foothold in 1983 and beyond. Developers that had been primarily in the console games space, like Activision, turned their attention to developing computer game titles to stay viable. Newer companies also were founded to capture the growing interest in the computer
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home computer because although IBM was a competitor, it "is a company that knows how to make money". "I look back a year or two in the videogame field, or the home-computer field", Greenberg added, "how much better everyone was, when most people were making money, rather than very few". Companies
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Microcomputers dominated the European market throughout the 1980s and with domestic production for those formats thriving over the same period, there was minimal trans-Atlantic ripple from American game production and trends. Partly as a distant knock-on effect of the crash and partly due to the
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The flood of new games was released into a limited competitive space. According to Activision's Jim Levy, they had projected that the total cartridge market in 1982 would be around 60 million, anticipating Activision would be able to secure between 12% and 15% of that market for their production
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IBM is just not another strong company making a positive statement about the home-computer field's future. IBM is a company that knows how to make money. IBM is a company that knows how to make money in hardware, and makes more money in software. What IBM can bring to the home-computer field is
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BIOS checked for a copyright string on power-up), the Atari 2600 was completely unprotected and once information on its hardware became available, little prevented anyone from making games for the system. Nintendo thus instituted a strict licensing policy for the NES that included equipping the
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retrospectively. These two consoles were very popular, buoyed by an economic bubble in Japan. The units readily outsold Atari and Mattel's existing systems, and with both Atari and Mattel focusing on recovering domestic sales, the Japanese consoles effectively went uncontested over the next few
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the day before its stock was to go public; the company later collapsed. Activision had to downsize across 1984 and 1985 due to loss of revenue, and to stay competitive and maintain financial security, began development of games for the personal computer. Within a few years, Activision no longer
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The U.S. video game crash had two long-lasting results. The first result was that dominance in the home console market shifted from the United States to Japan. The crash did not directly affect the financial viability of the video game market in Japan, but it still came as a surprise there and
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With the release of so many new games in 1982 that flooded the market, most stores had insufficient space to carry new games and consoles. As stores tried to return the surplus games to the new publishers, the publishers had neither new products nor cash to issue refunds to the retailers. Many
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Around the time home consoles started falling out of favor, home computers like the Commodore VIC-20, the Commodore 64, and the Apple ][ became affordable for the average family. Needless to say, the computer manufacturers of the age seized on the opportunity to ask parents, "Hey, why are you
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in 1978 but was waning by 1983, due to the expansion of home consoles, the lack of novel games, and undue attention to teenage delinquency around video arcades. While the number of arcades in the United States had doubled to 10,000 from 1980 to 1982, the crash led to a closure of around 1,500
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had predicted in early 1981 that Japanese companies would eventually dominate the North American video game industry, as American video game companies were increasingly licensing products from Japanese companies, who in turn were opening up North American branches. By 1982–1983, Japanese
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in North America in late 1985, followed by the full national release early the following year. Following 1986, the industry began recovering, and by 1988, annual sales in the industry exceeding $ 2.3 billion with 70% of the market dominated by Nintendo. In 1986, Nintendo president
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noted that "Atari collapsed because they gave too much freedom to third-party developers and the market was swamped with rubbish games". In response, Nintendo limited the number of titles that third-party developers could release for their system each year, and promoted its
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In 1982, a price war that began between Commodore and Texas Instruments led to home computers becoming as inexpensive as video-game consoles; after Commodore cut the retail price of the C64 to $ 300 in June 1983, some stores began selling it for as little as $ 199.
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stated that 2600 cartridges were "no longer a growth industry". Activision, Atari, and Mattel all had experienced programmers, but many of the new companies rushing to join the market did not have the expertise or talent to create quality games. Titles such as the
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who left the company because they felt that Atari's developers should receive the same recognition and accolades (specifically in the form of sales-based royalties and public-facing credits) as the actors, directors, and musicians working for other subsidiaries of
608:(Atari's parent company at the time). Already being quite familiar with the Atari VCS, the four programmers developed their own games and cartridge manufacturing processes. Atari quickly sued to block sales of Activision's products, but failed to secure a 656:
documented 158 different vendors that had developed for the Atari VCS. In June 1982, the Atari games on the market numbered just 100 which by December, grew to over 400. Experts predicted a glut in 1983, with only 10% of games producing 75% of sales.
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years. By 1986, three years after its introduction, 6.5 million Japanese homes – 19% of the population – owned a Famicom, and Nintendo began exporting it to the U.S., where the home console industry was only just recovering from the crash.
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few big hits, that retailers had devoted too much floor space to systems, and that price drops for home computers could result in an industry shakeup. Atari had a large inventory after significant portions of the 1982 orders were returned.
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than a console, they permitted more sophisticated games. A 1984 compendium of reviews of Atari 8-bit software used 198 pages for games compared to 167 for all other software types. Home computers could also be used for tasks such as
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had failed to stop rival companies from reverse engineering the Mattel and Atari systems and hiring away their trained game programmers. While Mattel and Coleco implemented lockout measures to control third-party development (the
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founder Russell Sipe noted that "the arcade game crash of 1984 took down the majority of the computer game magazines with it." He stated that, by "the winter of 1984, only a few computer game magazines remained," and by mid-1985,
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observed that several of these companies were supported by venture capitalists attempting to emulate the success of Activision. Without the experience and skill of Activision's team, these inexperienced competitors mostly created
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Prior to 1982, Activision was one of only a handful of third-parties publishing games for the Atari VCS. By 1982, Activision's success emboldened numerous other competitors to penetrate the market. However, Activision's founder
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As the crash was happening in the United States, Japan's game industry started to shift its attention from arcade games to home consoles. Within one month in 1983, two new home consoles were released in Japan: the Nintendo
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also played a role. Home video game revenue peaked at around $ 3.2 billion in 1983, then fell to around $ 100 million by 1985 (a drop of almost 97 percent). The crash abruptly ended what is retrospectively considered the
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asked in VIC-20 commercials "Why buy just a video game from Atari or Intellivision?", stating that "unlike games, it has a real computer keyboard" yet "plays great games too". Commodore's ownership of chip fabricator
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president of Atari's electronic division, stated that the console market was too saturated as 30 million consoles were sold by 1982, out of the 35 million households with children between the ages of six and sixteen.
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As Nintendo prepared to release the Famicom in the United States, it wanted to avoid both the bootleg problem it had in Asia as well as the mistakes that led up to the 1983 crash. The company created the proprietary
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The end of the crash allowed Commodore to raise the price of the C64 for the first time upon the June 1986 introduction of the Commodore 64c—a Commodore 64 redesigned for lower cost of manufacture—which
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Atari was one of those companies most affected by the crash. As a company, its revenue dropped significantly due to dramatically lower sales and cost of returned stock. By mid-1983, the company had lost
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of third-party software developers. Writeable storage media allowed players to save games in progress, a useful feature for increasingly complex games which was not available on the consoles of the era.
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said in January 1983 that companies had "licensed everything that moves, walks, crawls, or tunnels beneath the earth. You have to wonder how tenuous the connection will be between the game and the movie
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cartridge and console with lockout chips, which were region-specific, and had to match in order for a game to work. In addition to preventing the use of unlicensed games, it also was designed to combat
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70 (equivalent to £339 in 2023). By 1982, new desktop computer designs were commonly providing better color graphics and sound than game consoles and personal computer sales were booming. The
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offered a money back guarantee from Nintendo that they would pay back for any stock that was left unsold. In total Nintendo sold 50,000 units, about half of the units they shipped to the US.
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magazine in an article in 1987, recalled in 1983 that "People asked themselves, 'Why should I buy a video game system when I can buy a computer that will play games and do so much more?'"
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on all licensed games released for the system to try to promote authenticity and detract from bootleg sales, but failed to make significant traction to stalling these sales.
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international release themselves two years later. Additionally, retailer opposition to video games was directly responsible for causing Nintendo to brand its product the
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Gallager, Scott; Ho Park, Seung (February 2002). "Innovation and Competition in Standard-Based Industries: A Historical Analysis of the U.S. Home Video Game Market".
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United States sales fell from $ 3 billion to around $ 100 million in 1985. Despite the decline, new gaming companies started to make their way onto the scene such as
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stated the demand for video games was up 100% from the previous year, but the manufacturing output had increased by 175%, creating a significant surplus. Atari CEO
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Gallagher, Scott & Park, Seung Ho (2002). "Innovation and Competition in Standard-Based Industries: A Historical Analysis of the U.S. Home Video Game Market".
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continuing quality of homegrown computer and microcomputer games, consoles did not achieve a dominant position in some European markets until the early 1990s.
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computers, built around a chipset originally meant for use in a game console, and which retailed for the same price as their respective names. In 1981,
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The North American video game console industry recovered a few years later, mostly due to the widespread success of Nintendo's Western branding for its
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made and initially prevent bootleg cartridges in the Western markets. These strict licensing measures backfired somewhat after Nintendo was accused of
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In addition, the rapid growth of the video game industry led to an increased demand, which the manufacturers over-projected. In 1983, an analyst for
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by 1985. There was also a significant shift in the home video game market, away from consoles to personal computer software, between 1983 and 1985.
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as often as possible". Soon "The computer slump began ... Suddenly, everyone was saying that the home computer was a fad, just another hula hoop".
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announcing a combined 90 new Atari games. By 1983, an estimated 100 companies were attempting to leverage the CES into a foothold in the market.
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Partially-surviving cases and cartridges retrieved during the 2014 excavation of the Alamogordo, New Mexico landfill Atari had used in 1983.
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to convince toy retailers to allow it in their stores. Furthermore, the design for the NES used a front-loading cartridge slot to mimic how
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announced in December 1983 that it would soon no longer sell home computers, because of the combination of low supply and low prices.
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Lasting about two years, the crash shook a then-booming video game industry and led to the bankruptcy of several companies producing
459: 156: 137: 595:, with console manufacturers like Atari publishing all the games for their respective platforms. This changed with the formation of 4366: 4346: 4336: 3082:"Down Many Times, but Still Playing the Game: Creative Destruction and Industry Crashes in the Early Video Game Industry 1971-1986" 2901: 2647: 1290:, challenging this control, even though it ultimately yielded and signed the Sega licensing agreement. Several publishers, notably 1054:, it had been very difficult to convince retailers to carry video games due to the stigma carried by the fall of Atari until 1985. 514: 142: 122: 105: 2874: 2246: 1738: 477:
and video game consoles. Analysts of the time expressed doubts about the long-term viability of video game consoles and software.
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Down Many Times, but Still Playing the Game: Creative Destruction and Industry Crashes in the Early Video Game Industry 1971-1986
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Global revenue of the video game industry from 1978 to 1990. The 1983 crash had rippling effects across the video game industry.
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industry, however, experienced a downturn in mid-1984, with global computer game sales declining in 1985 to a certain extent.
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O'Donnell, Casey (2011). "The Nintendo Entertainment System and the 10NES Chip: Carving the Video Game Industry in Silicon".
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The rapid growth of the third-party game industry was easily illustrated by the number of vendors present at the semi-annual
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console clones, the Atari VCS experienced modest sales for its first few years. In 1980, Atari's licensed version of
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games space with novel elements that borrowed from console games, as well as taking advantage of low-cost dial-up
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By that year, Gutman wrote, "Video games were officially dead and computers were hot". He renamed his magazine
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1984 is when some of the longer-term effects started to take a toll on the video game console. Companies like
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Twin Galaxies Official Video Game & Pinball Book of World Records: "The Golden Age of Video Game Arcades"
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Playing with Power in Movies, Television, and Video Games: From Muppet Babies to Teenage Mutant Ninja Turtles
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The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World
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in losses, leading to Warner Communication to sell Atari's consumer products division in July 1984 to
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spending money on a game console when a computer can let you play games and prepare you for a job?"
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manufacturers had captured a large share of the North American arcade market, which Gene Lipkin of
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The Atari VCS (renamed the Atari 2600 in late 1982) was not the first home system with swappable
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Inexpensive home computers had been first introduced in 1977. By 1979, Atari, Inc. unveiled the
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created repercussions that changed that industry, and thus became known as the "Atari shock".
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label). Nintendo ultimately dropped this rule by 1993, after the release of the successor
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away from Nintendo consoles and supported competing consoles such as the Sega Genesis or
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by most users and can only be read by a particular console under normal circumstances.
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A second, highly visible result of the crash was the advancement of measures to control
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decided to go to New York small markets about putting their products in their stores.
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partly attributed to Japanese companies having more finances to invest in new ideas.
1088: 1013: 836: 753: 681:. What are you going to do, present a video game root canal?" By September 1983, the 609: 463: 454: 438: 174: 3422: 2633: 1191:
The Famicom's international debut was delayed by two years as a result of the crash.
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worldwide market in 1982, including arcade, console, and computer games, dropped to
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Atari VCS, also known as the Atari 2600, the most popular console prior to the crash
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behavior. In the long run, this pushed many western third-party publishers such as
1291: 1129: 1117: 1069: 1064: 1028: 813: 809: 788: 647: 307: 271: 800:
and home accounting. Games were easier to distribute, since they could be sold on
5418: 5108: 4963: 4584: 4544: 4494: 4231: 3792: 3760: 3738: 1983:
Stanton, Jeffrey; Wells, Robert P.; Rochowansky, Sandra; Mellin, Michael (1984).
1948: 1347: 1343: 1271: 1164: 1080:
cited as the end of the home-computer price war, one of the causes of the crash.
1047: 923: 840: 797: 600: 5180: 3753: 1305:
Initially, Nintendo was the only developer for the Famicom. Under pressure from
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produced cartridge-based games and focused solely on personal computer games.
768:
and the Atari 400 were both at $ 349 (equivalent to $ 1,102 in 2023), the
5789: 5207: 5048: 4989: 4840: 4781: 4572: 4531: 4474: 3689: 3414: 2813: 2692:"A Turning Point for Atari? Report from the Winter Consumer Electronics Show" 2410: 2151: 1702: 1672: 1402: 1363: 1241: 1176: 805: 575: 546: 474: 450: 434: 3812: 2718: 1965: 1230:(top), with Japanese companies dominating the market for years to come. The 736:
survived the crash and became one of the best-selling computers of all time.
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Following the crash, Nintendo became the market leader in America with the
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Rosenberg, Ronald (December 8, 1983). "Home Computer? Maybe Next Year".
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in June 1983. The price war was so severe that in September Coleco CEO
822: 628: 596: 554: 446: 1571: 1507: 5175: 5093: 4796: 4774: 3262: 2499: 2296:"Faded Glory: The Decline, Fall and Possible Salvation of Home Video" 1381: 1156: 752:
with a $ 1,565 base price (equivalent to $ 5,245 in 2023), while
706: 667: 426: 4382: 3703: 3468: 3334:"Epic's Battle With Apple and Google Actually Dates Back to Pac-Man" 1042:
arcades, and revenue of those that remained open had fallen by 40%.
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Coin-operated Americans: rebooting boyhood at the video game arcade
1299: 1109: 1017: 938: 880: 875: 765: 652: 643: 614: 3586: 3582: 1214: 4739: 3238: 3177: 1172: 558: 481: 204: 3438:"The NES turns 30: How it began, worked, and saved an industry" 3372: 3114: 1902:(2 ed.). New York: McGraw-Hill/Osborne. pp. 103–105. 1467:
Classic home video games, 1972–1984: a complete reference guide
1314: 1201: 1150: 942: 894:
became a dirty word in the press. We started replacing it with
777: 3780: 1893: 1891: 1889: 1887: 1885: 1883: 5384: 5225: 2959:"Peak Video Game? Top Analyst Sees Industry Slumping in 2019" 1368: 1334: 1306: 1251: 534: 418: 3775:
by Chris Crawford, a game designer at Atari during the crash
3732:
The Dot Eaters.com: "Chronicle of the Great Videogame Crash"
3571:
Video Games: A Report on the Supply of Video Games in the UK
2872: 1880: 1287: 1168: 757: 661: 523: 2411:"INTERVIEW – DAVID CRANE (ATARI/ACTIVISION/SKYWORKS)" 1673:"INTERVIEW – DAVID CRANE (ATARI/ACTIVISION/SKYWORKS)" 3539: 1737:. XIV International Economic History Congress. Helsinki. 745: 437:. The crash was attributed to several factors, including 3781:
Pctimeline.info: Chronology of the Commodore 64 Computer
3671:
High Score!: The Illustrated History of Electronic Games
2843:"Video Games Gain in Japan, Are Due For Assault on U.S." 2708: 1900:
High Score!: The Illustrated History of Electronic Games
1770:. December 26, 1982. pp. Business 1. Archived from 1362:
With waning console interests in the United States, the
1046:
viability of the video game industry, and, according to
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achieved a technical victory in one court case against
859:
so they could tap into the existing controller market.
835:
stated in September 1983 about the cancellation of the
772:
sold at $ 379 (equivalent to $ 1,197 in 2023), and
3754:
Intellivisionlives.com: Official Intellivision History
1553: 1403:"Knowledgeに「アタリショックという言葉を初めて使ったのはトイザらスの副社長」と書くことはできない" 3331:
Mochizuki, Takahashi; Savov, Vlad (August 25, 2020).
3151:. Vol. 16, no. 4. January 1991. p. 92. 2446:. Minneapolis London: University of Minnesota Press. 2139:"Under 1983 Christmas Tree, Expect the Home Computer" 1618: 599:
in 1979. Activision was founded by four former Atari
3699: 3368:"Konami's Cheat to Get Around a Silly Nintendo Rule" 2368: 1630: 913:"was the only 4-color computer game magazine left." 3535:"Ten Facts about the Great Video Game Crash of '83" 2928:"Ten Facts about the Great Video Game Crash of '83" 2101:. YouTube. May 3, 2016 . Event occurs at 1:06:55. 1851: 1849: 1847: 1523:"Home Video Games Are Coming Under a Strong Attack" 780:to $ 199 (equivalent to $ 628 in 2023) and the 4261: 3332: 2957: 2628: 2626: 2558: 2470:. Associated Press. April 26, 2014. Archived from 2008: 2006: 1855: 1695: 717: 3688:, vol. 49, no. 1, February 2002, pp. 67–82. 3526: 3258:"7 things I learned from the designer of the NES" 2836: 2834: 2590: 2588: 2113: 618:(released in 1982) selling over 4 million units. 517:by a wide margin. Launched in 1977 just ahead of 5787: 3197: 3060:. New York: A K Peters/ CRC Press. p. 113. 1844: 1813: 902:published its last issue in late 1984. In 1988, 3669:DeMaria, Rusel & Wilson, Johnny L. (2003). 3502:"Expected boom in home computer market fizzles" 3469:U.S. Court of Appeals; Federal Circuit (1992). 3166: 3164: 3162: 3160: 3158: 3118:. Vol. 127, no. 8. pp. 98, 102. 2899: 2711:"The Famicom rules the world! – (1983–89)" 2623: 2289: 2287: 2089: 2044: 2042: 2012: 2003: 1585: 1583: 1581: 1493: 3771:The History of Computer Games: The Atari Years 3471:"Atari Games Corp. v. Nintendo of America Inc" 3392: 3330: 2983: 2831: 2772:"Gainesville Sun - Google News Archive Search" 2585: 2323:"The Changing Role of Computer Game Designers" 2185: 1986:The Addison-Wesley Book of Atari Software 1984 1666: 1664: 1554:Gallagher, S.; Seung Ho Park (February 2002). 890:in October 1983, but "I noticed that the word 784:to $ 499 (equivalent to $ 1,575 in 2023). 670:of the 1980s only want to play Quick Profit." 320:History of East Asian role-playing video games 5490: 4398: 4247: 3842: 3828: 3398: 3145:"Special Report: Gene Lipkin (Data East USA)" 2866: 2663:"1984: The Year That Shook Electronic Gaming" 2468:"Diggers Find Atari's E.T. Games in Landfill" 1897: 1792: 1420: 666:who believe that microcomputer games are the 586: 394: 355:History of massively multiplayer online games 27:1983 American video gaming economic recession 3155: 2992:"Chapter 17: We Tried to Keep from Laughing" 2893: 2873:Lock, Robert; Halfhill, Tom R. (July 1986). 2702: 2642:. Season 4. Episode 5010. December 1, 2005. 2314: 2284: 2039: 1786: 1578: 941:abandoned the video game business entirely. 3785:Events & Game release dates (1982–1990) 3686:IEEE Transactions on Engineering Management 3213:. Roseville, California: Prima Publishing. 2951: 2949: 2947: 2945: 2671:. Vol. 3, no. 35. pp. 30–31 2191: 2130: 2048: 1756: 1711:Creative Computing Video & Arcade Games 1661: 1560:IEEE Transactions on Engineering Management 1496:IEEE Transactions on Engineering Management 1487: 325:History of Western role-playing video games 5504: 5497: 5483: 4405: 4391: 4254: 4240: 3835: 3821: 3802: 3673:(2nd ed.). New York: McGraw-Hill/Osborne. 3642:Before the Crash: Early Video Game History 3435: 3255: 2402: 2344:"Competitors Claim Role in Warner Setback" 2212: 2177:"IBM's Peanut Begins New Computer Phase". 2170: 1898:DeMaria, Rusel; Wilson, Johnny L. (2003). 1593:"Video Games Industry Comes Down To Earth" 1589: 1252:Impact on third-party software development 1148:Prior to the crash, Jonathan Greenberg of 462:in North America. To a lesser extent, the 401: 387: 3104: 3098: 2519: 2486: 2341: 2119: 1822:"New Faces, More Profits For Video Games" 1721: 496: 460:second generation of console video gaming 3613: 3365: 3173:"Greatest Years in Gaming History: 1983" 3074: 3027:"No. 3038: The Video Game Crash of 1983" 2955: 2942: 2739: 2528:"HP TouchPads to be dumped in landfill?" 2503:. Vol. 7, no. 32. p. 64. 2098:Coleco Presents The Adam Computer System 2078:Commodore VIC-20 ad with William Shatner 2057:. Vol. 5, no. 2 #6. p. 64 1856:Mitchell, Peter W. (September 6, 1983). 1727: 1624: 1186: 1087: 967:, and other Atari materials can be seen. 952: 727: 500: 3380:from the original on September 21, 2018 3245:from the original on September 2, 2012. 3055: 3037:from the original on September 27, 2020 2556: 2441: 2069: 1924:"IBM Archives: The birth of the IBM PC" 1916: 1819: 1701: 1606:from the original on September 13, 2018 1357: 812:cartridges. This opened the field to a 513:. But by 1980, it was the most popular 433:that occurred from 1983 to 1985 in the 14: 5788: 3564: 3562: 3532: 3499: 3288: 3170: 3105:Greenberg, Jonathan (April 13, 1981). 2840: 2650:from the original on October 16, 2012. 2573:from the original on September 6, 2017 2492: 2408: 2390:from the original on December 20, 2016 2320: 2293: 2194:"TI retires from home-computer market" 2105:from the original on January 3, 2017. 1976: 1942:The first decade of personal computing 1717:from the original on November 7, 2017. 1707:"Home Video Games: Video Games Update" 1670: 1649:from the original on December 20, 2016 1521:Jones, Robert S. (December 12, 1982). 1139: 937:A massive industry shakeout resulted. 340:History of tactical role-playing games 5831:Second-generation video game consoles 5478: 4412: 4386: 4235: 3816: 3801: 3547:from the original on January 28, 2021 3514:from the original on December 2, 2021 3347:from the original on November 6, 2021 3313:from the original on February 9, 2023 3270:from the original on October 19, 2015 3185:from the original on January 29, 2021 3125:from the original on December 2, 2021 2854:from the original on February 2, 2021 2820:from the original on February 9, 2023 2778:from the original on February 1, 2021 2538:from the original on November 8, 2011 2507:from the original on February 9, 2023 2181:. Associated Press. November 1, 1983. 2158:from the original on November 7, 2017 2051:"The Fall And Rise of Computer Games" 2027:from the original on January 20, 2015 2016:"The Coming Crisis in Home Computers" 1868:from the original on February 9, 2021 1590:Kleinfield, N.R. (October 17, 1983). 1520: 1464: 1432:"Chapter 12: The Battle for the Home" 1260:of software. Using secrecy to combat 787:Because computers generally had more 491: 192:Timeline of arcade video game history 3639: 3619:Video Kids: Making Sense of Nintendo 3436:Cunningham, Andrew (July 15, 2013). 3203: 2989: 2689: 2660: 2594: 2525: 2495:"Is the PCJr Doomed To Be Landfill?" 2377: 2342:Rosenberg, Ron (December 11, 1982). 2252:from the original on April 18, 2016. 2233: 1972:from the original on March 26, 2018. 1820:Harmetz, Aljean (January 15, 1983). 1744:from the original on August 10, 2020 1426: 1083: 916: 345:History of single-player video games 3559: 3481:from the original on August 8, 2011 2956:Naramura, Yuki (January 23, 2019). 2934:from the original on May 10, 2015. 2698:from the original on April 9, 2016. 2550: 2460: 2435: 2085:from the original on April 6, 2017. 1934: 1832:from the original on August 1, 2019 1636: 1323:Super Nintendo Entertainment System 1175:(which was later supplanted by the 1031:, which had had several years of a 445:and available games, many of which 335:History of real-time strategy games 24: 3663: 3533:Oxford, Nadia (January 18, 2012). 3450:from the original on July 22, 2021 3171:Parish, Jeremy (August 28, 2014). 3018: 2971:from the original on July 15, 2019 2841:Takiff, Jonathan (June 20, 1986). 2740:Dvorchak, Robert (July 30, 1989). 2557:Kennedy, James (August 20, 2011). 2493:Dvorak, John C (August 12, 1985). 1926:. January 23, 2003. Archived from 1764:"Stream of video games is endless" 1535:from the original on June 25, 2020 1395: 776:had just reduced the price of the 373:List of video games in development 350:History of multiplayer video games 212:History of personal computer games 25: 5842: 3695: 3575:Monopolies and Mergers Commission 3569:"Market size and market shares". 3500:Sanger, David E. (June 5, 1984). 3256:O'Kane, Sean (October 18, 2015). 3094:from the original on May 1, 2014. 2900:Leemon, Sheldon (February 1987). 2752:from the original on May 12, 2016 2742:"NEC out to dazzle Nintendo fans" 2262: 2192:Mace, Scott (November 21, 1983). 2013:Pollack, Andrew (June 19, 1983). 1547: 1181:third generation of home consoles 4617: 3716: 3702: 3366:Plunkett, Luke (July 21, 2012). 3241:. July 21–25, 2003. p. 22. 3024: 2423:from the original on May 9, 2016 2294:Prince, Suzan (September 1983). 2219:"Penney Shelves its Computers". 1989:. Addison-Wesley. pp. TOC. 1683:from the original on May 9, 2016 1219: 1213: 468:golden age of arcade video games 252:History of virtual reality games 187:Golden age of arcade video games 35: 3493: 3462: 3429: 3359: 3324: 3282: 3249: 3235:"25 Smartest Moments in Gaming" 3227: 3137: 3049: 2997:Ultimate History of Video Games 2920: 2790: 2764: 2733: 2683: 2654: 2602:Ultimate History of Video Games 2526:Jary, Simon (August 19, 2011). 2335: 2331:. No. 50. pp. 18, 42. 2256: 2227: 1958: 1940:Ahl, David H. (1984 November). 1793:Clark, Pamela (December 1982). 1437:Ultimate History of Video Games 1058:initial limited release of the 718:Competition from home computers 4299:History of video game consoles 4263:Video game history by platform 3607: 3297:University of California Press 2709:Liedholm, Marcus and Mattias. 2321:Daglow, Don L. (August 1988). 2236:"The Greatest Story Ever told" 1514: 1458: 89:History of video game consoles 13: 1: 4282:History of arcade video games 2808:, p. 88, December 1988, 2804:, vol. 14, no. 12, 2245:. No. 50. pp. 6–7. 2234:Sipe, Russell (August 1988). 2055:Compute!'s Apple Applications 2049:Gutman, Dan (December 1987). 1388: 1228:Nintendo Entertainment System 1198:Nintendo Entertainment System 1060:Nintendo Entertainment System 1020:, over the console business. 724:History of personal computers 591:Prior to 1979, there were no 486:Nintendo Entertainment System 182:History of arcade video games 148:9th generation (2020–present) 143:8th generation (2012–present) 3646:Wayne State University Press 2661:Katz, Arnie (January 1985). 1113:were surging across Europe. 857:ubiquitous Atari controllers 466:market also weakened as the 64:Early history of video games 7: 3765:by the original programmers 2380:"The History Of Activision" 2352:. p. 1. Archived from 2266:CVG Nexus: Timeline - 1980s 1639:"The History Of Activision" 1385:Nintendo consoles in 1991. 10: 5847: 4615: 3748:story within the 1998 book 2560:"Book Review: Super Mario" 2442:Kocurek, Carly A. (2015). 1966:"The Inflation Calculator" 1947:December 10, 2016, at the 1097:to recover. The estimated 1035:since the introduction of 982:E.T. the Extra-Terrestrial 721: 704:, and plate-spinning game 587:Loss of publishing control 519:the collapse of the market 138:7th generation (2005–2017) 133:6th generation (1998–2013) 128:5th generation (1993–2005) 123:4th generation (1987–2004) 118:3rd generation (1983–2003) 106:2nd generation (1976–1992) 101:1st generation (1972–1983) 5756: 5650: 5579: 5541: 5510: 5432: 5348: 5312: 5274: 5168: 5161: 5086: 5002: 4977: 4927: 4892: 4864: 4826: 4817: 4755: 4725: 4695: 4652: 4626: 4553: 4530: 4465: 4442: 4433: 4425:List of video game genres 4420: 4324: 4269: 4181: 4118: 4055: 3992: 3929: 3866: 3850: 3844:Chronology of video games 3810: 3759:January 16, 2018, at the 2908:. No. 81. p. 24 1955:, vol. 10, no. 11: p. 30. 1543:– via Google Books. 640:Consumer Electronics Show 515:second-generation console 5826:1983 in economic history 4717:Digital collectible card 3640:Wolf, Mark, ed. (2012). 3623:Harvard University Press 3415:10.1177/1555412010377319 3058:The Video Games Textbook 2881:. No. 74. p. 6 1728:Ernkvist, Mirko (2006). 1327:Nintendo Seal of Quality 1206:video cassette recorders 1027:The crash also affected 415:video game crash of 1983 111:Video game crash of 1983 4802:Roguelike deck-building 4710:Roguelike deck-building 4316:History of mobile games 3791:August 9, 2012, at the 3581:. April 1995. pp.  3507:Pittsburgh Post-Gazette 3289:Kinder, Marsha (1993), 3056:Wardyga, Brian (2018). 1258:third-party development 1002:Atari video game burial 848:allowed manufacture of 774:Commodore International 756:introduced its low-end 330:History of online games 272:History of cloud gaming 232:History of mobile games 44:Part of a series on the 5806:History of video games 5505:Video games by country 3804:History of video games 3737:June 12, 2018, at the 3690:doi: 10.1109/17.985749 3579:H.M. Stationery Office 2930:. September 21, 2011. 2597:"Chapter 14: The Fall" 2409:Adrian (May 9, 2016). 1795:"The Play's the Thing" 1671:Adrian (May 9, 2016). 1192: 1093: 986:Alamogordo, New Mexico 968: 922:publishers, including 874:welcomed rumors of an 737: 601:video game programmers 593:third-party developers 506: 497:Flooded console market 50:History of video games 5821:1983 in North America 5801:1980s in video gaming 5044:Tactical role-playing 4809:Tactical role-playing 4325:By console generation 4277:Early mainframe games 2990:Kent, Steven (2001). 2595:Kent, Steven (2001). 2328:Computer Gaming World 2243:Computer Gaming World 2146:. December 10, 1983. 1858:"A summer-CES report" 1465:Weiss, Brett (2007). 1378:In the United Kingdom 1190: 1091: 956: 911:Computer Gaming World 905:Computer Gaming World 825:, founder in 1982 of 770:TRS-80 Color Computer 750:IBM Personal Computer 748:introduced the first 731: 629:games of poor quality 606:Warner Communications 537:became the console's 504: 449:. Waning interest in 69:Early mainframe games 18:1983 video game crash 5796:1983 in video gaming 5424:Vertically scrolling 2806:Emmis Communications 2223:. December 17, 1983. 1358:Computer game growth 1262:industrial espionage 633:industrial espionage 447:were of poor quality 425:) was a large-scale 5054:Turn-based strategy 4959:Submarine simulator 4765:Action role-playing 4672:Interactive fiction 4362:Seventh (2005–2017) 2566:Wall Street Journal 2378:Flemming, Jeffrey. 2356:on November 7, 2012 2273:on October 13, 2007 1930:on January 2, 2014. 1469:. Jefferson, N.C.: 1140:Japanese domination 864:Service Merchandise 850:integrated circuits 698:, rock band tie-in 443:video game consoles 431:video game industry 5455:Video game modding 5397:Nonlinear gameplay 5059:Turn-based tactics 5027:Real-time strategy 4347:Fourth (1987–2003) 4337:Second (1976–1992) 3724:Video games portal 3573:. United Kingdom: 3475:Digital Law Online 3002:Three Rivers Press 2721:on January 1, 2010 2607:Three Rivers Press 2144:The New York Times 2021:The New York Times 1953:Creative Computing 1637:Fleming, Jeffrey. 1599:The New York Times 1442:Three Rivers Press 1193: 1094: 1029:video game arcades 969: 868:The New York Times 832:The Boston Phoenix 827:Video Games Player 760:microcomputer for 738: 539:killer application 507: 492:Causes and factors 455:personal computers 175:Arcade video games 153:Impact of COVID-19 5811:Business failures 5783: 5782: 5777: 5776: 5472: 5471: 5468: 5467: 5460:Video game remake 5368:Emergent gameplay 5039:Real-time tactics 4998: 4997: 4937:Flight simulation 4667:Graphic adventure 4613: 4612: 4414:Video game genres 4380: 4379: 4357:Sixth (1998–2013) 4352:Fifth (1993–2005) 4342:Third (1983–2003) 4332:First (1972–1980) 4229: 4228: 3596:978-0-10-127812-6 3402:Games and Culture 2690:Halfhill, Tom R. 2474:on April 26, 2014 2453:978-0-8166-9183-8 2200:. pp. 22, 27 1774:on March 12, 2016 1768:Milwaukee Journal 1572:10.1109/17.985749 1508:10.1109/17.985749 1480:978-0-7864-3226-4 1084:Long-term effects 1014:Atari Corporation 917:Immediate effects 837:Intellivision III 754:Sinclair Research 742:Atari 400 and 800 610:restraining order 464:arcade video game 441:in the number of 439:market saturation 411: 410: 205:Personal computer 16:(Redirected from 5838: 5816:Economic bubbles 5499: 5492: 5485: 5476: 5475: 5450:Video game clone 5166: 5165: 5162:Related concepts 4969:Vehicular combat 4824: 4823: 4697:Digital tabletop 4677:Interactive film 4637:Grand Theft Auto 4628:Action-adventure 4621: 4578:Platform fighter 4457:Platform fighter 4440: 4439: 4407: 4400: 4393: 4384: 4383: 4256: 4249: 4242: 4233: 4232: 3837: 3830: 3823: 3814: 3813: 3799: 3798: 3726: 3721: 3720: 3719: 3712: 3707: 3706: 3659: 3636: 3615:Provenzo, Eugene 3601: 3600: 3566: 3557: 3556: 3554: 3552: 3530: 3524: 3523: 3521: 3519: 3497: 3491: 3490: 3488: 3486: 3466: 3460: 3459: 3457: 3455: 3433: 3427: 3426: 3396: 3390: 3389: 3387: 3385: 3363: 3357: 3356: 3354: 3352: 3336: 3328: 3322: 3321: 3320: 3318: 3286: 3280: 3279: 3277: 3275: 3253: 3247: 3246: 3231: 3225: 3224: 3201: 3195: 3194: 3192: 3190: 3168: 3153: 3152: 3141: 3135: 3134: 3132: 3130: 3124: 3111: 3102: 3096: 3095: 3093: 3086: 3078: 3072: 3071: 3053: 3047: 3046: 3044: 3042: 3022: 3016: 3015: 2987: 2981: 2980: 2978: 2976: 2961: 2953: 2940: 2939: 2924: 2918: 2917: 2915: 2913: 2897: 2891: 2890: 2888: 2886: 2875:"Editor's Notes" 2870: 2864: 2863: 2861: 2859: 2838: 2829: 2828: 2827: 2825: 2794: 2788: 2787: 2785: 2783: 2768: 2762: 2761: 2759: 2757: 2737: 2731: 2730: 2728: 2726: 2717:. Archived from 2706: 2700: 2699: 2687: 2681: 2680: 2678: 2676: 2668:Electronic Games 2658: 2652: 2651: 2630: 2621: 2620: 2592: 2583: 2582: 2580: 2578: 2562: 2554: 2548: 2547: 2545: 2543: 2523: 2517: 2516: 2514: 2512: 2490: 2484: 2483: 2481: 2479: 2464: 2458: 2457: 2439: 2433: 2432: 2430: 2428: 2406: 2400: 2399: 2397: 2395: 2375: 2366: 2365: 2363: 2361: 2349:The Boston Globe 2339: 2333: 2332: 2318: 2312: 2311: 2309: 2307: 2291: 2282: 2281: 2280: 2278: 2269:, archived from 2260: 2254: 2253: 2251: 2240: 2231: 2225: 2224: 2221:The Boston Globe 2216: 2210: 2209: 2207: 2205: 2189: 2183: 2182: 2179:The Boston Globe 2174: 2168: 2167: 2165: 2163: 2141: 2134: 2128: 2127: 2123:The Boston Globe 2117: 2111: 2110: 2093: 2087: 2086: 2081:. June 9, 2010. 2073: 2067: 2066: 2064: 2062: 2046: 2037: 2036: 2034: 2032: 2018: 2010: 2001: 2000: 1980: 1974: 1973: 1962: 1956: 1938: 1932: 1931: 1920: 1914: 1913: 1895: 1878: 1877: 1875: 1873: 1853: 1842: 1841: 1839: 1837: 1817: 1811: 1810: 1808: 1806: 1790: 1784: 1783: 1781: 1779: 1760: 1754: 1753: 1751: 1749: 1743: 1736: 1725: 1719: 1718: 1699: 1693: 1692: 1690: 1688: 1668: 1659: 1658: 1656: 1654: 1634: 1628: 1622: 1616: 1615: 1613: 1611: 1595: 1587: 1576: 1575: 1551: 1545: 1544: 1542: 1540: 1518: 1512: 1511: 1491: 1485: 1484: 1462: 1456: 1455: 1424: 1418: 1417: 1415: 1413: 1399: 1352:Sony PlayStation 1280:cannot be copied 1223: 1217: 1179:) heralding the 1130:Hiroshi Yamauchi 1118:Westwood Studios 1104: 1100: 1065:Hiroshi Yamauchi 1007: 975: 872:Arnold Greenberg 814:cottage industry 470:came to an end. 403: 396: 389: 39: 32: 31: 21: 5846: 5845: 5841: 5840: 5839: 5837: 5836: 5835: 5786: 5785: 5784: 5779: 5778: 5773: 5752: 5646: 5575: 5537: 5506: 5503: 5473: 5464: 5428: 5419:Twitch gameplay 5344: 5308: 5270: 5157: 5109:Survival horror 5082: 5032:Time management 4994: 4973: 4964:Train simulator 4923: 4888: 4860: 4813: 4751: 4721: 4691: 4648: 4622: 4609: 4549: 4545:Survival horror 4526: 4461: 4429: 4416: 4411: 4381: 4376: 4320: 4265: 4260: 4230: 4225: 4177: 4114: 4051: 3988: 3925: 3862: 3846: 3841: 3806: 3793:Wayback Machine 3761:Wayback Machine 3739:Wayback Machine 3722: 3717: 3715: 3708: 3701: 3698: 3666: 3664:Further reading 3656: 3633: 3610: 3605: 3604: 3597: 3568: 3567: 3560: 3550: 3548: 3531: 3527: 3517: 3515: 3498: 3494: 3484: 3482: 3467: 3463: 3453: 3451: 3434: 3430: 3397: 3393: 3383: 3381: 3364: 3360: 3350: 3348: 3329: 3325: 3316: 3314: 3307: 3287: 3283: 3273: 3271: 3254: 3250: 3233: 3232: 3228: 3221: 3205:Kent, Steven L. 3202: 3198: 3188: 3186: 3169: 3156: 3143: 3142: 3138: 3128: 3126: 3122: 3109: 3103: 3099: 3091: 3084: 3080: 3079: 3075: 3068: 3054: 3050: 3040: 3038: 3023: 3019: 3012: 3004:. p. 190. 2988: 2984: 2974: 2972: 2954: 2943: 2926: 2925: 2921: 2911: 2909: 2898: 2894: 2884: 2882: 2871: 2867: 2857: 2855: 2839: 2832: 2823: 2821: 2796: 2795: 2791: 2781: 2779: 2770: 2769: 2765: 2755: 2753: 2738: 2734: 2724: 2722: 2707: 2703: 2688: 2684: 2674: 2672: 2659: 2655: 2632: 2631: 2624: 2617: 2609:. p. 190. 2593: 2586: 2576: 2574: 2555: 2551: 2541: 2539: 2524: 2520: 2510: 2508: 2491: 2487: 2477: 2475: 2466: 2465: 2461: 2454: 2440: 2436: 2426: 2424: 2407: 2403: 2393: 2391: 2376: 2369: 2359: 2357: 2340: 2336: 2319: 2315: 2305: 2303: 2302:. Pumpkin Press 2292: 2285: 2276: 2274: 2263:Seitz, Lee K., 2261: 2257: 2249: 2238: 2232: 2228: 2218: 2217: 2213: 2203: 2201: 2190: 2186: 2176: 2175: 2171: 2161: 2159: 2136: 2135: 2131: 2118: 2114: 2095: 2094: 2090: 2075: 2074: 2070: 2060: 2058: 2047: 2040: 2030: 2028: 2011: 2004: 1997: 1981: 1977: 1964: 1963: 1959: 1949:Wayback Machine 1939: 1935: 1922: 1921: 1917: 1910: 1896: 1881: 1871: 1869: 1854: 1845: 1835: 1833: 1818: 1814: 1804: 1802: 1791: 1787: 1777: 1775: 1762: 1761: 1757: 1747: 1745: 1741: 1734: 1726: 1722: 1705:(Spring 1983). 1700: 1696: 1686: 1684: 1669: 1662: 1652: 1650: 1635: 1631: 1623: 1619: 1609: 1607: 1588: 1579: 1552: 1548: 1538: 1536: 1531:. p. 21F. 1528:Gainesville Sun 1519: 1515: 1492: 1488: 1481: 1473:. p. 108. 1463: 1459: 1452: 1444:. p. 190. 1425: 1421: 1411: 1409: 1401: 1400: 1396: 1391: 1360: 1348:Electronic Arts 1294:(Atari Games), 1272:software piracy 1254: 1237: 1236: 1235: 1224: 1218: 1165:Family Computer 1142: 1102: 1098: 1086: 1070:Seal of Quality 1048:Electronic Arts 1006:US$ 536 million 1005: 974:US$ 356 million 973: 924:Games by Apollo 919: 866:executive told 841:William Shatner 798:word processing 726: 720: 648:Fox Video Games 589: 511:game cartridges 499: 494: 407: 378: 377: 368: 360: 359: 310: 300: 299: 285: 284:Other platforms 277: 276: 267: 257: 256: 247: 245:Virtual reality 237: 236: 227: 217: 216: 207: 197: 196: 177: 167: 166: 157:2023-24 layoffs 84: 74: 73: 59: 28: 23: 22: 15: 12: 11: 5: 5844: 5834: 5833: 5828: 5823: 5818: 5813: 5808: 5803: 5798: 5781: 5780: 5775: 5774: 5772: 5771: 5766: 5760: 5758: 5754: 5753: 5751: 5750: 5748:United Kingdom 5745: 5740: 5735: 5730: 5725: 5720: 5715: 5710: 5705: 5700: 5695: 5690: 5685: 5680: 5675: 5670: 5665: 5663:Czech Republic 5660: 5654: 5652: 5648: 5647: 5645: 5644: 5639: 5634: 5629: 5624: 5619: 5614: 5609: 5604: 5599: 5594: 5589: 5583: 5581: 5577: 5576: 5574: 5573: 5568: 5563: 5562: 5561: 5556: 5545: 5543: 5539: 5538: 5536: 5535: 5530: 5525: 5520: 5514: 5512: 5508: 5507: 5502: 5501: 5494: 5487: 5479: 5470: 5469: 5466: 5465: 5463: 5462: 5457: 5452: 5447: 5442: 5436: 5434: 5430: 5429: 5427: 5426: 5421: 5416: 5414:Side-scrolling 5411: 5410: 5409: 5404: 5394: 5389: 5382: 5375: 5370: 5365: 5364: 5363: 5352: 5350: 5346: 5345: 5343: 5342: 5341: 5340: 5335: 5322: 5316: 5314: 5310: 5309: 5307: 5306: 5301: 5300: 5299: 5294: 5289: 5278: 5276: 5272: 5271: 5269: 5268: 5267: 5266: 5261: 5259:Climate change 5256: 5246: 5241: 5236: 5231: 5230: 5229: 5217: 5210: 5205: 5200: 5195: 5190: 5185: 5178: 5172: 5170: 5163: 5159: 5158: 5156: 5155: 5150: 5145: 5140: 5135: 5130: 5129: 5128: 5118: 5113: 5112: 5111: 5101: 5096: 5090: 5088: 5084: 5083: 5081: 5080: 5079: 5078: 5076:Grand strategy 5068: 5067: 5066: 5056: 5051: 5046: 5041: 5036: 5035: 5034: 5024: 5019: 5014: 5008: 5006: 5000: 4999: 4996: 4995: 4993: 4992: 4987: 4981: 4979: 4975: 4974: 4972: 4971: 4966: 4961: 4956: 4955: 4954: 4949: 4944: 4933: 4931: 4925: 4924: 4922: 4921: 4920: 4919: 4914: 4904: 4898: 4896: 4890: 4889: 4887: 4886: 4881: 4876: 4870: 4868: 4862: 4861: 4859: 4858: 4853: 4848: 4843: 4838: 4832: 4830: 4821: 4815: 4814: 4812: 4811: 4806: 4805: 4804: 4794: 4792:Monster-taming 4789: 4784: 4779: 4778: 4777: 4772: 4770:Looter shooter 4761: 4759: 4753: 4752: 4750: 4749: 4744: 4737: 4731: 4729: 4723: 4722: 4720: 4719: 4714: 4713: 4712: 4701: 4699: 4693: 4692: 4690: 4689: 4684: 4679: 4674: 4669: 4664: 4658: 4656: 4650: 4649: 4647: 4646: 4641: 4632: 4630: 4624: 4623: 4616: 4614: 4611: 4610: 4608: 4607: 4602: 4597: 4596: 4595: 4582: 4581: 4580: 4570: 4569: 4568: 4566:Hack and slash 4557: 4555: 4551: 4550: 4548: 4547: 4542: 4536: 4534: 4528: 4527: 4525: 4524: 4519: 4514: 4513: 4512: 4507: 4502: 4492: 4487: 4482: 4477: 4471: 4469: 4463: 4462: 4460: 4459: 4454: 4452:Endless runner 4448: 4446: 4437: 4431: 4430: 4428: 4427: 4421: 4418: 4417: 4410: 4409: 4402: 4395: 4387: 4378: 4377: 4375: 4374: 4369: 4367:Eighth (2012–) 4364: 4359: 4354: 4349: 4344: 4339: 4334: 4328: 4326: 4322: 4321: 4319: 4318: 4313: 4312: 4311: 4306: 4296: 4295: 4294: 4289: 4279: 4273: 4271: 4267: 4266: 4259: 4258: 4251: 4244: 4236: 4227: 4226: 4224: 4223: 4218: 4213: 4208: 4203: 4198: 4193: 4187: 4185: 4179: 4178: 4176: 4175: 4170: 4165: 4160: 4155: 4150: 4145: 4140: 4135: 4130: 4124: 4122: 4116: 4115: 4113: 4112: 4107: 4102: 4097: 4092: 4087: 4082: 4077: 4072: 4067: 4061: 4059: 4053: 4052: 4050: 4049: 4044: 4039: 4034: 4029: 4024: 4019: 4014: 4009: 4004: 3998: 3996: 3990: 3989: 3987: 3986: 3981: 3976: 3971: 3966: 3961: 3956: 3951: 3946: 3941: 3935: 3933: 3927: 3926: 3924: 3923: 3918: 3913: 3908: 3903: 3898: 3893: 3888: 3883: 3878: 3872: 3870: 3864: 3863: 3861: 3860: 3854: 3852: 3848: 3847: 3840: 3839: 3832: 3825: 3817: 3811: 3808: 3807: 3796: 3795: 3778: 3768: 3751: 3741: 3728: 3727: 3713: 3697: 3696:External links 3694: 3693: 3692: 3682: 3665: 3662: 3661: 3660: 3654: 3637: 3631: 3609: 3606: 3603: 3602: 3595: 3558: 3525: 3492: 3461: 3428: 3391: 3358: 3340:Bloomberg News 3323: 3305: 3299:, p. 90, 3281: 3248: 3226: 3219: 3196: 3154: 3136: 3097: 3073: 3066: 3048: 3017: 3010: 2982: 2965:Bloomberg L.P. 2941: 2919: 2892: 2865: 2847:The Vindicator 2830: 2789: 2763: 2748:. p. 1D. 2746:The Times-News 2732: 2701: 2682: 2653: 2622: 2615: 2584: 2549: 2518: 2485: 2459: 2452: 2434: 2401: 2367: 2334: 2313: 2283: 2255: 2226: 2211: 2184: 2169: 2129: 2112: 2088: 2068: 2038: 2002: 1995: 1975: 1957: 1933: 1915: 1908: 1879: 1862:Boston Phoenix 1843: 1828:. p. 18. 1812: 1785: 1755: 1720: 1713:. p. 32. 1703:Goodman, Danny 1694: 1660: 1629: 1617: 1577: 1546: 1513: 1486: 1479: 1457: 1450: 1419: 1407:Runner's High! 1393: 1392: 1390: 1387: 1359: 1356: 1253: 1250: 1225: 1212: 1211: 1210: 1167:(Famicom) and 1141: 1138: 1134:Minoru Arakawa 1103:US$ 14 billion 1099:US$ 42 billion 1085: 1082: 1038:Space Invaders 918: 915: 900:Computer Games 888:Computer Games 846:MOS Technology 806:cassette tapes 719: 716: 701:Journey Escape 588: 585: 580:Raymond Kassar 530:Space Invaders 498: 495: 493: 490: 475:home computers 409: 408: 406: 405: 398: 391: 383: 380: 379: 376: 375: 369: 366: 365: 362: 361: 358: 357: 352: 347: 342: 337: 332: 327: 322: 317: 315:List of genres 311: 306: 305: 302: 301: 298: 297: 292: 286: 283: 282: 279: 278: 275: 274: 268: 263: 262: 259: 258: 255: 254: 248: 243: 242: 239: 238: 235: 234: 228: 223: 222: 219: 218: 215: 214: 208: 203: 202: 199: 198: 195: 194: 189: 184: 178: 173: 172: 169: 168: 165: 164: 163: 162: 160: 145: 140: 135: 130: 125: 120: 115: 114: 113: 103: 98: 97: 96: 85: 80: 79: 76: 75: 72: 71: 66: 60: 57: 56: 53: 52: 46: 45: 41: 40: 26: 9: 6: 4: 3: 2: 5843: 5832: 5829: 5827: 5824: 5822: 5819: 5817: 5814: 5812: 5809: 5807: 5804: 5802: 5799: 5797: 5794: 5793: 5791: 5770: 5767: 5765: 5762: 5761: 5759: 5755: 5749: 5746: 5744: 5741: 5739: 5736: 5734: 5731: 5729: 5726: 5724: 5721: 5719: 5716: 5714: 5711: 5709: 5706: 5704: 5701: 5699: 5696: 5694: 5691: 5689: 5686: 5684: 5681: 5679: 5676: 5674: 5671: 5669: 5666: 5664: 5661: 5659: 5656: 5655: 5653: 5649: 5643: 5640: 5638: 5635: 5633: 5630: 5628: 5625: 5623: 5620: 5618: 5615: 5613: 5610: 5608: 5605: 5603: 5600: 5598: 5595: 5593: 5590: 5588: 5585: 5584: 5582: 5578: 5572: 5571:United States 5569: 5567: 5564: 5560: 5557: 5555: 5552: 5551: 5550: 5549:Latin America 5547: 5546: 5544: 5540: 5534: 5531: 5529: 5526: 5524: 5521: 5519: 5516: 5515: 5513: 5509: 5500: 5495: 5493: 5488: 5486: 5481: 5480: 5477: 5461: 5458: 5456: 5453: 5451: 5448: 5446: 5443: 5441: 5438: 5437: 5435: 5431: 5425: 5422: 5420: 5417: 5415: 5412: 5408: 5405: 5403: 5400: 5399: 5398: 5395: 5393: 5390: 5388: 5387: 5383: 5381: 5380: 5376: 5374: 5371: 5369: 5366: 5362: 5359: 5358: 5357: 5354: 5353: 5351: 5347: 5339: 5336: 5334: 5332: 5328: 5327: 5326: 5323: 5321: 5318: 5317: 5315: 5311: 5305: 5304:Single-player 5302: 5298: 5295: 5293: 5290: 5288: 5285: 5284: 5283: 5280: 5279: 5277: 5273: 5265: 5262: 5260: 5257: 5255: 5252: 5251: 5250: 5247: 5245: 5242: 5240: 5237: 5235: 5232: 5228: 5227: 5223: 5222: 5221: 5218: 5216: 5215: 5211: 5209: 5206: 5204: 5201: 5199: 5196: 5194: 5191: 5189: 5186: 5184: 5183: 5179: 5177: 5174: 5173: 5171: 5167: 5164: 5160: 5154: 5151: 5149: 5146: 5144: 5141: 5139: 5136: 5134: 5131: 5127: 5124: 5123: 5122: 5119: 5117: 5114: 5110: 5107: 5106: 5105: 5102: 5100: 5097: 5095: 5092: 5091: 5089: 5085: 5077: 5074: 5073: 5072: 5069: 5065: 5062: 5061: 5060: 5057: 5055: 5052: 5050: 5049:Tower defense 5047: 5045: 5042: 5040: 5037: 5033: 5030: 5029: 5028: 5025: 5023: 5020: 5018: 5015: 5013: 5010: 5009: 5007: 5005: 5001: 4991: 4990:Immersive sim 4988: 4986: 4983: 4982: 4980: 4976: 4970: 4967: 4965: 4962: 4960: 4957: 4953: 4950: 4948: 4945: 4943: 4940: 4939: 4938: 4935: 4934: 4932: 4930: 4926: 4918: 4915: 4913: 4910: 4909: 4908: 4905: 4903: 4900: 4899: 4897: 4895: 4891: 4885: 4882: 4880: 4879:City-building 4877: 4875: 4872: 4871: 4869: 4867: 4863: 4857: 4854: 4852: 4849: 4847: 4844: 4842: 4839: 4837: 4834: 4833: 4831: 4829: 4825: 4822: 4820: 4816: 4810: 4807: 4803: 4800: 4799: 4798: 4795: 4793: 4790: 4788: 4785: 4783: 4782:Dungeon crawl 4780: 4776: 4773: 4771: 4768: 4767: 4766: 4763: 4762: 4760: 4758: 4754: 4748: 4747:Tile-matching 4745: 4743: 4742: 4738: 4736: 4735:Hidden object 4733: 4732: 4730: 4728: 4724: 4718: 4715: 4711: 4708: 4707: 4706: 4705:Deck-building 4703: 4702: 4700: 4698: 4694: 4688: 4685: 4683: 4680: 4678: 4675: 4673: 4670: 4668: 4665: 4663: 4660: 4659: 4657: 4655: 4651: 4645: 4642: 4640: 4638: 4634: 4633: 4631: 4629: 4625: 4620: 4606: 4603: 4601: 4598: 4594: 4592: 4588: 4587: 4586: 4583: 4579: 4576: 4575: 4574: 4571: 4567: 4564: 4563: 4562: 4559: 4558: 4556: 4552: 4546: 4543: 4541: 4540:Battle royale 4538: 4537: 4535: 4533: 4529: 4523: 4520: 4518: 4515: 4511: 4508: 4506: 4503: 4501: 4498: 4497: 4496: 4493: 4491: 4488: 4486: 4483: 4481: 4478: 4476: 4473: 4472: 4470: 4468: 4464: 4458: 4455: 4453: 4450: 4449: 4447: 4445: 4441: 4438: 4436: 4432: 4426: 4423: 4422: 4419: 4415: 4408: 4403: 4401: 4396: 4394: 4389: 4388: 4385: 4373: 4372:Ninth (2020–) 4370: 4368: 4365: 4363: 4360: 4358: 4355: 4353: 4350: 4348: 4345: 4343: 4340: 4338: 4335: 4333: 4330: 4329: 4327: 4323: 4317: 4314: 4310: 4307: 4305: 4304:Crash of 1983 4302: 4301: 4300: 4297: 4293: 4290: 4288: 4285: 4284: 4283: 4280: 4278: 4275: 4274: 4272: 4268: 4264: 4257: 4252: 4250: 4245: 4243: 4238: 4237: 4234: 4222: 4219: 4217: 4214: 4212: 4209: 4207: 4204: 4202: 4199: 4197: 4194: 4192: 4189: 4188: 4186: 4184: 4180: 4174: 4171: 4169: 4166: 4164: 4161: 4159: 4156: 4154: 4151: 4149: 4146: 4144: 4141: 4139: 4136: 4134: 4131: 4129: 4126: 4125: 4123: 4121: 4117: 4111: 4108: 4106: 4103: 4101: 4098: 4096: 4093: 4091: 4088: 4086: 4083: 4081: 4078: 4076: 4073: 4071: 4068: 4066: 4063: 4062: 4060: 4058: 4054: 4048: 4045: 4043: 4040: 4038: 4035: 4033: 4030: 4028: 4025: 4023: 4020: 4018: 4015: 4013: 4010: 4008: 4005: 4003: 4000: 3999: 3997: 3995: 3991: 3985: 3982: 3980: 3977: 3975: 3972: 3970: 3967: 3965: 3962: 3960: 3957: 3955: 3952: 3950: 3947: 3945: 3942: 3940: 3937: 3936: 3934: 3932: 3928: 3922: 3919: 3917: 3914: 3912: 3909: 3907: 3904: 3902: 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Index

1983 video game crash

History of video games
Early history of video games
Early mainframe games
Consoles
History of video game consoles
Console war
1st generation (1972–1983)
2nd generation (1976–1992)
Video game crash of 1983
3rd generation (1983–2003)
4th generation (1987–2004)
5th generation (1993–2005)
6th generation (1998–2013)
7th generation (2005–2017)
8th generation (2012–present)
9th generation (2020–present)
Impact of COVID-19
2023-24 layoffs
Arcade video games
History of arcade video games
Golden age of arcade video games
Timeline of arcade video game history
Personal computer
History of personal computer games
Mobile games
History of mobile games
Virtual reality
History of virtual reality games

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