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{{Short description|Economic sector involved with the development, marketing and sales of video games}}
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{{Use mdy dates|date=August 2016}} {{Use mdy dates|date=September 2021}}
{{Lead too short|date=January 2018}} {{Lead too short|date=January 2018}}
{{Video game industry}} {{Video game industry}}
The '''video game industry''' is the ] involved in the ], marketing, and ]. It encompasses dozens of ] disciplines and its component parts employ thousands of people worldwide.<ref>Zackariasson, P. and Wilson, T.L. eds. (2012). ''The Video Game Industry: Formation, Present State, and Future''. New York: Routledge. The '''video game industry''' is the ] and ] sectors of the ] that specialize in the ], ], ], ], and ] of ]s. The ] encompasses dozens of job disciplines and thousands of jobs worldwide.<ref>Zackariasson, P. and Wilson, T.L. eds. (2012). ''The Video Game Industry: Formation, Present State, and Future''. New York: Routledge.</ref>
</ref>


The video game industry has grown from niche to mainstream.<ref>{{cite web|date=July 25, 2020|title=New ESA Report Shows Gaming Is No Longer A Niche Market|url=https://www.thegamer.com/esa-gaming-niche-popular-die-mad-gamers/|access-date=December 16, 2020|website=TheGamer|archive-date=January 12, 2021|archive-url=https://web.archive.org/web/20210112053311/https://www.thegamer.com/esa-gaming-niche-popular-die-mad-gamers/|url-status=live}}</ref> {{As of|July 2018}}, video games generated {{US$|134.9 billion}} annually in global sales.<ref>{{cite web |url=https://newzoo.com/key-numbers/ |title=Key Numbers |archive-url=https://web.archive.org/web/20190509014637/https://newzoo.com/key-numbers/ |archive-date=May 9, 2019 |work=newzoo.com |access-date=August 21, 2021}}</ref> In the US, the industry earned about {{US$|9.5 billion|long=no}} in 2007, {{US$|11.7 billion|long=no}} in 2008, and {{US$|25.1 billion}} {{as of | 2010 | alt = in}} 2010,<ref>{{cite web|title=ESA: Facts and figures about the gaming industry in 2010|url=https://www.techspot.com/news/44167-esa-facts-and-figures-about-the-gaming-industry-in-2010.html|access-date=December 16, 2020|website=TechSpot|date=June 9, 2011 |archive-date=June 12, 2021|archive-url=https://web.archive.org/web/20210612093331/https://www.techspot.com/news/44167-esa-facts-and-figures-about-the-gaming-industry-in-2010.html|url-status=live}}</ref> according to the ] annual report. Research from Ampere Analysis indicated three points: the sector has consistently grown since at least 2015 and expanded 26% ], to a record {{US$|191 billion|long=no}}; the global games and services market is forecast to shrink 1.2% annually to {{US$|188 billion|long=no}} in 2022.<ref>{{cite web |last=Browne |first=Ryan |title=Video game sales set to fall for first time in years as industry braces for recession |url=https://www.cnbc.com/2022/07/07/video-game-industry-not-recession-proof-sales-set-to-fall-in-2022.html |access-date=2022-08-09 |website=CNBC |date=July 7, 2022 |language=en |archive-date=August 9, 2022 |archive-url=https://web.archive.org/web/20220809183935/https://www.cnbc.com/2022/07/07/video-game-industry-not-recession-proof-sales-set-to-fall-in-2022.html |url-status=live }}</ref>
== Overview ==
The video game industry has grown from focused markets to mainstream.{{Citation needed|date=March 2019}} They took in about ]9.5 billion in the US in 2007, 11.7 billion in 2008, and 25.1 billion {{as of | 2010 | alt = in}} 2010 (] annual report).


Modern ]s owe many advances and innovations to the game industry: ]s, ]s and ]s, faster ]s, and dedicated co-processors like ] are a few of the more notable improvements. The industry has influenced the technological advancement of ]s through ]s, ]s and ]s, ]s, and co-processors like ].{{Citation needed|date=March 2021}} Sound cards, for example, were originally developed for games and then improved for adoptation by the ].{{Citation needed|date=March 2021}}


== Industry overview ==
]s were developed{{By whom|date=March 2019}} for an addition of digital-quality sound to games and only later were they improved for music and ]s.<ref name="sndhist">
=== Size ===
{{cite web
In 2017 in the United States, which represented about a third of the global video game market, the ] estimated that there were over 2,300 development companies and over 525 publishing companies, including in hardware and software manufacturing, service providers, and distributors. These companies in total have nearly 66,000 direct employees. When including indirect employment, such as a developer using the services of a graphics design package from a different firm, the total number of employees involved in the video game industry rises above 220,000.<ref>{{cite report | url = https://www.theesa.com/wp-content/uploads/2019/03/2017-EIR-National-Report.pdf | title = "Video Games in the 21st Century" | first = Stephen E. | last = Siwek | date = 2017 | access-date = January 22, 2020 | publisher = ] | archive-date = March 10, 2021 | archive-url = https://web.archive.org/web/20210310161129/https://www.theesa.com/wp-content/uploads/2019/03/2017-EIR-National-Report.pdf | url-status = dead }}</ref>
| url= http://alldidigames.com/video-games-industry-infographics/

| publisher= Didi Games | work= Research on Video Games
=== Value chain ===
| author= Bob Johnstone | title= Didi Games
Traditionally, the video game industry has had six connected layers in its ] based on the retail distribution of games:
| accessdate= April 1, 2009
# ], representing programmers, ], and ], and their leadership, with support of ] and other development tools.
}}
# ], which typically includes both the source of funding the development of a video game, as well as providing the marketing and advertising for a game.
</ref>
# Distribution, whether through retail or digital channels. Distribution typically includes manufacturing and duplication of game media and packaging for retail games.
Early on, ] were developed for more colors.<ref name="sndhist"/> Later, graphics cards were developed{{By whom|date=March 2019}} for ]s (GUIs) and games; GUIs drove the need for high resolution, and games began using 3D acceleration.<ref name="sndhist"/> They also are one of the only pieces of hardware to allow multiple hookups (such as with ] or ] graphics-cards).<ref name="sndhist"/> CD- and DVD-ROM's developed for mass distribution of media in general; however, the ability to store more information on cheap, easily distributive media became instrumental in driving their ever-higher speeds.<ref name="sndhist"/>
# Retailer, storefront where the game is sold.
# Consumers, the purchasers and players of video games
# Hardware platform manufacturers, which can own and place limitations for content on the platform they have made, charging license fees to developers or publishers.


As games have transitioned from the retail to more digital market, parts of this value chain have become redundant. For example, the distributor may be redundant as a function of either the publisher or the retailer, or even in some cases as the case of ]s, the function of the developer themselves.<ref>{{cite journal | title = Digital Supply Chain Management in the Videogames Industry: A Systematic Literature Review | first1 = Stephen | last1 = Kelly | first2 = Vojtech | last2= Klézl | first3= John |last3=Israilidis | first4= Neil |last4= Malone | first5 = Stuart | last5= Butler | journal = The Computer Games Journal | doi = 10.1007/s40869-020-00118-0 | date = 2020 | volume = 10 | issue = 1–4 | pages = 19–40 | doi-access = free | url = https://research.edgehill.ac.uk/files/38868959/Kelly2021_Article_DigitalSupplyChainManagementIn.pdf }}</ref>
== Scope of the video game industry ==

Ben Sawyer of Digital-mill observes that the game industry ] is made up of six connected and distinctive layers:
=== Roles ===
#'''Capital and publishing layer''': involved in paying for development of new titles and seeking returns through licensing of the titles.
Ben Sawyer of Digitalmill observes that the development side of the industry is made up of six connected and distinctive layers:
#'''Product and talent layer''': includes ], ] and ], who may be working under individual contracts or as part of in-house development teams.
# Capital and publishing layer: involved in paying for development of new games and seeking returns through licensing of the properties.
#'''Production and tools layer''': generates content ], game development ], ], and production management tools.
# Product and talent layer: includes ], ] and ], who may be working under individual contracts or as part of in-house development teams.
#'''Distribution layer''': or the "]" industry, involved in generating and marketing catalogs of games for retail and online distribution.
# Production and tools layer: generates content ], game development ], ], and production management tools.
#'''Hardware''' (or Virtual Machine or Software Platform) '''layer''': or the providers of the underlying platform, which may be console-based, accessed through online media, or accessed through mobile devices such as ]. This layer now includes network infrastructure and non-hardware platforms such as virtual machines (e.g. Java or Flash), or software platforms such as browsers or even further Facebook, etc.
# Distribution layer: or the "]" industry, involved in generating and marketing catalogs of games for retail and online distribution.
#'''End-users layer''': or the users/players of the games.<ref name="newmedia">
# Hardware (or Virtual Machine or Software Platform) layer: or the providers of the underlying platform, which may be console-based, accessed through online media, or accessed through mobile devices such as ]. This layer includes network infrastructure and non-hardware platforms such as virtual machines (such as Java or Flash), or software platforms such as browsers or Facebook.
# End-users layer: or the players of the games.<ref name="newmedia">
{{cite book {{cite book
| last1 = Flew | last1 = Flew
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| last2 = Humphreys | last2 = Humphreys
| first2 = Sal | first2 = Sal
| authorlink1 = Terry Flew | author-link1 = Terry Flew
| title = New Media: an Introduction (Second Edition) | title = New Media: an Introduction
| publisher = ] | publisher = ]
| year = 2005 | year = 2005
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|chapter = Games: Technology, Industry, Culture |chapter = Games: Technology, Industry, Culture
| pages=101–114 | pages=101–114
| edition = Second
}} }}
</ref> </ref>


The game industry employs those experienced in other traditional businesses, but some have experience tailored to the game industry. Some of the disciplines specific to the game industry include: ], ], ], ], ], and ]. Most of these professionals are employed by ]s or ]s. However, many ]ists also produce computer games and sell them commercially.{{Citation needed|date=March 2009}} Game developers and publishers sometimes employ those with extensive or long-term experience within the ] communities.<ref>{{cite journal |title=Computer game mods, modders, modding and the mod scene |last=Scacchi |first=Walt |journal=First Monday |publisher=University of Chicago |volume=15 |number=5 |date=2010|doi=10.5210/fm.v15i5.2965 |doi-access=free }}</ref>
In 2017 in the United States, which represented about a third of the global video game market, the ] estimated that there were over 2,300 development companies and over 525 publishing companies (including those involved in hardware and software manufacturing, service providers, and distributors). These companies in total have nearly 66,000 direct employed workers. When including indirect employment, such as a developer using the services of a graphics design package from a different firm, the total number of employees involved in the video game industry rises to over 220,000.<ref>{{cite report | url = https://www.theesa.com/wp-content/uploads/2019/03/2017-EIR-National-Report.pdf | title = Video Games in the 21st Century | first = Stephen E. | last = Siwek | date = 2017 | accessdate = January 22, 2020 | publisher = ] }}</ref>

== Disciplines ==
The game industry employs those experienced in other traditional businesses, but some have experience tailored to the game industry. Some of the disciplines specific to the game industry include: ], ], ], ], ] and ]. Most of these professionals are employed by ]s or ]s. However, many ]ists also produce computer games and sell them commercially.{{Citation needed|date=March 2009}} Game developers and publishers sometimes employ those with extensive or long-term experience within the ] communities.<ref>http://uncommonculture.org/ojs/index.php/fm/article/view/2965/2526#36</ref>


== History == == History ==
{{Cleanup rewrite|Section should focus on the history of segments of the industry (developers, publishers, etc.) and major events, which may be tied to hardware and software, but this should be less about reiterating the hardware and generations.|section|date=March 2021}}
{{Main|History of video games}}
{{Further|History of video games|History of arcade video games|History of video game consoles}}


=== 1940's–1960's === === 1940s–1960s ===
{{main|Early history of video games|Early mainframe games}} {{Further|Early history of video games|Early mainframe games}}
Prior to the 1970's, there was no significant commercial aspect of the video game industry, but many advances in computing would set the stage for the birth of the industry. Prior to the 1970s, there was no significant commercial aspect of the video game industry, but many advances in computing would set the stage for the birth of the industry.


Many early publicly available interactive computer-based game machines used or other mechanisms to mimic a display; while technically not "video games", they had elements of interactivity between the player and the machine. Some examples of these included the 1940 "Ni-matron", an electromagnetic relay-based ]-playing device designed by ] and built by ] for the ],<ref name="Priest">{{cite web|url=https://videogamehistorian.wordpress.com/2014/01/22/the-priesthood-at-play-computer-games-in-the-1950s/|title=The Priesthood At Play: Computer Games in the 1950s |work=They Create Worlds|last=Smith|first=Alexander|date=2014-01-22|accessdate=2015-12-18|archiveurl=https://web.archive.org/web/20151222172058/https://videogamehistorian.wordpress.com/2014/01/22/the-priesthood-at-play-computer-games-in-the-1950s/|archivedate=2015-12-22|url-status=live}}</ref> '']'', an arcade game of ], built by ] for the 1950 ],<ref name="CNE">{{cite news|first=Marlene|last=Simmons|title=Bertie the Brain programmer heads science council |url=https://news.google.com/newspapers?id=rKYyAAAAIBAJ&sjid=pe0FAAAAIBAJ&pg=916,3790974&dq=josef-kates&hl=en |newspaper=]|date=1975-10-09|page=17|accessdate=2015-12-18}}</ref> and ] created by engineering firm ] for the 1951 ],<ref>{{cite book|title=]|last=Donovan|first=Tristan|publisher=Yellow Ant|date=2010-04-20|isbn=978-0-9565072-0-4|pages=1–9}}</ref> Many early publicly available interactive computer-based game machines used or other mechanisms to mimic a display; while technically not "video games", they had elements of interactivity between the player and the machine. Some examples of these included the 1940 "Nimatron", an electromagnetic relay-based ]-playing device designed by ] and built by ] for the ],<ref name="Priest">{{cite web|url=https://videogamehistorian.wordpress.com/2014/01/22/the-priesthood-at-play-computer-games-in-the-1950s/|title=The Priesthood At Play: Computer Games in the 1950s |work=They Create Worlds|last=Smith|first=Alexander|date=January 22, 2014|access-date=December 18, 2015|archive-url=https://web.archive.org/web/20151222172058/https://videogamehistorian.wordpress.com/2014/01/22/the-priesthood-at-play-computer-games-in-the-1950s/|archive-date=December 22, 2015|url-status=live}}</ref> '']'', an arcade game of ], built by ] for the 1950 ],<ref name="CNE">{{cite news|first=Marlene|last=Simmons|title=Bertie the Brain programmer heads science council|url=https://news.google.com/newspapers?id=rKYyAAAAIBAJ&pg=916,3790974&dq=josef-kates&hl=en|newspaper=]|date=October 9, 1975|page=17|access-date=December 18, 2015|archive-date=March 8, 2021|archive-url=https://web.archive.org/web/20210308221409/https://news.google.com/newspapers?id=rKYyAAAAIBAJ&pg=916,3790974&dq=josef-kates&hl=en|url-status=live}}</ref> and ] created by engineering firm ] for the 1951 ].<ref>{{cite book|title=Replay: The History of Video Games|last=Donovan|first=Tristan|title-link=Replay: The History of Video Games|publisher=Yellow Ant|date=April 20, 2010|isbn=978-0-9565072-0-4|pages=1–9}}</ref>


The development of ]—the core technology behind televisions—created several of the first true video games. In 1947 Thomas T. Goldsmith Jr. and Estle Ray Mann filed a patent for a "cathode ray tube amusement device". Their game, which uses a cathode ray tube hooked to an oscilloscope display, challenges players to fire a gun at target.<ref>{{cite web|url=http://www.museumofplay.org/about/icheg/video-game-history/timeline |title=Video Game History Timeline &#124; The Strong |publisher=Museumofplay.org |date= |accessdate=2018-06-05}}</ref> The development of ], the core technology inside televisions, created several of the first true video games. In 1947, Thomas T. Goldsmith Jr. and Estle Ray Mann filed a patent for a "cathode ray tube amusement device". Their game, which uses a cathode-ray tube hooked to an oscilloscope display, challenges players to fire a gun at target.<ref>{{cite web |url=http://www.museumofplay.org/about/icheg/video-game-history/timeline |title=Video Game History Timeline &#124; The Strong |publisher=Museumofplay.org |access-date=June 5, 2018 |archive-date=September 6, 2021 |archive-url=https://web.archive.org/web/20210906173502/https://www.museumofplay.org/about/icheg/video-game-history/timeline |url-status=live }}</ref>


Between the 1950s and 1960s, with mainframe computers becoming available to campus colleges, students and others started to develop games that could be played at terminals that accessed the mainframe. One of the first known examples is '']'', developed by Harvard and MIT employees Martin Graetz, ], and Wayne Wiitanen.<ref name="Space">{{cite web|url=https://videogamehistorian.wordpress.com/2014/08/07/one-two-three-four-i-declare-a-space-war/|title=One, Two, Three, Four I Declare a Space War|work=They Create Worlds|last=Smith|first=Alexander|date=2014-08-07|accessdate=2015-12-18|archiveurl=https://web.archive.org/web/20151222172136/https://videogamehistorian.wordpress.com/2014/08/07/one-two-three-four-i-declare-a-space-war/|archivedate=2015-12-22|url-status=live}}</ref> The introduction of easy-to-program languages like ] for mainframes allowed for more simplistic games to be developed. Between the 1950s and 1960s, with mainframe computers becoming available to campus colleges, students and others started to develop games that could be played at terminals that accessed the mainframe. One of the first known examples is '']'', developed by Harvard and MIT employees Martin Graetz, ], and Wayne Wiitanen.<ref name="Space">{{cite web|url=https://videogamehistorian.wordpress.com/2014/08/07/one-two-three-four-i-declare-a-space-war/|title=One, Two, Three, Four I Declare a Space War|work=They Create Worlds|last=Smith|first=Alexander|date=August 7, 2014|access-date=December 18, 2015|archive-url=https://web.archive.org/web/20151222172136/https://videogamehistorian.wordpress.com/2014/08/07/one-two-three-four-i-declare-a-space-war/|archive-date=December 22, 2015|url-status=live}}</ref> The introduction of easy-to-program languages like ] for mainframes allowed for more simplistic games to be developed.

The ] industry grew out of the pre-existing ] industry, which was previously dominated by ]s (EM games). Following the arrival of ]'s EM game '']'' (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.<ref name="Smith">{{cite book |last1=Smith |first1=Alexander |title=They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. I: 1971-1982 |date=November 19, 2019 |publisher=] |isbn=978-0-429-75261-2 |pages=119–20, 188–91 |url=https://books.google.com/books?id=Cxy_DwAAQBAJ&pg=PT119 |access-date=May 21, 2021 |archive-date=January 17, 2023 |archive-url=https://web.archive.org/web/20230117222408/https://books.google.com/books?id=Cxy_DwAAQBAJ&pg=PT119 |url-status=live }}</ref> In the late 1960s, a college student named ] had a part-time job at an arcade where he became familiar with EM games such as ]'s ] ''Speedway'' (1969), watching customers play and helping to maintain the machinery, while learning how it worked and developing his understanding of how the game business operates.<ref name="NGen23">{{cite magazine |title=The Great Videogame Swindle? |magazine=] |issue=23 |publisher=] |date=November 1996 |pages=211–229 |url=https://archive.org/details/NextGeneration23Nov1996P2/page/n72}}</ref>


=== 1970s === === 1970s ===
], released in 1972, was the first home video game console.]] ] was released in 1972 as the first home video game console.]]
{{see also|First generation of video game consoles|Video game crash of 1977|Golden age of video arcade games|Second generation of video game consoles}} {{See also|First generation of video game consoles|Video game crash of 1977|Golden age of video arcade games|Second generation of video game consoles}}
In 1971, the first commercial ], '']'', was released.<ref name="cleverism.com">{{cite web|url=http://www.cleverism.com/gaming-industry-introduction/|title=The Gaming Industry – An Introduction|work=Cleverism|date=April 17, 2015|access-date=December 27, 2015|archive-date=January 5, 2016|archive-url=https://web.archive.org/web/20160105113752/http://www.cleverism.com/gaming-industry-introduction/|url-status=live}}</ref> The following year, ] released the first commercially successful video game, '']'', and 19,000 ]s of the original arcade version were sold.<ref>{{Cite book|title=Computer and Video Game Law: Cases and Materials|author=Ashley S. Lipson & Robert D. Brain|publisher=Carolina Academic Press|year=2009|isbn=978-1-59460-488-1|url=https://books.google.com/books?id=IxNDAQAAIAAJ|access-date=April 11, 2011|page=9|quote=Atari eventually sold more than 19,000 Pong machines, giving rise to many imitations. Pong made its first appearance in 1972 at "Andy Capp's," a small bar in Sunnyvale, California, where the video game was literally "overplayed" as eager customers tried to cram quarters into an already heavily overloaded coin slot.|archive-date=January 17, 2023|archive-url=https://web.archive.org/web/20230117222935/https://books.google.com/books?id=IxNDAQAAIAAJ|url-status=live}}</ref> In that year, video games were introduced to the home market with the release of the early ], the ]. However, both the arcade and home markets would be dominated by ''Pong'' clones, which flooded the market and led to the ]. The crash eventually came to an end with the success of ]'s '']'', released in 1978, inspiring the ].<ref name="Whittaker-122">{{Cite book|title=The cyberspace handbook|author=Jason Whittaker|publisher=]|year=2004|isbn=0-415-16835-X|page=122}}</ref> The game's success prompted the prevalence of arcade machines in mainstream locations such as ]s, traditional storefronts, ]s, and ]s during the golden age.<ref>{{cite magazine|url=http://www.next-gen.biz/features/30-defining-moments-gaming |title=The 30 Defining Moments in Gaming |publisher=] |magazine=] |author=Edge Staff |date=August 13, 2007 |access-date=September 18, 2008 |url-status=dead |archive-url=https://web.archive.org/web/20111029232528/http://www.next-gen.biz/features/30-defining-moments-gaming |archive-date=October 29, 2011 }}</ref> More than 360,000 ''Space Invaders'' ] were sold worldwide,<ref>{{Cite journal|title=Asia Pacific Perspectives, Japan| journal=Asia-Pacific Perspectives, Japan | volume=1|author=Jiji Gaho Sha, inc.|year=2003|publisher=]|url=https://books.google.com/books?id=CTRWAAAAYAAJ|access-date=April 9, 2011|page=57|quote=At that time, a game for use in entertainment arcades was considered a hit if it sold 1000 units; sales of Space Invaders topped 300,000 units in Japan and 60,000 units overseas.}}</ref> and by 1982, generated a revenue of {{US$|2 billion|long=no}} (equivalent to ${{formatprice|{{inflation|US|2000000000|1982|r=0}}}} in {{Inflation-year|USD}}) in ].<ref name="CBC-1982">{{cite news|title=Making millions, 25 cents at a time|work=]|publisher=]|date=November 23, 1982|url=http://www.cbc.ca/archives/categories/arts-entertainment/media/the-arcade-age/making-millions-25-cents-at-a-time.html|access-date=June 6, 2012|archive-date=January 28, 2013|archive-url=https://web.archive.org/web/20130128185102/http://www.cbc.ca/archives/categories/arts-entertainment/media/the-arcade-age/making-millions-25-cents-at-a-time.html|url-status=live}}</ref><ref name="Executive">{{Cite magazine|title=Space Invaders vs. Star Wars|magazine=Executive|volume=24|publisher=Southam Business Publications|year=1982|url=https://books.google.com/books?id=-KwTAQAAMAAJ|access-date=April 30, 2011|page=9|quote=According to TEC, Atari's arcade game Space Invaders has taken in $2&nbsp;billion, with net receipts of $450 million.}}</ref>


''Space Invaders'' was soon licensed for the ] (later known as Atari 2600), becoming the first "]" and quadrupling the console's sales.<ref name="RG-41">{{Cite magazine| date= September 2007| title= The Definitive Space Invaders| magazine= ]| publisher= ]| issue= 41| pages= 24–33| url= http://www.nowgamer.com/features/152/the-definitive-space-invaders-part-1| access-date= April 20, 2011| df= mdy-all}}</ref> The success of the Atari 2600 in turn revived the home video game market during the second generation of consoles, until the ].<ref>{{Cite book|title=The cyberspace handbook|first=Jason | last=Whittaker|publisher=]|year=2004|isbn=0-415-16835-X|pages=122–3}}</ref> By the end of the 1970s, the ] industry began forming from a hobby culture.
In 1971, the ], ''] was released.''<ref name="cleverism.com">{{cite web|url=http://www.cleverism.com/gaming-industry-introduction/|title=The Gaming Industry – An Introduction|work=Cleverism}}</ref> The following year, ] released the first commercially successful video game, '']'', the original arcade version of which sold over 19,000 ].<ref>{{Cite book|title=Computer and Video Game Law: Cases and Materials|author=Ashley S. Lipson & Robert D. Brain|publisher=Carolina Academic Press|year=2009|isbn=1-59460-488-6|url=https://books.google.com/books?id=IxNDAQAAIAAJ|accessdate=April 11, 2011|page=9|quote=Atari eventually sold more than 19,000 Pong machines, giving rise to many imitations. Pong made its first appearance in 1972 at "Andy Capp's," a small bar in Sunnyvale, California, where the video game was literally "overplayed" as eager customers tried to cram quarters into an already heavily overloaded coin slot.|postscript=<!-- Bot inserted parameter. Either remove it; or change its value to "." for the cite to end in a ".", as necessary. -->{{inconsistent citations}}}}</ref> That same year saw the introduction of video games to the home market with the release of the early ], the ]. However, both the arcade and home markets would be dominated by ''Pong'' clones, which flooded the market and led to the ]. The crash eventually came to an end with the success of ]'s '']'', released in 1978, sparking a renaissance for the video game industry and paving the way for the ].<ref name="Whittaker-122">{{Cite book|title=The cyberspace handbook|author=Jason Whittaker|publisher=]|year=2004|isbn=0-415-16835-X|page=122|postscript=<!-- Bot inserted parameter. Either remove it; or change its value to "." for the cite to end in a ".", as necessary. -->{{inconsistent citations}}}}</ref> The game's success inspired arcade machines to become prevalent in mainstream locations such as ]s, traditional storefronts, ]s and ]s during the golden age.<ref>{{cite web|url=http://www.next-gen.biz/features/30-defining-moments-gaming |title=The 30 Defining Moments in Gaming |publisher=] |work=] |author=Edge Staff |date=August 13, 2007 |accessdate=September 18, 2008 |url-status=dead |archiveurl=https://web.archive.org/web/20111029232528/http://www.next-gen.biz/features/30-defining-moments-gaming |archivedate=October 29, 2011 }}</ref> ''Space Invaders'' would go on to sell over 360,000 ] worldwide,<ref>{{Cite journal|title=Asia Pacific perspectives, Japan|volume=1|author=Jiji Gaho Sha, inc.|year=2003|publisher=]|url=https://books.google.com/books?id=CTRWAAAAYAAJ|accessdate=April 9, 2011|page=57|quote=At that time, a game for use in entertainment arcades was considered a hit if it sold 1000 units; sales of Space Invaders topped 300,000 units in Japan and 60,000 units overseas.|postscript=<!-- Bot inserted parameter. Either remove it; or change its value to "." for the cite to end in a ".", as necessary. -->{{inconsistent citations}}}}</ref> and by 1982, generate a revenue of $2&nbsp;billion in ],<ref name="CBC-1982">{{cite news|title=Making millions, 25 cents at a time|work=]|publisher=]|date=November 23, 1982|url=http://www.cbc.ca/archives/categories/arts-entertainment/media/the-arcade-age/making-millions-25-cents-at-a-time.html|accessdate=June 6, 2012}}</ref><ref name="Executive">{{Cite journal|title=Space Invaders vs. Star Wars|work=Executive|volume=24|publisher=Southam Business Publications|year=1982|url=https://books.google.com/books?id=-KwTAQAAMAAJ|accessdate=April 30, 2011|page=9|quote=According to TEC, Atari's arcade game Space Invaders has taken in $2&nbsp;billion, with net recipts of $450 million.|postscript=<!-- Bot inserted parameter. Either remove it; or change its value to "." for the cite to end in a ".", as necessary. -->{{inconsistent citations}}}}</ref> equivalent to $4.6 billion in 2011.<ref name="Inflation">{{cite web|title=CPI Inflation Calculator|publisher=]|url=http://www.bls.gov/data/inflation_calculator.htm|accessdate=March 22, 2011}}</ref>

Soon after, ''Space Invaders'' was licensed for the ] (later known as Atari 2600), becoming the first "]" and quadrupling the console's sales.<ref name="RG-41">{{Cite journal| date= September 2007| title= The Definitive Space Invaders| journal= ]| publisher= ]| issue= 41| pages= 24–33| url= http://www.nowgamer.com/features/152/the-definitive-space-invaders-part-1| accessdate= April 20, 2011| df= mdy-all}}</ref> The success of the Atari 2600 in turn revived the home video game market during the second generation of consoles, up until the ].<ref>{{Cite book|title=The cyberspace handbook|author=Jason Whittaker|publisher=]|year=2004|isbn=0-415-16835-X|pages=122–3|postscript=<!-- Bot inserted parameter. Either remove it; or change its value to "." for the cite to end in a ".", as necessary. -->{{inconsistent citations}}}}</ref> By the end of the 1970s, the ] industry began forming from a hobby culture.


=== 1980s === === 1980s ===
], released in 1985, helped to revive the American video games industry after the video game crash of 1983.]] ], released in 1985, revived the American video game industry after the video game crash of 1983.]]
{{see also|Golden age of video arcade games|Second generation of video game consoles|North American video game crash of 1983|Third generation of video game consoles|Fourth generation of video game consoles}} {{See also|Golden age of video arcade games|Second generation of video game consoles|Video game crash of 1983|Third generation of video game consoles|Fourth generation of video game consoles}}
In the early 1980s, the ] reached its zenith. The total sales of ] machines in North America increased significantly during this period, from $50 million in 1978 to $900 million by 1981,<ref name="Wolf-105">{{Cite book|title=The video game explosion: a history from PONG to Playstation and beyond|author=Mark J. P. Wolf|publisher=]|isbn=978-0-313-33868-7|page=105|url=https://books.google.com/books?id=XiM0ntMybNwC&pg=PA105|access-date=April 19, 2011|year=2008}}</ref> with the arcade video game industry's revenue in North America tripling to $2.8 billion in 1980.<ref>{{Cite magazine|magazine=Electronic Education | title=Electronic Education |volume=2|issue=5–8|publisher=Electronic Communications|year=1983|url=https://books.google.com/books?id=nFBRAAAAYAAJ|access-date=April 23, 2011|page=41|quote=In 1980 alone, according to Time, $2.8 billion in quarters, triple the amount of the previous years, were fed into video games.}}</ref> By 1981, the arcade video game industry was generating an annual North American revenue of {{US$|5 billion|long=no}}<ref name="Whittaker-122"/><ref>{{Cite book|title=The video game explosion: a history from PONG to Playstation and beyond|author=Mark J. P. Wolf|publisher=]|isbn=978-0-313-33868-7|page=103|url=https://books.google.com/books?id=XiM0ntMybNwC&pg=PA103|access-date=April 19, 2011|year=2008}}</ref> (equivalent to ${{formatprice|{{inflation|US|5000000000|1981|r=0}}}} in {{Inflation-year|USD}}). In 1982, the arcade video game industry reached its peak, generating $8 billion in quarters,<ref name="Rogers-Larsen-263">{{Cite book|title=Silicon Valley fever: growth of high-technology culture|author=Everett M. Rogers & Judith K. Larsen|publisher=]|year=1984|isbn=0-465-07821-4|url=https://archive.org/details/siliconvalleyfev00roge|url-access=registration|access-date=April 23, 2011|page=|quote=Video game machines have an average weekly take of $109 per machine. The video arcade industry took in $8 billion in quarters in 1982, surpassing pop music (at $4 billion in sales per year) and Hollywood films ($3 billion, $10 billion if cassette sales and rentals are included). Those 32 billion arcade games played translate to 143 games for every man, woman, and child in America. A recent Atari survey showed that 86 percent of the US population from 13 to 20 has played some kind of video game and an estimated 8 million US homes have video games hooked up to the television set. Sales of home video games were $3.8 billion in 1982, approximately half that of video game arcades.}}</ref> surpassing the annual gross revenue of both ] ($4 billion) and ] films ($3 billion) combined.<ref name="Rogers-Larsen-263"/> This was also nearly twice as much as the $3.8 billion generated by the home video game industry that year; both the arcade and home video game markets combined in 1982 total of {{US$|11.8 billion|long=no}}<ref name="Rogers-Larsen-263"/> (equivalent to ${{formatprice|{{inflation|US|11800000000|1982|r=0}}}} in {{Inflation-year|USD}}). The arcade video game industry would continue to generate an annual revenue of $5 billion in quarters through to 1985.<ref>{{Cite book|title=Keeping in touch|author=]|publisher=]|year=1985|isbn=0-671-55376-3|url=https://archive.org/details/keepingintouch00good|url-access=registration|access-date=April 23, 2011|page=|quote=There are 95,000 others like him spread across the country, getting fed a fat share of the $5 billion in videogame quarters every year.}}</ref> The most successful game of this era was ]'s '']'', released in 1980, of which more than 350,000 cabinets were eventually sold,<ref>{{cite web | url = http://classicgaming.gamespy.com/View.php?view=GameMuseum.Detail&id=261 | title = Game of the Week: ''Pac-Man'' | author = Kevin "Fragmaster" Bowen | publisher = ] | year = 2001 | access-date = April 9, 2011 | quote = Released in 1980, Pac-Man was an immediate success. It sold over 350,000 units, and probably {{sic|hide=y|woul|d of| expected=would have}} sold more if not for the numerous illegal pirate and bootleg machines that were also sold. | archive-date = October 1, 2011 | archive-url = https://web.archive.org/web/20111001232751/http://classicgaming.gamespy.com/View.php?view=GameMuseum.Detail&id=261 | url-status = live }}</ref> and within a year, collected more than $1 billion in quarters;<ref name="Wolf-73">{{Cite book|title=The video game explosion: a history from PONG to Playstation and beyond|author=Mark J. P. Wolf|publisher=]|year=2008|isbn=978-0-313-33868-7|chapter=Video Game Stars: Pac-Man|page=73|chapter-url=https://books.google.com/books?id=XiM0ntMybNwC&pg=PA73|access-date=April 10, 2011|quote=It would go on to become arguably the most famous video game of all time, with the arcade game alone taking in more than a billion dollars, and one study estimated that it had been played more than 10 billion times during the twentieth century.}}</ref> in total, ''Pac-Man'' is estimated to have grossed over 10 billion quarters ($2.5 billion) during the 20th century.<ref name="Wolf-73"/><ref>{{cite news|title=Pac Man turns 25: A pizza dinner yields a cultural phenomenon - and millions of dollars in quarters|date=May 10, 2005|author=Chris Morris|publisher=CNN|url=https://money.cnn.com/2005/05/10/commentary/game_over/column_gaming/index.htm|access-date=April 23, 2011|quote=In the late 1990s, Twin Galaxies, which tracks video game world record scores, visited used game auctions and counted how many times the average Pac Man machine had been played. Based on those findings and the total number of machines that were manufactured, the organization said it believed the game had been played more than 10 billion times in the 20th century.|archive-date=May 15, 2011|archive-url=https://web.archive.org/web/20110515011836/http://money.cnn.com/2005/05/10/commentary/game_over/column_gaming/index.htm|url-status=live}}</ref>


In the early 1980s, ] home computing and ] boomed. This was especially in Europe (with the ] and ]) and in Asia (with the ] and ]). ] arose at that time, which was later expanded to include ]ed cassettes and CDs. In 1983, the ] due to the production of too many badly developed games (quantity over quality), resulting in the fall of the North American industry. The industry would eventually be revitalized by the release of the ], which resulted in the home console market being dominated by Japanese companies such as ],<ref name="newmedia" /> while a professional European video game industry also began taking shape with companies such as ] and ].<ref>{{cite web|url=http://www.worldofspectrum.org/ystop100.html|title=World of Spectrum - Archive - YS Top 100|work=worldofspectrum.org|access-date=November 8, 2010|archive-date=October 30, 2015|archive-url=https://web.archive.org/web/20151030232331/http://www.worldofspectrum.org/ystop100.html|url-status=dead}}</ref> In 1987, Nintendo lost a legal challenge against ], which continued game rentals in the same way as movies. In 1989, the ] handheld system was launched.
The early 1980's saw the ] reach its zenith. The total sales of ] machines in North America increased significantly during this period, from $50 million in 1978 to $900 million by 1981,<ref name="Wolf-105">{{Cite book|title=The video game explosion: a history from PONG to Playstation and beyond|author=Mark J. P. Wolf|publisher=]|isbn=0-313-33868-X|page=105|url=https://books.google.com/books?id=XiM0ntMybNwC&pg=PA105|accessdate=April 19, 2011|year=2008|postscript=<!-- Bot inserted parameter. Either remove it; or change its value to "." for the cite to end in a ".", as necessary. -->{{inconsistent citations}}}}</ref> with the arcade video game industry's revenue in North America tripling to $2.8 billion in 1980.<ref>{{Cite journal|title=Electronic Education|work=Electronic Education|volume=2|issue=5–8|publisher=Electronic Communications|year=1983|url=https://books.google.com/books?id=nFBRAAAAYAAJ|accessdate=April 23, 2011|page=41|quote=In 1980 alone, according to Time, $2.8 billion in quarters, triple the amount of the previous years, were fed into video games.|postscript=<!-- Bot inserted parameter. Either remove it; or change its value to "." for the cite to end in a ".", as necessary. -->{{inconsistent citations}}}}</ref> By 1981, the arcade video game industry was generating an annual revenue of $5 billion in North America,<ref name="Whittaker-122"/><ref>{{Cite book|title=The video game explosion: a history from PONG to Playstation and beyond|author=Mark J. P. Wolf|publisher=]|isbn=0-313-33868-X|page=103|url=https://books.google.com/books?id=XiM0ntMybNwC&pg=PA103|accessdate=April 19, 2011|year=2008|postscript=<!-- Bot inserted parameter. Either remove it; or change its value to "." for the cite to end in a ".", as necessary. -->{{inconsistent citations}}}}</ref> equivalent to $12.3 billion in 2011.<ref name="Inflation"/> In 1982, the arcade video game industry reached its peak, generating $8 billion in quarters,<ref name="Rogers-Larsen-263">{{Cite book|title=Silicon Valley fever: growth of high-technology culture|author=Everett M. Rogers & Judith K. Larsen|publisher=]|year=1984|isbn=0-465-07821-4|url=https://books.google.com/books?id=frYrAAAAYAAJ|accessdate=April 23, 2011|page=263|quote=Video game machines have an average weekly take of $109 per machine. The video arcade industry took in $8 billion in quarters in 1982, surpassing pop music (at $4 billion in sales per year) and Hollywood films ($3 billion, $10 billion if cassette sales and rentals are included). Those 32 billion arcade games played translate to 143 games for every man, woman, and child in America. A recent Atari survey showed that 86 percent of the US population from 13 to 20 has played some kind of video game and an estimated 8 million US homes have video games hooked up to the television set. Sales of home video games were $3.8 billion in 1982, approximately half that of video game arcades.|postscript=<!-- Bot inserted parameter. Either remove it; or change its value to "." for the cite to end in a ".", as necessary. -->{{inconsistent citations}}}}</ref> equivalent to over $18.5 billion in 2011,<ref name="Inflation"/> surpassing the annual gross revenue of both ] ($4 billion) and ] films ($3 billion) combined at that time.<ref name="Rogers-Larsen-263"/> This was also nearly twice as much revenue as the $3.8 billion generated by the home video game industry that same year; both the arcade and home markets combined add up to a total revenue of $11.8 billion for the video game industry in 1982,<ref name="Rogers-Larsen-263"/> equivalent to over $27.3 billion in 2011.<ref name="Inflation"/> The arcade video game industry would continue to generate an annual revenue of $5 billion in quarters through to 1985.<ref>{{Cite book|title=Keeping in touch|author=]|publisher=]|year=1985|isbn=0-671-55376-3|url=https://books.google.com/books?id=Un7N5WbyW94C|accessdate=April 23, 2011|page=38|quote=There are 95,000 others like him spread across the country, getting fed a fat share of the $5 billion in videogame quarters every year.|postscript=<!-- Bot inserted parameter. Either remove it; or change its value to "." for the cite to end in a ".", as necessary. -->{{inconsistent citations}}}}</ref> The most successful game of this era was ]'s '']'', released in 1980, which would go on to sell over 350,000 cabinets,<ref>{{cite web | url = http://classicgaming.gamespy.com/View.php?view=GameMuseum.Detail&id=261 | title = Game of the Week: ''Pac-Man'' | author = Kevin "Fragmaster" Bowen | publisher = ] | year = 2001 | accessdate = April 9, 2011 | quote=Released in 1980, Pac-Man was an immediate success. It sold over 350,000 units, and probably {{sic|hide=y|woul|d of| expected=would have}} sold more if not for the numerous illegal pirate and bootleg machines that were also sold.}}</ref> and within a year, generate a revenue of more than $1 billion in quarters;<ref name="Wolf-73">{{Cite book|title=The video game explosion: a history from PONG to Playstation and beyond|author=Mark J. P. Wolf|publisher=]|year=2008|isbn=0-313-33868-X|chapter=Video Game Stars: Pac-Man|page=73|url=https://books.google.com/books?id=XiM0ntMybNwC&pg=PA73|accessdate=April 10, 2011|quote=It would go on to become arguably the most famous video game of all time, with the arcade game alone taking in more than a billion dollars, and one study estimated that it had been played more than 10 billion times during the twentieth century.|postscript=<!-- Bot inserted parameter. Either remove it; or change its value to "." for the cite to end in a ".", as necessary. -->{{inconsistent citations}}}}</ref> in total, ''Pac-Man'' is estimated to have grossed over 10 billion quarters ($2.5 billion) during the 20th century,<ref name="Wolf-73"/><ref>{{cite news|title=Pac Man turns 25: A pizza dinner yields a cultural phenomenon - and millions of dollars in quarters|date=May 10, 2005|author=Chris Morris|publisher=CNN|url=http://money.cnn.com/2005/05/10/commentary/game_over/column_gaming/index.htm|accessdate=April 23, 2011|quote=In the late 1990s, Twin Galaxies, which tracks video game world record scores, visited used game auctions and counted how many times the average Pac Man machine had been played. Based on those findings and the total number of machines that were manufactured, the organization said it believed the game had been played more than 10 billion times in the 20th century.}}</ref> equivalent to over $3.4 billion in 2011.<ref name="Inflation"/>


Video games transitioned from having been showcased at general trade shows like ], to dedicated shows like ] and ].
The early part of the decade saw the rise of ] home computing, and ], especially in Europe (with the ] and ]) and Asia (with the ] and ]). This time also saw the rise of ], which was later expanded to include ]ed cassettes and CD's.
In 1983, the ] due to the production of too many badly developed games (quantity over quality), resulting in the fall of the North American industry. The industry would eventually be revitalized by the release of the ], which resulted in the home console market being dominated by Japanese companies such as ],<ref name="newmedia" /> while a professional European video game industry also began taking shape with companies such as ] and ].<ref>{{cite web|url=http://www.worldofspectrum.org/ystop100.html|title=World of Spectrum - Archive - YS Top 100|work=worldofspectrum.org}}</ref> The latter part of the decade saw the rise of the ] handheld system. In 1987, Nintendo lost a legal challenge against ], which enabled games rentals in the same way as movies.


=== 1990s === === 1990s ===
] was the most popular video game console of the fifth generation, which saw the common adoption of CD media.]] ] was the most popular video game console of the fifth generation, with the mass adoption of CD media.]]
{{see also|Fourth generation of video game consoles|Fifth generation of video game consoles|Sixth generation of video game consoles}} {{See also|Fourth generation of video game consoles|Fifth generation of video game consoles|Sixth generation of video game consoles}}


The 1990s saw advancements in game related technology. Among the significant advancements were: Game related technology advances of the 1990s include these:

* The "3D Revolution" where ] became the '']'' standard for video game visual presentation, initially in the arcades during the early 1990s,<ref name="Williams">{{cite book |last1=Williams |first1=Andrew |title=History of Digital Games: Developments in Art, Design and Interaction |date=March 16, 2017 |publisher=] |isbn=978-1-317-50381-1 |pages=143–6, 152–4}}</ref> and then on home systems with 3D consoles and PC ] in the mid-1990s.
* The widespread adoption of ]-based storage and software distribution * The widespread adoption of ]-based storage and software distribution
* Widespread adoption of ]-based ]s, such as the series of ], ] and ]
* Advancement in 3D graphics technology, as ] became widely adopted, with ] now the '']'' standard for video game visual presentation
* Continuing advancement of ] speed and sophistication * Continuing advancement of ] speed and sophistication
* Widespread adoption of ]-based ]s, such as the series of ], ] and ]
* Miniaturization of hardware, and mobile phones, which enabled ]
* The emergence of the internet, which in the latter part of the decade enabled online co-operative play and ] * Shrinking of hardware, with ] and mobile phones, which enabled ]
* The emergence of the ], which in the late 1990s enabled online cooperative play and ]


Aside from technology, in the early part of the decade, ] games became more popular,<ref>{{cite web|last=Fahs |first=Travis |url=http://uk.retro.ign.com/articles/896/896893p1.html |title=IGN Presents the History of Madden - Retro Feature at IGN |publisher=Uk.retro.ign.com |date=August 8, 2008 |accessdate=November 9, 2010}}</ref><ref>{{cite web|last=Hurby |first=Patrick |url=http://sports.espn.go.com/espn/eticket/story?page=100805/madden |title=ESPN - OTL: The Franchise - E-ticket |publisher=Sports.espn.go.com |accessdate=November 9, 2010}}</ref> as did video game sequels.<ref>{{cite web|last=McLaughlin |first=Rus |url=http://uk.retro.ign.com/articles/954/954426p2.html |title=IGN Presents the History of Street Fighter - Retro Feature at IGN |publisher=Uk.retro.ign.com |date=July 7, 2010 |accessdate=November 9, 2010}}</ref> Aside from technology, in the early part of the decade, ] games became more popular,<ref>{{cite web |last=Fahs |first=Travis |url=https://www.ign.com/articles/2008/08/08/ign-presents-the-history-of-madden |title=IGN Presents the History of Madden |website=IGN |date=August 8, 2008 |access-date=November 9, 2010 |archive-date=October 1, 2012 |archive-url=https://web.archive.org/web/20121001160200/http://www.ign.com/articles/2008/08/08/ign-presents-the-history-of-madden |url-status=live }}</ref><ref>{{cite web |last=Hurby |first=Patrick |url=http://www.espn.com/espn/eticket/story?page=100805/madden&redirected=true |title=The Franchise |website=ESPN |access-date=November 9, 2010 |archive-date=June 25, 2020 |archive-url=https://web.archive.org/web/20200625010134/http://www.espn.com/espn/eticket/story?page=100805/madden&redirected=true |url-status=live }}</ref> as did video game sequels.<ref>{{cite web |last=McLaughlin |first=Rus |url=https://www.ign.com/articles/2009/02/16/ign-presents-the-history-of-street-fighter |title=IGN Presents the History of Street Fighter |website=IGN |date=July 7, 2010 |access-date=November 9, 2010 |archive-date=November 9, 2020 |archive-url=https://web.archive.org/web/20201109042402/http://www.ign.com/articles/2009/02/16/ign-presents-the-history-of-street-fighter |url-status=live }}</ref>


The arcades experienced a renaissance in the early 1990s following the release of '']'' (1991), which led to a number of other popular fighting games such as '']'' (1991) and '']'' (1992).<ref>{{cite book |title=Gamers: writers, artists & programmers on the pleasures of pixels| first=Shanna | last=Compton|publisher=]|year=2004|isbn=1-932360-57-3|page=119|url=https://books.google.com/books?id=-sCO-gODwy4C&pg=PA119}}</ref><ref>{{cite web |title=Insert Coin Here: Getting a Fighting Chance|first=Jay | last=Carter|magazine=]|date=July 1993|issue=10|url=https://archive.org/stream/Electronic-Games-1993-07/Electronic%20Games%201993-07#page/n15/mode/2up}}</ref> The arcade resurgence was further driven by increasing realism,<ref name="GW">{{cite magazine |last1=Perry |first1=Dave |author1-link=Dave Perry |title=Arcades: Ready for a Renaissance? |magazine=] |date=November 1994 |issue=7 (January 1995) |publisher=] |page=6 |url=https://archive.org/details/games-world-07/page/n5}}</ref> with the "3D Revolution" from ] and ] graphics to true ] ], following the release of games such as '']'' (1992) and '']'' (1993).<ref name="Williams"/><ref name="tao2">{{cite web | last = Spencer | first = Spanner | url = http://www.eurogamer.net/articles/a_taoofbeatemups_pt2_retro | title = The Tao of Beat-'em-ups (part 2) | archive-url=https://web.archive.org/web/20110715094144/http://www.eurogamer.net/articles/a_taoofbeatemups_pt2_retro | archive-date=July 15, 2011 | work = ] | date = February 12, 2008 | access-date = March 18, 2009}}</ref> In the late 1990s, there was a transition away from arcades to home systems. Until about 1996-1997, arcade video games represented the largest sector of the global video game industry, before arcades declined and the console market surpassed arcade video games for the first time around 1997-1998.<ref name="vgmarket"/> Arcade systems such as the ] remained more technologically advanced than home systems in the late 1990s,<ref name="VF3">{{cite magazine|title=News: Virtua Fighter 3|magazine=]|date=May 1996| issue=174|pages=10–1}}</ref><ref name="thg">{{cite web |url=http://www.thg.ru/smoke/19991022/print.html |title=Second Hand Smoke – One up, two down |publisher=] |date=October 22, 1999 |access-date=January 8, 2018 |archive-date=February 22, 2015 |archive-url=https://web.archive.org/web/20150222220103/http://www.thg.ru/smoke/19991022/print.html |url-status=live }}</ref> but the gap between arcade and home systems began narrowing in the late 1990s.
The video game industry generated worldwide sales of $19.8 billion in 1993<ref name="yearbook_123a">{{cite book|title=Statistical yearbook: cinema, television, video, and new media in Europe, Volume 1999|year=1996|publisher=Council of Europe|page=123|url=https://books.google.com/?id=MfoHAQAAMAAJ&q=%22world+sales+estimated+at+usd%22&dq=%22world+sales+estimated+at+usd%22}}</ref> (equivalent to $31 billion in 2011),<ref name="Inflation"/> $20.8 billion in 1994<ref name="yearbook_123a"/> (equivalent to $32 billion in 2011),<ref name="Inflation"/> and an estimated $30 billion in 1998<ref>{{cite book|title=Statistical yearbook: cinema, television, video, and new media in Europe, Volume 1999|year=1996|publisher=Council of Europe|page=123|url=https://books.google.com/?id=MfoHAQAAMAAJ&q=%22should+reach+USD+30+billion+by+1998%22&dq=%22should+reach+USD+30+billion+by+1998%22}}</ref> (equivalent to $41.5 billion in 2011).<ref name="Inflation"/> In the United States alone, in 1994, arcades were generating $7 billion<ref name="business_1994">{{cite journal|title=Business Week|journal=]|year=1994|issue=3392–3405|url=https://books.google.com/?id=kAseAQAAMAAJ|accessdate=January 25, 2012|page=58|publisher=]|quote=Hollywood's aim, of course, is to tap into the $7 billion that Americans pour into arcade games each year — and the $6 billion they spend on home versions for Nintendo and Sega game machines. Combined, it's a market nearly 2 ½ times the size of the $5 billion movie box office.}}</ref> in quarters (equivalent to $11 billion in 2011)<ref name="Inflation"/> while home console game sales were generating revenues of $6 billion<ref name="business_1994"/> (equivalent to $9 billion in 2011).<ref name="Inflation"/> Combined, this was nearly two and a half times the $5 billion revenue generated by movies in the United States at the time.<ref name="business_1994"/>


The video game industry generated worldwide sales of {{US$|19.8 billion|long=no}} in 1993<ref name="yearbook_123a">{{cite book|title=Statistical yearbook: cinema, television, video, and new media in Europe, Volume 1999|year=1996|publisher=Council of Europe|page=123|isbn=9789287129048|url=https://books.google.com/books?id=MfoHAQAAMAAJ&q=%22world+sales+estimated+at+usd%22}}</ref> (equivalent to ${{formatprice|{{inflation|US|19800000000|1993|r=0}}}} in {{Inflation-year|USD}}), {{US$|20.8 billion|long=no}} in 1994<ref name="yearbook_123a"/> (equivalent to ${{formatprice|{{inflation|US|20800000000|1994|r=0}}}} in {{Inflation-year|USD}}), and an estimated {{US$|30 billion|long=no}} in 1998<ref>{{cite book|title=Statistical yearbook: cinema, television, video, and new media in Europe, Volume 1999|year=1996|publisher=Council of Europe|page=123|isbn=9789287129048|url=https://books.google.com/books?id=MfoHAQAAMAAJ&q=%22should+reach+USD+30+billion+by+1998%22}}</ref> (equivalent to ${{formatprice|{{inflation|US|30000000000|1998|r=0}}}} in {{Inflation-year|USD}}). In the United States alone, in 1994, arcades generated {{US$|7 billion|long=no}}<ref name="business_1994">{{cite magazine|title=Business Week|magazine=]|year=1994|issue=3392–3405|url=https://books.google.com/books?id=kAseAQAAMAAJ|access-date=January 25, 2012|page=58|publisher=]|quote=Hollywood's aim, of course, is to tap into the $7 billion that Americans pour into arcade games each year — and the $6 billion they spend on home versions for Nintendo and Sega game machines. Combined, it's a market nearly 2 ½ times the size of the $5 billion movie box office.}}</ref> in quarters while home console game sales generated {{US$|6 billion|long=no}}<ref name="business_1994"/> Combined, this was nearly two and a half times the {{US$|5 billion|long=no}} revenue generated by movies in the United States at the time.<ref name="business_1994"/>
=== 2000's ===
] is the best selling console of all time.]]
{{see also|Sixth generation of video game consoles|Seventh generation of video game consoles}}
In 2000s, the video game industry is a juggernaut of development; profit still drives technological advancement which is then used by other industry sectors. Technologies such as ], ] and ] are major drivers for game hardware and gameplay development. Though maturing, the video game industry was still very volatile, with third-party video game developers quickly cropping up, and just as quickly, going out of business.{{Citation needed|date=March 2009}} Nevertheless, many ]s and ]s were developed and become popular and successful, such as '']'' and '']''. Game development for mobile phones (such as ] and ] devices) and social networking sites emerged. For example, a ] game developer, ], has raised in excess of $300 million.{{Clarify|date=March 2011}}<ref>{{cite news|url=https://techcrunch.com/2009/12/15/zynga-takes-180-million-venture-round-cue-russian-mafia-jokes/ |title=Zynga Takes $180 Million Venture Round From DST, Others (Cue Russian Mafia Jokes) |work=TechCrunch |date=December 15, 2009 |accessdate=February 11, 2014}}</ref>


=== 2010's === === 2000s ===
] is the ].]]
{{see also|Eighth generation of video game consoles}}
{{See also|Sixth generation of video game consoles|Seventh generation of video game consoles}}
In 2000s, the video game industry was in heavy development; profit still drove technological advancement used by other industry sectors. Technologies such as ], ], and ] were major drivers for game hardware and gameplay development. Though maturing, the video game industry was still very volatile, with third-party video game developers quickly cropping up, and just as quickly, going out of business.{{Citation needed|date=March 2009}} Nevertheless, many ]s and ]s became successful, such as '']'' and '']''. Game development for mobile phones (such as ] and ] devices) and social networking sites emerged. For example, a ] game developer, ], raised more than $300 million.{{Clarify|date=March 2011}}<ref>{{cite news |url=https://techcrunch.com/2009/12/15/zynga-takes-180-million-venture-round-cue-russian-mafia-jokes/ |title=Zynga Takes $180 Million Venture Round From DST, Others (Cue Russian Mafia Jokes) |work=TechCrunch |date=December 15, 2009 |access-date=February 11, 2014 |archive-date=February 13, 2013 |archive-url=https://web.archive.org/web/20130213175807/http://techcrunch.com/2009/12/15/zynga-takes-180-million-venture-round-cue-russian-mafia-jokes/ |url-status=live }}</ref>


=== 2010s ===
Though not the main driving force, ]s continue to have a significant impact on the industry, with sales of some of these titles such as '']'', '']'', '']'', '']'', and '']'', exceeding millions of ] and over a million users.<ref name="entrepreneurial-insights.com">{{cite web|url=http://www.entrepreneurial-insights.com/gaming-industry-introduction/|title=The Gaming Industry – An Introduction|work=Entrepreneurial Insights}}</ref>{{unreliable?|date=February 2017}} The 2010's have seen a larger shift to casual and ]; in 2016, the mobile video game market is estimated to have taken $38 billion in revenues, compared to $6 billion for the console market and $33 billion for personal computing gaming.<ref>{{cite web | url = http://www.gamesindustry.biz/articles/2016-10-24-welcome-to-the-new-era-games-as-media | title = Welcome to the New Era: Games as Media | first = Joost | last = van Dreunen | date = October 24, 2016 | accessdate = October 31, 2016 | work = ] }}</ref> Games centered on ] and ] equipment also arose during this decade. As of 2014, newer game companies arose that vertically integrate live operations and publishing such as crowdfunding and other direct-to-consumer efforts, rather than relying on a traditional publishers, and some of these have grown to substantial size.<ref>{{cite web |url=https://medium.com/business-startup-development-and-more/50e5d9379521 |title=The Future of Games and How to Stop It |last1=Radoff |first1=Jon |last2= |first2= |date=February 10, 2014 |website=medium.com |publisher=medium.com |accessdate=February 11, 2014}}</ref> Spurred by some initial events in the late 2000s, ] centered around professional players in organized competitions and leagues for prize money, grew greatly over this decade, drawing hundreds of millions of viewers and reaching nearly $500 million in revenue by 2016 and expected to break $1 billion by 2019.<ref>{{cite news | url = http://www.cnn.com/2016/05/29/sport/esports-revolution-revenue-audience-growth/index.html | title = ESports: Global revenue expected to smash $1 billion by 2019 | first = Don | last= Riddell | date = May 29, 2016 | accessdate = January 16, 2018 | work = ] }}</ref>
{{See also|Eighth generation of video game consoles}}
]s are not the main driver but significantly impact the industry, such as '']'', '']'', '']'', '']'', and '']'', with millions of ] and users.<ref name="entrepreneurial-insights.com">{{cite web|url=http://www.entrepreneurial-insights.com/gaming-industry-introduction/|title=The Gaming Industry – An Introduction|work=Entrepreneurial Insights|date=April 17, 2015|access-date=October 5, 2015|archive-date=October 6, 2015|archive-url=https://web.archive.org/web/20151006063156/http://www.entrepreneurial-insights.com/gaming-industry-introduction/|url-status=live}}</ref>{{unreliable source?|date=February 2017}} In the 2010s, the shift increased to casual and ], and in 2016, the mobile video game market was estimated at $38 billion in revenues, compared to $6 billion for the console market and $33 billion for personal computing gaming.<ref>{{cite web | url = http://www.gamesindustry.biz/articles/2016-10-24-welcome-to-the-new-era-games-as-media | title = Welcome to the New Era: Games as Media | first = Joost | last = van Dreunen | date = October 24, 2016 | access-date = October 31, 2016 | work = ] | archive-date = November 1, 2016 | archive-url = https://web.archive.org/web/20161101042028/http://www.gamesindustry.biz/articles/2016-10-24-welcome-to-the-new-era-games-as-media | url-status = live }}</ref> ] and ] games arose during this decade. As of 2014, newer game companies arose that vertically integrate live operations and publishing such as crowdfunding and other direct-to-consumer efforts, rather than relying on a traditional publishers, and some of these grew substantially.<ref>{{cite web |url=https://medium.com/business-startup-development-and-more/50e5d9379521 |title=The Future of Games and How to Stop It |last1=Radoff |first1=Jon |date=February 10, 2014 |website=medium.com |access-date=February 11, 2014 |archive-date=February 22, 2014 |archive-url=https://web.archive.org/web/20140222052050/https://medium.com/business-startup-development-and-more/50e5d9379521 |url-status=live }}</ref> Spurred by some initial events in the late 2000s, ] centered around professional players in organized competitions and leagues for prize money, grew greatly over this decade, drawing hundreds of millions of viewers and reaching nearly $500 million in revenue by 2016 and expected to break $1 billion by 2019.<ref>{{cite news | url = http://www.cnn.com/2016/05/29/sport/esports-revolution-revenue-audience-growth/index.html | title = ESports: Global revenue expected to smash $1 billion by 2019 | first = Don | last = Riddell | date = May 29, 2016 | access-date = January 16, 2018 | work = ] | archive-date = January 22, 2018 | archive-url = https://web.archive.org/web/20180122075337/http://www.cnn.com/2016/05/29/sport/esports-revolution-revenue-audience-growth/index.html | url-status = live }}</ref>

=== 2020s ===
{{See also|Ninth generation of video game consoles|Impact of the COVID-19 pandemic on the video game industry}}
The next generations of ] and ] were planned for 2020, but the video game industry was affected by the ] that had a worldwide impact starting in March 2020 due to forced stay-at-home orders by governmental regulations. There were similar impacts to the video game industry as with other industries, such as cancellation of in-person trade shows, conventions and esports events, and the delay of many games into late 2020, 2021, or beyond, and the industry was one of the few to actually thrive from a home-bound population using video games to cope. The market had a 20% year-to-year growth from 2019, reaching over {{USD|179 billion|long=no}} in global revenue in both hardware and software for 2020.<ref>{{cite web | url = https://www.marketwatch.com/story/videogames-are-a-bigger-industry-than-sports-and-movies-combined-thanks-to-the-pandemic-11608654990 | title = Videogames are a bigger industry than movies and North American sports combined, thanks to the pandemic | first = Wallace | last = Witkowski | date = December 26, 2020 | access-date = December 27, 2020 | work = ] | archive-date = July 16, 2022 | archive-url = https://web.archive.org/web/20220716071848/https://www.marketwatch.com/story/videogames-are-a-bigger-industry-than-sports-and-movies-combined-thanks-to-the-pandemic-11608654990 | url-status = live }}</ref> Easily learned games with high social interactions were popular, including '']'',<ref>{{Cite journal|last=Zhu|first=Lin|title=The psychology behind video games during COVID-19 pandemic: A case study of Animal Crossing: New Horizons|journal=Human Behavior and Emerging Technologies|year=2021|volume=3|pages=157–159|language=en|issue= |doi=10.1002/hbe2.221|issn=2578-1863|doi-access=free}}</ref> '']'', and '']''.<ref name="improb">{{cite web|last=Grayson|first=Nathan|date=September 8, 2020|title=Among Us' Improbable Rise To The Top Of Twitch|url=https://www.kotaku.com.au/2020/09/among-us-improbable-rise-to-the-top-of-twitch/|url-status=dead|archive-url=https://web.archive.org/web/20200909025025/https://www.kotaku.com.au/2020/09/among-us-improbable-rise-to-the-top-of-twitch/|archive-date=September 9, 2020|access-date=September 8, 2020|website=Kotaku Australia|language=en-AU}}</ref><ref>{{cite web|last=Grimm|first=Peter|date=September 7, 2020|title=Among Us Hits Impressive Concurrent Player Milestone|url=https://gamerant.com/among-us-concurrent-player-milestone/|url-status=live|archive-url=https://web.archive.org/web/20200909025047/https://gamerant.com/among-us-concurrent-player-milestone/|archive-date=September 9, 2020|access-date=September 8, 2020|website=Game Rant|language=en-US}}</ref><ref>{{cite web|last=Baird|first=Scott|date=September 7, 2020|title=Fall Guys Is Number One On Steam's Bestselling List For Fifth Week In A Row|url=https://www.thegamer.com/fall-guys-number-one-steam-sales/|url-status=live|archive-url=https://web.archive.org/web/20200909025047/https://www.thegamer.com/fall-guys-number-one-steam-sales/|archive-date=September 9, 2020|access-date=September 8, 2020|website=TheGamer|language=en-US}}</ref><ref>{{Cite magazine|last=Matthews|first=Emma|date=August 25, 2020|title=Why Among Us is the best game to watch on Twitch right now|url=https://www.pcgamer.com/why-among-us-is-the-best-game-to-watch-on-twitch-right-now/|url-status=live|archive-url=https://web.archive.org/web/20200909025025/https://www.pcgamer.com/why-among-us-is-the-best-game-to-watch-on-twitch-right-now/|archive-date=September 9, 2020|access-date=September 8, 2020|magazine=PC Gamer|language=en-US}}</ref>

As the pandemic wore on from 2020 into 2021, a secondary effect was the impact of the ] on hardware manufacturing. The three major console vendors, Nintendo, Microsoft, and Sony, were impacted by availability of supply of core components, and for the latter two, limited the launch of their new consoles. The chip supply shortage also affected personal computer gamers, coupled with demand for computer parts to be used in ], which artificially raised prices and made it difficult to purchase newer components.<ref>{{cite web | url = https://finance.yahoo.com/news/bitcoin-mining-adds-existing-shortage-120348278.html | title = Bitcoin Mining Adds to Existing Shortage in Semiconductor Market, Chip Prices Surge | first = Anatol | last = Antonovici | date = March 23, 2021 | accessdate = April 20, 2021 | work = ] | archive-date = April 20, 2021 | archive-url = https://web.archive.org/web/20210420170757/https://finance.yahoo.com/news/bitcoin-mining-adds-existing-shortage-120348278.html | url-status = live }}</ref> However, after cryptocurrency mining started paying out less during and following the ], computer parts such as ] have become more affordable as of August 2022.<ref>{{cite web |author1=Jarred Walton |date=2022-08-01 |title=Most GPUs Now Start Below MSRP: Graphics Card Prices, August 2022 |url=https://www.tomshardware.com/news/graphics-card-prices-august-2022 |access-date=2022-08-10 |website=Tom's Hardware |language=en |archive-date=August 10, 2022 |archive-url=https://web.archive.org/web/20220810125839/https://www.tomshardware.com/news/graphics-card-prices-august-2022 |url-status=live }}</ref>


== Economics == == Economics ==
{{Image frame |caption=Global revenues of the video game industry from 1971 to 2018, not adjusted for inflation.<ref>{{cite web | url = https://www.bloomberg.com/news/articles/2019-01-23/peak-video-game-top-analyst-sees-industry-slumping-in-2019 | title = Peak Video Game? Top Analyst Sees Industry Slumping in 2019 | first= Yuki | last = Naramura | date = January 23, 2019 | accessdate = January 29, 2019 | work = ] }}</ref> |content={{Video game industry/Market}} | align=center }}{{-}} {{Image frame |caption=Global revenue estimates of the video game industry from 1971 to 2018, not adjusted for inflation, according to market research firm Pelham Smithers.<ref name="vgmarket">{{cite web | url = https://www.bloomberg.com/news/articles/2019-01-23/peak-video-game-top-analyst-sees-industry-slumping-in-2019 | title = Peak Video Game? Top Analyst Sees Industry Slumping in 2019 | first= Yuki | last = Nakamura | date = January 23, 2019 | access-date = January 29, 2019 | work = ] | url-access = subscription | archive-url = https://web.archive.org/web/20190130053850/http://www.bloomberg.com/news/articles/2019-01-23/peak-video-game-top-analyst-sees-industry-slumping-in-2019 | archive-date = January 30, 2019 | url-status=live}}</ref> <br /> The chart shows the impacts of the ], the ] (1978–1983), the ], the ] (late 1980s), and the rise of ] since 2008.|content={{Video game industry/Market}} | align=center }}{{clear}}
Early on, development costs were minimal, and video games could be quite profitable. Games developed by a single programmer, or by a small team of programmers and artists, could sell hundreds of thousands of copies each. Many of these games only took a few months to create, so developers could release multiple titles per year. Thus, publishers could often be generous with benefits, such as ] on the games sold. Many early game publishers started from this economic climate, such as ], ], ], ] and ]. Early development costs were minimal, and video games could be quite profitable. Games developed by a single programmer, or by a small team of programmers and artists, could sell hundreds of thousands of copies each. Many of these games only took a few months to create, so developers could release multiple games per year. Thus, publishers could often be generous with benefits, such as ] on the games sold. Many early game publishers started from this economic climate, such as ], ], ], ] and ].

As computing and graphics power increased, so too did the size of development teams, as larger staffs were needed to address the ever-increasing technical and design complexities. The larger teams consist of programmers, artists, game designers, and producers. Their salaries can range anywhere from $50,000 to $120,000 generating large labor costs for firms producing video games<ref>{{cite web|url=http://www.bigfishgames.com/blog/video-gaming-industry-numbers-by-region/|title=Top Gaming Studios, Schools & Salaries|work=Big Fish Games|access-date=August 20, 2013|archive-date=July 19, 2013|archive-url=https://web.archive.org/web/20130719033906/http://www.bigfishgames.com/blog/video-gaming-industry-numbers-by-region/|url-status=dead}}</ref> which can often take between one and three years to develop. Modern budgets typically reach millions of dollars and use ] and pre-built ]s. In addition to growing development costs, marketing budgets have grown dramatically, sometimes two to three times of the cost of development.<ref>{{cite web|last1=Superannuation|title=How Much Does It Cost To Make A Big Video Game?|url=http://kotaku.com/how-much-does-it-cost-to-make-a-big-video-game-1501413649|website=Kotaku|date=January 15, 2014|publisher=Gawker Media|access-date=October 30, 2014|archive-date=January 17, 2014|archive-url=https://web.archive.org/web/20140117033951/http://kotaku.com/how-much-does-it-cost-to-make-a-big-video-game-1501413649|url-status=live}}</ref>


Traditionally, the ] method is to sell hard copies in retail store. Cheaper production and distribution methods include ].<ref>{{cite web|last1=Kain|first1=Erik|title=Why Digital Distribution Is The Future And GameStop Is Not: Taking The Long View On Used Games|url=https://www.forbes.com/sites/erikkain/2013/05/30/why-digital-distribution-is-the-future-and-gamestop-is-not-taking-the-long-view-on-used-games/|website=Forbes|access-date=October 30, 2014|archive-date=October 30, 2014|archive-url=https://web.archive.org/web/20141030144747/http://www.forbes.com/sites/erikkain/2013/05/30/why-digital-distribution-is-the-future-and-gamestop-is-not-taking-the-long-view-on-used-games/|url-status=live}}</ref>
As computing and graphics power increased, so too did the size of development teams, as larger staffs were needed to address the ever-increasing technical and design complexities. The larger teams consist of programmers, artists, game designers, and producers. Their salaries can range anywhere from $50,000 to $120,000 generating large labor costs for firms producing videogames<ref>{{cite web|url=http://www.bigfishgames.com/blog/video-gaming-industry-numbers-by-region/|title=Top Gaming Studios, Schools & Salaries|work=Big Fish Games}}</ref> which can often take between one and three years to develop. Now budgets typically reach millions of dollars despite the growing popularity of ] and pre-built ]s. In addition to growing development costs, marketing budgets have grown dramatically, sometimes consisting of two to three times of the cost of development.<ref>{{cite web|last1=Superannuation|title=How Much Does It Cost To Make A Big Video Game?|url=http://kotaku.com/how-much-does-it-cost-to-make-a-big-video-game-1501413649|website=Kotaku|publisher=Gawker Media|accessdate=October 30, 2014}}</ref>


In the 2010s, the video game industry had a major impact on the economy through the sales of major systems and games such as '']'', which had over $650 million of sales in the game's first five days and which set a five-day global record for a movie, book or video game.<ref> {{webarchive |url=https://web.archive.org/web/20110125022802/http://blog.games.yahoo.com/blog/278-call-of-duty-black-ops-sets-record-for-activision |date=January 25, 2011 }}. ''Yahoo Games Plugged In''. December 21, 2010. Retrieved on May 19, 2011.</ref> The game's income was more than the opening weekend of '']'' and the previous title holder for a video game '']''.<ref> {{Webarchive|url=https://web.archive.org/web/20090317000614/http://kotaku.com/380205/variety-gtaiv-launch-bigger-than-halo-3-and-then-some |date=March 17, 2009 }}, '']'', April 15, 2008. Retrieved on April 15, 2008.</ref> Many individuals have also benefited from the economic success of video games including the former chairman of ] and Japan's third richest man: ].<ref>{{cite news |url=https://www.forbes.com/2008/05/07/japan-wealth-technology-cz-km-japanrichest08_0507intro.html |title=Japan's Richest Man Is...Yes, Hiroshi Yamauchi |archive-url=https://web.archive.org/web/20090330163941/http://www.forbes.com/2008/05/07/japan-wealth-technology-cz-km-japanrichest08_0507intro.html |archive-date=March 30, 2009 |access-date=March 30, 2009 |work=Forbes |date=May 7, 2008 |url-status=dead }}</ref> By 2014, the global video game market was valued at over $93 billion.<ref>{{cite web|last1=van der Meulen|first1=Rob|title=Gartner Says Worldwide Video Game Market to Total $93 Billion in 2013|url=http://www.gartner.com/newsroom/id/2614915|archive-url=https://web.archive.org/web/20131031180402/http://www.gartner.com/newsroom/id/2614915|url-status=dead|archive-date=October 31, 2013|publisher=Gartner|access-date=October 30, 2014}}</ref>
The game development team has to select a profitable and suitable method ] the finished game. Traditionally, the game monetization method is to sell hard copies in retail store. Now some developers are turning to alternative production and distribution methods, such as ], to reduce costs and increase revenue.<ref>{{cite web|last1=Kain|first1=Erik|title=Why Digital Distribution Is The Future And GameStop Is Not: Taking The Long View On Used Games|url=https://www.forbes.com/sites/erikkain/2013/05/30/why-digital-distribution-is-the-future-and-gamestop-is-not-taking-the-long-view-on-used-games/|website=Forbes|accessdate=October 30, 2014}}</ref>


The industry wide adoption of high-definition graphics during the seventh generation of consoles greatly increased development teams' sizes and reduced the number of ] under development. In 2013 ] of Electronic Arts estimated that only 25 developers were working on such games for the eighth console generation, compared to 125 at the same point in the seventh generation-console cycle seven or eight years earlier.<ref>{{cite magazine | url=https://www.mcvuk.com/only-25-triple-a-console-studios-left-claims-ea/ |title =Only 25 triple-A console studios left, claims EA | date = July 5, 2013 | access-date = December 24, 2019 | magazine = ] }}</ref>
Today, the video game industry has a major impact on the economy through the sales of major systems and games such as '']'', which took in over $650 ] million of sales in the game's first five days and which set a five-day global record for a movie, book or video-game.<ref> {{webarchive |url=https://web.archive.org/web/20110125022802/http://blog.games.yahoo.com/blog/278-call-of-duty-black-ops-sets-record-for-activision |date=January 25, 2011 }}. ''Yahoo Games Plugged In''. December 21, 2010. Retrieved on May 19, 2011.</ref> The game's income was more than the opening weekend of '']'' and the previous title holder for a video game '']''.<ref>, '']'', April 15, 2008. Retrieved on April 15, 2008.</ref> Many individuals have also benefited from the economic success of video games including the former chairman of ] and Japan's third richest man: ].<ref>{{cite news |url=https://www.forbes.com/2008/05/07/japan-wealth-technology-cz-km-japanrichest08_0507intro.html |title=Japan's Richest Man Is...Yes, Hiroshi Yamauchi |archiveurl=https://www.webcitation.org/5ffEMvYUl?url=http://www.forbes.com/2008/05/07/japan-wealth-technology-cz-km-japanrichest08_0507intro.html |archivedate=March 30, 2009 |accessdate=March 30, 2009 |work=Forbes |date=May 7, 2008 |url-status=dead |df=mdy-all }}</ref> Today the global video game market is valued at over $93 billion.<ref>{{cite web|last1=van der Meulen|first1=Rob|title=Gartner Says Worldwide Video Game Market to Total $93 Billion in 2013|url=http://www.gartner.com/newsroom/id/2614915|publisher=Gartner|accessdate=October 30, 2014}}</ref>


By 2018, the United States video game industry had matched that of the United States film industry on basis of revenue, with both having made around {{USD|43 billion}} that year.<ref>{{cite web | url = https://venturebeat.com/2019/01/22/npd-u-s-game-sales-hit-a-record-43-4-billion-in-2018/ | title = NPD: U.S. game sales hit a record $43.4 billion in 2018 | first = Mike | last = Minoitti | date = January 22, 2019 | access-date = January 22, 2019 | work = ] | archive-date = January 2, 2020 | archive-url = https://web.archive.org/web/20200102174949/https://venturebeat.com/2019/01/22/npd-u-s-game-sales-hit-a-record-43-4-billion-in-2018/ | url-status = live }}</ref><ref>{{cite web | url = https://deadline.com/2018/07/film-industry-revenue-2017-ibisworld-report-gloomy-box-office-1202425692/ | title = U.S. Film Industry Topped $43 Billion In Revenue Last Year, Study Finds, But It's Not All Good News | first = David | last = Robb | date = July 13, 2018 | access-date = January 22, 2019 | work = ] | archive-date = January 23, 2019 | archive-url = https://web.archive.org/web/20190123071738/https://deadline.com/2018/07/film-industry-revenue-2017-ibisworld-report-gloomy-box-office-1202425692/ | url-status = live }}</ref>
The industry wide adoption of high-definition graphics during the seventh generation of consoles greatly increased development teams' sizes and reduced the number of ] under development. In 2013 ] of Electronic Arts estimated that only 25 developers were working on such titles for the eighth console generation, compared to 125 at the same point in the seventh generation-console cycle seven or eight years earlier.<ref>{{cite web | url=https://www.mcvuk.com/only-25-triple-a-console-studios-left-claims-ea/ |title =Only 25 triple-A console studios left, claims EA | date = July 5, 2013 | accessdate = December 24, 2019 | work = ] }}</ref>


Since 2000, the video game industry was considered ]-proof, having thrived compared to other industries during the 2008 ], and as one of the more profitable industries during the ] in 2020 and 2021. Video games are seen as a low-cost vice and entertainment for consumers when approaching recession.<ref>{{cite web | url=https://nbcnews.com/id/wbna23472166 | title=Is the video game industry recession-proof? | website=] | date=March 6, 2008 }}</ref><ref>{{cite web | url=https://gamedeveloper.com/business/analyze-this-is-the-video-game-industry-recession-proof- | title=Analyze This: Is the Video Game Industry Recession-Proof? | first=Howard | last=Wen | date=April 9, 2008 | access-date=September 14, 2022 | archive-date=September 15, 2022 | archive-url=https://web.archive.org/web/20220915043751/https://www.gamedeveloper.com/business/analyze-this-is-the-video-game-industry-recession-proof- | url-status=live }}</ref> However, in 2022, atop pandemic economic fallout including chip shortages, supply chain disruption, and consumers preferring outdoor activities, the industry started to indicate recession with global revenues falling for the first time in twenty years.<ref>{{cite news |url=https://washingtonpost.com/video-games/2022/08/22/are-video-games-recession-proof-sort-experts-say/ |title=Even 'recession-proof' video game industry is feeling an economic chill |newspaper=] |date=2022-08-22 |accessdate=2022-09-03 |archive-date=August 24, 2022 |archive-url=https://web.archive.org/web/20220824211145/https://www.washingtonpost.com/video-games/2022/08/22/are-video-games-recession-proof-sort-experts-say/ |url-status=live }}</ref>
By 2018, the United States video game industry had matched that of the United States film industry on basis of revenue, with both industries having made around {{USD|43 billion}} that year.<ref>{{cite web | url = https://venturebeat.com/2019/01/22/npd-u-s-game-sales-hit-a-record-43-4-billion-in-2018/ | title= NPD: U.S. game sales hit a record $43.4 billion in 2018 | first = Mike | last = Minoitti | date = January 22, 2019 | accessdate = January 22, 2019 | work = ] }}</ref><ref>{{cite web | url = https://deadline.com/2018/07/film-industry-revenue-2017-ibisworld-report-gloomy-box-office-1202425692/ | title = U.S. Film Industry Topped $43 Billion In Revenue Last Year, Study Finds, But It's Not All Good News | first= David | last= Robb |date = July 13, 2018 | accessdate = January 22, 2019 | work = ] }}</ref>


=== Retail === === Retail ===
] video game store at the Isokatu street in ]]]
The games industry's shift from brick and mortar retail to digital downloads led to a severe sales decline at video game retailers such as ], following other media retailers superseded by Internet delivery, such as ], ], and ]. Game Stop diversified its services by purchasing chains that repair wireless devices and expanding its trade-in program through which customers trade used games for credit towards new games.<ref>{{Cite news |last1=Wingfield |first1=Nick |title=As Downloads Take Over, a Turning Point for the Video Game Industry |work=] |date=2015-12-20 |url=https://www.nytimes.com/2015/12/21/technology/as-downloads-take-over-a-turning-point-for-the-video-game-industry.html |issn=0362-4331 |df=mdy-all }}</ref> The company began to produce its own merchandise and games. In Britain, the games retailer ] revamped its stores so customers would spend time playing games there. It built a gaming arena for events and tournaments.<ref>{{cite web |last1=Dring |first1=Christopher |title=GAME launches Belong - is this the future of video games retail? |work=GamesIndustry.biz |date=2016-12-16 |url=http://www.gamesindustry.biz/articles/2016-12-15-game-launches-belong-is-this-the-future-of-video-games-retail |accessdate=2017-06-30 |df=mdy-all }}</ref> The shift to digital marketplaces, especially for smartphones, led to an influx of inexpensive and disposable titles,<ref>{{Cite news |last1=Suellentrop |first1=Chris |last2=Totilo |first2=Stephen |title=Video Game Retail Sales Decline Despite New Hits |work=] |date=2012-10-03 |url=https://www.nytimes.com/2012/10/07/arts/video-games/video-game-retail-sales-decline-despite-new-hits.html |issn=0362-4331 |df=mdy-all }}</ref> as well as lower engagement among games who otherwise purchased new games from retail.<ref>{{cite web |last1=Dring |first1=Christopher |title=What's going wrong at UK games retail? |work=GamesIndustry.biz |date=2016-11-21 |url=http://www.gamesindustry.biz/articles/2016-11-21-whats-going-wrong-at-games-retail |accessdate=2017-06-30 |df=mdy-all }}</ref><!-- more in this source --> Customers also shifted away from the tradition of buying games on their first day of release.<ref>{{cite web |last1=Dring |first1=Christopher |title=Is the industry's obsession with Day One coming to an end? |work=GamesIndustry.biz |date=2016-11-08 |url=http://www.gamesindustry.biz/articles/2016-11-07-is-the-industrys-obsession-with-day-one-coming-to-an-end |accessdate=2017-06-30 |df=mdy-all }}</ref>
The industry's shift from ] retail to digital downloads led to a severe sales decline at video game retailers such as ], following other media retailers superseded by Internet delivery, such as ], ], and ]. GameStop diversified its services by purchasing chains that repair wireless devices and expanding its trade-in program through which customers trade used games for credit towards new games.<ref>{{Cite news |last1=Wingfield |first1=Nick |title=As Downloads Take Over, a Turning Point for the Video Game Industry |work=] |date=December 20, 2015 |url=https://www.nytimes.com/2015/12/21/technology/as-downloads-take-over-a-turning-point-for-the-video-game-industry.html |issn=0362-4331 |access-date=June 30, 2017 |archive-date=July 2, 2018 |archive-url=https://web.archive.org/web/20180702093646/https://www.nytimes.com/2015/12/21/technology/as-downloads-take-over-a-turning-point-for-the-video-game-industry.html |url-status=live }}</ref> The company began to produce its own merchandise and games. In Britain, the games retailer ] revamped its stores so customers would spend time playing games there. It built a gaming arena for events and tournaments.<ref>{{cite web |last1=Dring |first1=Christopher |title=GAME launches Belong - is this the future of video games retail? |work=GamesIndustry.biz |date=December 16, 2016 |url=http://www.gamesindustry.biz/articles/2016-12-15-game-launches-belong-is-this-the-future-of-video-games-retail |access-date=June 30, 2017 |archive-date=June 15, 2017 |archive-url=https://web.archive.org/web/20170615075657/http://www.gamesindustry.biz/articles/2016-12-15-game-launches-belong-is-this-the-future-of-video-games-retail |url-status=live }}</ref> The shift to digital marketplaces, especially for smartphones, led to an influx of inexpensive and disposable games,<ref>{{Cite news |last1=Suellentrop |first1=Chris |last2=Totilo |first2=Stephen |title=Video Game Retail Sales Decline Despite New Hits |work=] |date=October 3, 2012 |url=https://www.nytimes.com/2012/10/07/arts/video-games/video-game-retail-sales-decline-despite-new-hits.html |issn=0362-4331 |access-date=June 30, 2017 |archive-date=January 31, 2018 |archive-url=https://web.archive.org/web/20180131002107/http://www.nytimes.com/2012/10/07/arts/video-games/video-game-retail-sales-decline-despite-new-hits.html |url-status=live }}</ref> and lower engagement among gamers who otherwise purchased new games from retail.<ref>{{cite web |last1=Dring |first1=Christopher |title=What's going wrong at UK games retail? |work=GamesIndustry.biz |date=November 21, 2016 |url=http://www.gamesindustry.biz/articles/2016-11-21-whats-going-wrong-at-games-retail |access-date=June 30, 2017 |archive-date=June 22, 2017 |archive-url=https://web.archive.org/web/20170622110957/http://www.gamesindustry.biz/articles/2016-11-21-whats-going-wrong-at-games-retail |url-status=live }}</ref><!-- more in this source --> Customers also shifted away from the tradition of buying games on their first day of release.<ref>{{cite web |last1=Dring |first1=Christopher |title=Is the industry's obsession with Day One coming to an end? |work=GamesIndustry.biz |date=November 8, 2016 |url=http://www.gamesindustry.biz/articles/2016-11-07-is-the-industrys-obsession-with-day-one-coming-to-an-end |access-date=June 30, 2017 |archive-date=November 27, 2016 |archive-url=https://web.archive.org/web/20161127051245/http://www.gamesindustry.biz/articles/2016-11-07-is-the-industrys-obsession-with-day-one-coming-to-an-end |url-status=live }}</ref>


Publishers often funded trade-in deals to encourage consumers to purchase new games. Trade-in customers at the Australia retailer Game would purchase twice the games per year as non-trade-in customers. The sale of pre-owned games kept retailers in business, and composed about a third of Game's revenue. Retailers also saved on the UK's value-added tax, which only taxed the retailer's profit on pre-owned games, rather than the full sale on regular games. The former trade-in retail executives behind the trade-in price comparison site Trade In Detectives estimated that the United Kingdom's trade-in industry was about a third of the size of its new games business.{{r|Eurogamer: trade-in myths}} They figured that sites such as ], which convert used games into cash, compose about a quarter of the UK's trade-in market,<ref>{{cite web |last1=Parfitt |first1=Ben |title=Pre-owned price comparison site Trade In Detectives goes live |work=] |date=2013-08-07 |url=http://www.mcvuk.com/news/read/pre-owned-price-comparison-site-trade-in-detectives-goes-live/0119776 |accessdate=2017-06-30 |df=mdy-all }}</ref> but do not keep the credit within the industry. While consumers might appear to receive better offers on these sites, they also take about 15 percent of the selling price in fees. Alternatively, some retailers will match the trade-in values offered by their competitors. Microsoft's original plan for the Xbox One attempted to translate trade-in deals for the digital marketplace, with a database of product licenses that shops would be able to resell with publisher permission, though the plan was poorly received or poorly sold.<ref name="Eurogamer: trade-in myths">{{cite web |last1=Purchese |first1=Robert |title=Myth-busting the murky world of video game trade-ins |work=] |date=2013-12-18 |url=http://www.eurogamer.net/articles/2013-12-03-myth-busting-the-murky-world-of-video-game-trade-ins |accessdate=2017-06-30 |df=mdy-all }}</ref> Publishers often funded trade-in deals to encourage consumers to purchase new games. Trade-in customers at the Australian retailer Game would purchase twice the games per year as non-trade-in customers. The sale of pre-owned games kept retailers in business, and composed about a third of Game's revenue. Retailers also saved on the UK's value-added tax, which only taxed the retailer's profit on pre-owned games, rather than the full sale on regular games. The former trade-in retail executives behind the trade-in price comparison site Trade In Detectives estimated that the United Kingdom's trade-in industry was about a third of the size of its new games business.{{r|Eurogamer: trade-in myths}} They figured that sites such as ], which convert used games into cash, compose about a quarter of the UK's trade-in market,<ref>{{cite web |last1=Parfitt |first1=Ben |title=Pre-owned price comparison site Trade In Detectives goes live |work=] |date=August 7, 2013 |url=http://www.mcvuk.com/news/read/pre-owned-price-comparison-site-trade-in-detectives-goes-live/0119776 |access-date=June 30, 2017 |archive-date=September 7, 2016 |archive-url=https://web.archive.org/web/20160907143156/http://www.mcvuk.com/news/read/pre-owned-price-comparison-site-trade-in-detectives-goes-live/0119776 |url-status=live }}</ref> but do not keep the credit within the industry. While consumers might appear to receive better offers on these sites, they also take about 15 percent of the selling price in fees. Alternatively, some retailers will match the trade-in values offered by their competitors. Microsoft's original plan for the Xbox One attempted to translate trade-in deals for the digital marketplace, with a database of product licenses that shops would be able to resell with publisher permission, though the plan was poorly received or poorly sold.<ref name="Eurogamer: trade-in myths">{{cite web |last1=Purchese |first1=Robert |title=Myth-busting the murky world of video game trade-ins |work=] |date=December 18, 2013 |url=http://www.eurogamer.net/articles/2013-12-03-myth-busting-the-murky-world-of-video-game-trade-ins |access-date=June 30, 2017 |archive-date=June 22, 2017 |archive-url=https://web.archive.org/web/20170622004410/http://www.eurogamer.net/articles/2013-12-03-myth-busting-the-murky-world-of-video-game-trade-ins |url-status=live }}</ref>


== Practices == == Practices ==
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=== Breakaways === === Breakaways ===
In the video game industry, it is common for developers to leave their current studio and start their own. A particularly famous case is the "original" independent developer ], founded by former ] developers. Activision grew to become the world's second largest game publisher.<ref>{{cite news|url=http://www.thestreet.com/story/10224904/activision-aims-for-sweet-spot.html|title=Activision Aims for Sweet Spot|last=Wolverton|first=Troy|date=May 24, 2005|publisher=TheStreet.com|accessdate=March 30, 2009|archiveurl=https://www.webcitation.org/5ffLSaAf0?url=http://www.thestreet.com/story/10224904/activision-aims-for-sweet-spot.html|archivedate=March 30, 2009|url-status=dead|df=mdy-all}}</ref> In the meantime, many of the original developers left to work on other projects. For example, founder ] left Activision to start another video game development company, ] (now ] née ]). In the video game industry, it is common for developers to leave their current studio and start their own. A particularly famous case is the "original" independent developer ], founded by former ] developers. Activision grew to become the world's second largest game publisher.<ref>{{cite news|url=http://www.thestreet.com/story/10224904/activision-aims-for-sweet-spot.html|title=Activision Aims for Sweet Spot|last=Wolverton|first=Troy|date=May 24, 2005|publisher=TheStreet.com|access-date=March 30, 2009|archive-url=https://web.archive.org/web/20110606004753/http://www.thestreet.com/story/10224904/activision-aims-for-sweet-spot.html|archive-date=June 6, 2011|url-status=dead}}</ref> In the meantime, many of the original developers left to work on other projects. For example, founder ] left Activision to start another video game development company, ] (now ] née ]).


Activision was popular among developers for giving them credit in the packaging and title screens for their games, while Atari disallowed this practice. As the video game industry took off in the mid-1980s, many developers faced the more distressing problem of working with fly-by-night or unscrupulous publishers that would either fold unexpectedly or run off with the game profits. Activision was popular among developers for giving them credit in the packaging and title screens for their games, while Atari disallowed this practice. As the video game industry took off in the mid-1980s, many developers faced the more distressing problem of working with fly-by-night or unscrupulous publishers that would either fold unexpectedly or run off with the game profits.


=== Piracy === === Piracy ===
The industry claims ] to be a big problem, and take measures to counter this.<ref>{{cite web |last=Valjalo |first=David |url=http://www.next-gen.biz/news/3ds-will-fight-piracy-firmware |title=3DS Will Fight Piracy With Firmware &#124; Edge Magazine |publisher=Next-gen.biz |date=October 4, 2010 |accessdate=November 9, 2010 |url-status=dead |archiveurl=https://www.webcitation.org/6EN2nGrc6?url=http://www.edge-online.com/news/3ds-will-fight-piracy-firmware/ |archivedate=February 12, 2013 |df=mdy-all }}</ref> The industry claims ] to be a big problem, and takes measures to counter this.<ref>{{cite web |last=Valjalo |first=David |url=http://www.next-gen.biz/news/3ds-will-fight-piracy-firmware |title=3DS Will Fight Piracy With Firmware &#124; Edge Magazine |publisher=Next-gen.biz |date=October 4, 2010 |access-date=November 9, 2010 |url-status=dead |archive-url=https://web.archive.org/web/20130403101742/http://www.edge-online.com/news/3ds-will-fight-piracy-firmware/ |archive-date=April 3, 2013 }}</ref>
] have proved to be the most unpopular with games, as a measure to counter piracy.<ref>{{cite news|url=http://news.bbc.co.uk/2/hi/technology/7972677.stm |title=Technology &#124; EA 'dumps DRM' for next Sims game |work=BBC News |date=March 31, 2009 |accessdate=November 9, 2010}}</ref> ] have proved to be the most unpopular with gamers, as a measure to counter piracy.<ref>{{cite news |url=http://news.bbc.co.uk/2/hi/technology/7972677.stm |title=Technology &#124; EA 'dumps DRM' for next Sims game |work=BBC News |date=March 31, 2009 |access-date=November 9, 2010 |archive-date=December 2, 2012 |archive-url=https://web.archive.org/web/20121202221359/http://news.bbc.co.uk/2/hi/technology/7972677.stm |url-status=live }}</ref>
The most popular and effective strategy to counter piracy is to change the business model to ], where games pay for their in-game needs or service. Strong server-side security is required for this, to properly distinguish authentic transactions from ] (faked) transactions. The most popular and effective strategy to counter piracy is to change the business model to ], where gamers pay for their in-game needs or service. Strong server-side security is required for this, to properly distinguish authentic transactions from ] transactions.


=== Creative control === === Creative control ===
On various Internet forums, some games have expressed disapproval of publishers having creative control since publishers are more apt to follow short-term market trends rather than invest in risky but potentially lucrative ideas. On the other hand, publishers may know better than developers what consumers want. The relationship between video game developers and publishers parallels the relationship between ] and ] in many ways. But unlike the ], which has seen flat or declining sales in the early 2000's,<ref>{{cite web|url=http://www.ifpi.org/content/section_news/20021010.html|title=Global sales of recorded music down 9.2% in the first half of 2002 from IFPI|work=ifpi.org}}</ref><ref>{{cite web|url=http://www.ifpi.org/content/section_news/20031001.html|title=Global sales of recorded music down 10.9% in the first half of 2003 from IFPI|work=ifpi.org}}</ref><ref>{{cite web|url=http://www.ifpi.org/content/section_news/20051003.html|title=Digital sales triple to 6% of industry retail revenues as global music market falls 1.9% (2005) from IFPI|work=ifpi.org}}</ref> the video game industry continues to grow.<ref>{{cite web|url=https://www.reuters.com/article/idUSN2132172920070621|title=Video game industry growth still strong: study|work=Reuters}}</ref> Also, personal computers have made the independent development of music almost effortless, while the gap between an independent game developer and the product of a fully financed one grows larger. On various Internet forums, some gamers have expressed disapproval of publishers having creative control since publishers are more apt to follow short-term market trends rather than invest in risky but potentially lucrative ideas. On the other hand, publishers may know better than developers what consumers want. The relationship between video game developers and publishers parallels the relationship between ] and ] in many ways. But unlike the ], which has seen flat or declining sales in the early 2000s,<ref>{{cite web|url=http://www.ifpi.org/content/section_news/20021010.html|title=Global sales of recorded music down 9.2% in the first half of 2002 from IFPI|work=ifpi.org|access-date=July 28, 2010|archive-date=August 10, 2012|archive-url=https://web.archive.org/web/20120810091854/http://www.ifpi.org/content/section_news/20021010.html|url-status=dead}}</ref><ref>{{cite web|url=http://www.ifpi.org/content/section_news/20031001.html|title=Global sales of recorded music down 10.9% in the first half of 2003 from IFPI|work=ifpi.org|access-date=July 28, 2010|archive-date=February 6, 2011|archive-url=https://web.archive.org/web/20110206092624/http://www.ifpi.org/content/section_news/20031001.html|url-status=dead}}</ref><ref>{{cite web|url=http://www.ifpi.org/content/section_news/20051003.html|title=Digital sales triple to 6% of industry retail revenues as global music market falls 1.9% (2005) from IFPI|work=ifpi.org|access-date=July 28, 2010|archive-date=March 3, 2013|archive-url=https://web.archive.org/web/20130303081628/http://www.ifpi.org/content/section_news/20051003.html|url-status=dead}}</ref> the video game industry continues to grow.<ref>{{cite news|url=https://www.reuters.com/article/idUSN2132172920070621|title=Video game industry growth still strong: study|work=Reuters|date=June 21, 2007|last1=Szalai|first1=Georg|access-date=July 3, 2017|archive-date=March 8, 2021|archive-url=https://web.archive.org/web/20210308141714/https://www.reuters.com/article/idUSN2132172920070621|url-status=live}}</ref>


In the ]s industry, it is easier to create a startup, resulting in many successful companies. The ] games industry is a more closed one, and a game developer must have up to three licenses from the ]: In the ]s industry, it is easier to create a startup, resulting in many successful companies. The ] industry is more closed, and a game developer must have up to three licenses from the ]:
# A license to develop games for the console # A license to develop games for the console
# The publisher must have a license to publish games for the console # The publisher must have a license to publish games for the console
# A separate license for each game # A separate license for each game


In addition, the developer must usually buy development systems from the console manufacturer in order to even develop a game for consideration, as well as obtain concept approval for the game from the console manufacturer. Therefore, the developer normally has to have a publishing deal in place before starting development on a game project, but in order to secure a publishing deal, the developer must have a track record of console development, something which few startups will have. In addition, the developer must usually buy development systems from the console manufacturer in order to develop a game for consideration, as well as obtain concept approval for the game from the console manufacturer. Therefore, the developer normally has to have a publishing deal in place before starting development on a game project, but in order to secure a publishing deal, the developer must have a track record of console development, something which few startups will have.


=== Alternatives === === Alternatives ===
Line 153: Line 167:


=== Gaming conventions === === Gaming conventions ===
], in Makuhari Messe, ], Chiba Prefecture, Japan, Showing off a new game called '']'' in 2023]]
]s are an important showcase of the industry. The major annual video game conventions include ] in ] (Germany), the ] in ] (USA),<ref name="Forbes">{{cite magazine|title=E3 is Obsolete, But it Doesn't Matter|url=https://www.forbes.com/sites/davidthier/2012/06/08/e3-is-obsolete-but-it-doesnt-matter/|magazine=Forbes|date=June 8, 2012|accessdate=October 18, 2012}}</ref> the ], and ].
]s are an important showcase of the industry. The major annual video game conventions include ] in ] (Germany), ] in ] (US),<ref name="Forbes">{{cite magazine|title=E3 is Obsolete, But it Doesn't Matter|url=https://www.forbes.com/sites/davidthier/2012/06/08/e3-is-obsolete-but-it-doesnt-matter/|magazine=Forbes|date=June 8, 2012|access-date=October 18, 2012}}</ref> ], ], ], ](BGS), and etc.


=== Regional distribution === === Regional distribution ===
{{see also|Regional lockout#Video games}} {{See also|Regional lockout#Video games}}
{{expand section|date=June 2018|reason=Needs discussion of regions (NA, JP, EU, & AU, plus explaining about regions not covered )}} {{expand section|date=June 2018|reason=Needs discussion of regions (NA, JP, EU, & AU, plus explaining about regions not covered )}}
As with other forms of media, video games have often been released in different world regions at different times.<ref name="denofgeek1">{{cite web|author=Josh Butler |url=https://www.denofgeek.com/us/tv/20566/the-irritation-of-staggered-release-dates |title=The irritation of staggered release dates |publisher=Den of Geek |date=2010-08-11 |accessdate=2018-06-05}}</ref> The practice has been used where ] is not done in parallel with the rest of development<ref>{{cite web|last=Elliman |first=Sarah |url=https://www.gameskinny.com/w75lm/east-to-west-the-major-differences-in-game-releases-based-on-geographic-locations |title=East to West: The Major Differences in Game Releases Based on Geographic Locations |publisher=Gameskinny.com |date=2017-11-08 |accessdate=2018-06-05}}</ref> or where the game must be encoded differently, as in ] vs. ].<ref>{{cite web|url=https://www.dungeoncrawl.com.au/buying/buying-guides/region-coding-guide/ |title=Region Lock and Video Games |publisher=Dungeoncrawl.com.au |date= |accessdate=2018-06-05}}</ref> It has also been used to provide price discrimination in different markets or to focus limited marketing resources.<ref name="denofgeek1"/> Developers may also stagger digital releases so as not to overwhelm the servers hosting the game.<ref>{{cite web|author=Jason Rodriguez |url=https://www.destructoid.com/destiny-2-will-have-a-staggered-worldwide-release-australia-and-japan-get-it-first-458184.phtml |title=Destiny 2 will have a staggered worldwide release, Australia and Japan get it first |publisher=Destructoid.com |date=2017-08-31 |accessdate=2018-06-05}}</ref> As with other forms of media, video games have often been released in different world regions at different times.<ref name="denofgeek1">{{cite web |author=Josh Butler |url=https://www.denofgeek.com/us/tv/20566/the-irritation-of-staggered-release-dates |title=The irritation of staggered release dates |publisher=Den of Geek |date=August 11, 2010 |access-date=June 5, 2018 |archive-date=June 8, 2018 |archive-url=https://web.archive.org/web/20180608105529/http://www.denofgeek.com/us/tv/20566/the-irritation-of-staggered-release-dates |url-status=live }}</ref> The practice has been used where ] is not done in parallel with the rest of development<ref>{{cite web |last=Elliman |first=Sarah |url=https://www.gameskinny.com/w75lm/east-to-west-the-major-differences-in-game-releases-based-on-geographic-locations |title=East to West: The Major Differences in Game Releases Based on Geographic Locations |publisher=Gameskinny.com |date=November 8, 2017 |access-date=June 5, 2018 |archive-date=August 3, 2020 |archive-url=https://web.archive.org/web/20200803150525/https://www.gameskinny.com/w75lm/east-to-west-the-major-differences-in-game-releases-based-on-geographic-locations |url-status=live }}</ref> or where the game must be encoded differently, as in ] vs. ].<ref>{{cite web |url=https://www.dungeoncrawl.com.au/buying/buying-guides/region-coding-guide/ |title=Region Lock and Video Games |publisher=Dungeoncrawl.com.au |access-date=June 5, 2018 |archive-date=April 7, 2018 |archive-url=https://web.archive.org/web/20180407035528/https://www.dungeoncrawl.com.au/buying/buying-guides/region-coding-guide/ |url-status=live }}</ref> It has also been used to provide price discrimination in different markets or to focus limited marketing resources.<ref name="denofgeek1"/> Developers may also stagger digital releases so as not to overwhelm the servers hosting the game.<ref>{{cite web |author=Jason Rodriguez |url=https://www.destructoid.com/destiny-2-will-have-a-staggered-worldwide-release-australia-and-japan-get-it-first-458184.phtml |title=Destiny 2 will have a staggered worldwide release, Australia and Japan get it first |publisher=Destructoid.com |date=August 31, 2017 |access-date=June 5, 2018 |archive-date=September 3, 2017 |archive-url=https://web.archive.org/web/20170903132112/https://www.destructoid.com/destiny-2-will-have-a-staggered-worldwide-release-australia-and-japan-get-it-first-458184.phtml |url-status=live }}</ref>


== International practices == == International practices ==
The video game industry had its primary roots in the United States following the introduction of arcade games and console systems, with Japan soon following. With the introduction of the personal computer, Western Europe also became a major center for video game development. Since then, the industry is primarily led by companies in North America, Europe, and Japan, but other regions, including Australia/New Zealand, and other East Asian countries including China and South Korea, have become significant sectors for the industry.

=== World trends === === World trends ===
International video game revenue is estimated to be $81.5B in 2014.<ref name="newzoo2014">{{cite web|url=https://newzoo.com/insights/rankings/top-100-countries-by-game-revenues/|title=Top 100 Countries by Game Revenue|last=|first=|date=January 2017|website=newzoo.com|publisher=newzoo|access-date=}}</ref> This is more than double the revenue of the international ] in 2013.<ref>{{cite web|title=Percentage of GBO of all films feature exhibited that are national|url=http://stats.uis.unesco.org/unesco/TableViewer/tableView.aspx?ReportId=5538|publisher=UNESCO Institute for Statistics|accessdate=November 1, 2013}}</ref> In 2015, it was estimated at {{USD|91.5 billion}}.<ref name=newzoo2015>{{cite web |url= https://newzoo.com/insights/articles/newzoos-top-100-countries-by-2015-game-revenues/|title= Newzoo’s Top 100 Countries by 2015 Game Revenues|date= October 15, 2015|accessdate= June 3, 2016|work= newzoo.com}}</ref> International video game revenue was over $142B in 2022.<ref name="newzoo2022">{{cite web|url=https://newzoo.com/resources/rankings/top-10-countries-by-game-revenues/|title=Top Countries/Markets by Game Revenues|website=newzoo.com|publisher=newzoo|access-date=June 27, 2023|url-status=live|archive-date=June 27, 2023|archive-url=https://web.archive.org/web/20230627192321/https://newzoo.com/resources/rankings/top-10-countries-by-game-revenues/}}</ref> This is almost double the revenue of the international ] in 2023.<ref>{{cite web|title=Key data on the movie production and distribution industry worldwide in 2022|url=https://www.statista.com/statistics/326011/movie-production-distribution-industry/|publisher=Statistica|access-date=June 27, 2022}}</ref>


The largest nations by estimated video game revenues in 2016 are China ($24.4B), the United States ($23.5B) and Japan ($12.4B).<ref>{{cite web |url= https://newzoo.com/insights/rankings/top-100-countries-by-game-revenues/|title= Top 100 Countries by Game Revenues|accessdate= June 3, 2016|work= newzoo.com}}</ref> The largest regions in 2015 were ] ($43.1B), ] ($23.8B), and ] ($15.6B).<ref name=newzoo2015/> The largest nations by estimated video game revenues in 2016 are the United States ($46.4B), China ($44B), and Japan ($19.1B).<ref name="newzoo2022" />


The gaming industry saw strong growth in 2020, the first year of the pandemic, and this trend continued into 2021.<ref>{{Cite web|title = A SURVEY OF THE VIDEO GAME MARKET IN 2021|url = https://allcorrectgames.com/insights/a-survey-of-the-video-game-market-in-2021/|website = allcorrectgames.com|date = 1 April 2022|access-date = 2023-04-07|archive-date = April 7, 2023|archive-url = https://web.archive.org/web/20230407082612/https://allcorrectgames.com/insights/a-survey-of-the-video-game-market-in-2021/|url-status = live}}</ref>
In 2018, the global video games market was valued at around $134.9bn.<ref>https://newzoo.com/insights/articles/newzoo-cuts-global-games-forecast-for-2018-to-134-9-billion/</ref>

=== Largest markets ===
According to market research firm Newzoo, the following countries are the largest video game markets by annual revenue, {{as of|2022|lc=y}}:<ref>{{cite web|title= Top countries and markets by video game revenues|url=https://newzoo.com/resources/rankings/top-10-countries-by-game-revenues |url-status=live |archive-url=https://web.archive.org/web/20230326135814/https://newzoo.com/resources/rankings/top-10-countries-by-game-revenues |archive-date=2023-03-26|access-date=6 October 2023|website=Newzoo}}</ref>

{| class="wikitable sortable" style="text-align:center"
|-
! Rank
! Country
! Revenue (billion {{US$|link=yes}})
|-
| 1
| ]
| 46,4
|-
| 2
| ]
| 44,0
|-
| 3
| ]
| 19,1
|-
| 4
| ]
| 7,4
|-
| 5
| ]
| 6,5
|-
| 6
| ]
| 5,8
|-
| 7
| ]
| 5,5
|-
| 8
| ]
| 3,3
|-
| 9
| ]
| 3,1
|-
| 10
| ]
| 2,6
|}

According to market research firm Newzoo, the following countries are the largest video game markets by number of players in the top 10 richest video game markets, {{as of|2022|lc=y}}:<ref>{{cite web|title= Top countries and markets by video game revenues|url=https://newzoo.com/resources/rankings/top-10-countries-by-game-revenues |url-status=live |archive-url=https://web.archive.org/web/20230326135814/https://newzoo.com/resources/rankings/top-10-countries-by-game-revenues |archive-date=2023-03-26|access-date=6 October 2023|website=Newzoo}}</ref>

{| class="wikitable sortable" style="text-align:center"
|-
! Rank
! Country
! Number of players (million)
|-
| 1
| ]
| 699 million
|-
| 2
| ]
| 209 million
|-
| 3
| ]
| 102 million
|-
| 4
| ]
| 73 million
|-
| 5
| ]
| 49 million
|-
| 6
| ]
| 45 million
|-
| 7
| ]
| 38 million
|-
| 8
| ]
| 36 million
|-
| 9
| ]
| 33 million
|-
| 10
| ]
| 22 million
|}

In general, spending on gaming tends to increase with increase in nominal GDP. However, gaming is relatively more popular in ], and relatively less popular in ].

]
{{Clear}}





=== North America ===


===North America===
==== Canada ==== ==== Canada ====
]]] ]]]
{{main|Video gaming in Canada}} {{Main|Video gaming in Canada}}
Canada has the third largest video game industry in terms of employment numbers.<ref name="networkworld1">{{cite web |url=http://www.networkworld.com/news/2010/040610-canada-boasts-the-third-largest-video.html |title=Canada boasts the third-largest video game industry |publisher=Networkworld.com |date=April 6, 2010 |accessdate=November 9, 2010 |url-status=dead |archiveurl=https://web.archive.org/web/20100412141657/http://www.networkworld.com/news/2010/040610-canada-boasts-the-third-largest-video.html |archivedate=April 12, 2010 |df=mdy-all }}</ref> The video game industry has also been booming in Montreal since 1997, coinciding with the opening of ].<ref>{{cite web|url=http://siiscanada.com/newsletter/pg5.htm|title=Immigration Services For Canada, USA, Australia, UK, Australia & New Zealand !|work=siiscanada.com|url-status=dead|archiveurl=https://web.archive.org/web/20151007070653/http://siiscanada.com/newsletter/pg5.htm|archivedate=October 7, 2015|df=mdy-all}}</ref> Recently, the city has attracted world leading game developers and publishers studios such as ], ], ], ], ], ] and ], mainly because video games jobs have been heavily subsidized by the provincial government. Every year, this industry generates billions of dollars and thousands of jobs in the Montreal area.<ref>{{cite web|url=http://www.tourisme-montreal.org/meetings/2015/01/20/business-sectors/|title=What are the leading business sectors in Montréal? We’re glad you asked|work=Meetings à la Montréal}}</ref> ] has also developed a particularly large ] of ] developers, the largest of which, ], employs over two thousand people. The '']'' series, along with the '']'' series have all been produced in Canada and have achieved worldwide success. For consumers, the largest video games convention in Canada is the Enthusiast Gaming Live Expo (EGLX).<ref>{{cite web|author=Kevin Carignan |url=https://www.destructoid.com/dtoid-is-hosting-canada-s-largest-gaming-event-eglx-returns-march-9-11-2018-469022.phtml |title=Dtoid is hosting Canada's largest gaming event! EGLX returns, March 9-11, 2018 |publisher=Destructoid.com |date=2018-01-30 |accessdate=2018-06-05}}</ref> Canada has the third largest video game industry in terms of employment numbers.<ref name="networkworld1">{{cite web |url=http://www.networkworld.com/news/2010/040610-canada-boasts-the-third-largest-video.html |title=Canada boasts the third-largest video game industry |publisher=Networkworld.com |date=April 6, 2010 |access-date=November 9, 2010 |url-status=dead |archive-url=https://web.archive.org/web/20100412141657/http://www.networkworld.com/news/2010/040610-canada-boasts-the-third-largest-video.html |archive-date=April 12, 2010 }}</ref> The video game industry has also been booming in Montreal since 1997, coinciding with the opening of ].<ref>{{cite web|url=http://siiscanada.com/newsletter/pg5.htm|title=Immigration Services For Canada, USA, Australia, UK, Australia & New Zealand !|work=siiscanada.com|url-status=dead|archive-url=https://web.archive.org/web/20151007070653/http://siiscanada.com/newsletter/pg5.htm|archive-date=October 7, 2015}}</ref> Recently, the city has attracted world leading game developers and publishers studios such as ], ], ], ], ], ], and ], mainly because video games jobs have been heavily subsidized by the provincial government. Every year, this industry generates billions of dollars and thousands of jobs in the Montreal area.<ref>{{cite web|url=http://www.tourisme-montreal.org/meetings/2015/01/20/business-sectors/|title=What are the leading business sectors in Montréal? We're glad you asked|work=Meetings à la Montréal|access-date=October 5, 2015|archive-date=October 6, 2015|archive-url=https://web.archive.org/web/20151006050909/http://www.tourisme-montreal.org/meetings/2015/01/20/business-sectors/|url-status=live}}</ref> ] has also developed a particularly large ] of ] developers, the largest of which, ], employs over two thousand people. The '']'' series, along with the '']'' series have all been produced in Canada and have achieved worldwide success. For consumers, the largest video games convention in Canada is the Enthusiast Gaming Live Expo (EGLX).<ref>{{cite web |author=Kevin Carignan |url=https://www.destructoid.com/dtoid-is-hosting-canada-s-largest-gaming-event-eglx-returns-march-9-11-2018-469022.phtml |title=Dtoid is hosting Canada's largest gaming event! EGLX returns, March 9-11, 2018 |publisher=Destructoid.com |date=January 30, 2018 |access-date=June 5, 2018 |archive-date=November 5, 2017 |archive-url=https://web.archive.org/web/20171105105241/https://www.destructoid.com/dtoid-is-hosting-canada-s-largest-gaming-event-eglx-returns-march-9-11-2018-469022.phtml |url-status=live }}</ref>


==== United States ==== ==== United States ====
{{main|Video gaming in the United States}} {{Main|Video gaming in the United States}}
]) is the first independent/third-party video game developer.]] ]) is the first independent or third-party video game developer.]]
The video game industry got its start in the United States in the late 1970s and early 1980s with the creation of arcade games like '']'' and the first home console, the ]. Several factors, including loss of publishing control, a flooded market, and competition from personal computers, led to the ] in the U.S., affecting both arcades and home game systems. Nintendo's introduction of the Nintendo Entertainment System helped to revitalize the industry, but until Microsoft's introduction of the ] in the early 2000s, the hardware side was dominated by mostly Japanese-developed systems. Instead, much of the industry's growth in the U.S. was on game development, implementing new game technologies and gameplay concepts, as well as creating the large-scale publisher model used by companies like ] to support marketing and distribution of games.
The United States has the largest video games presence in the world in terms of total industry employees.<ref name="networkworld1"/><ref>{{cite web|url=http://www.gamesindustry.biz/articles/2012-12-11-us-still-the-gaming-super-power |title=US still the gaming super power &#124; GamesIndustry International |publisher=Gamesindustry.biz |date=December 11, 2012 |accessdate=February 11, 2014}}</ref> In 2017, the U.S. game industry as a whole was worth US$18.4 billion.<ref>{{cite web|url=https://www.statista.com/topics/868/video-games/|title=Video Game Industry - Statistics & Facts|last=Gough|first=Christina|date=2019-08-12|website=Statista|access-date=2019-08-23}}</ref> U.S. video game revenue is forecast to reach $230 billion by 2022,<ref>{{cite web|url=https://www.digi-capital.com/news/2018/01/games-software-hardware-165b-in-2018-230b-in-5-years-record-2b-investment-last-year/|title=Games software/hardware $165B+ in 2018, $230B+ in 5 years, record $2B+ investment last year {{!}} Digi Capital|language=en-US|access-date=2019-08-24}}</ref> making it the largest video game market in the world.<ref name=newzoo2014/> Over 150 million Americans play video games, with an average age of 35 and a gender breakdown of 59 percent male and 41 percent female.<ref>{{cite web|url=http://www.theesa.com/about-esa/industry-facts/|title=Industry Facts|publisher=]}}</ref> American gamers are more likely to vote than non-gamers, feel that the economy is the most important political issue, and lean ], however party demographics are split evenly with 38% identifying as Democrats, 38% identifying as Republicans, and 24% identifying as Independents.<ref>{{cite web|url=http://www.theesa.com/article/new-study-finds-video-game-players-are-highly-engaged-politically/|title=New Study Finds Video Game Players Are Highly Engaged Politically|publisher=]}}</ref>

The United States has the largest video games presence in the world in terms of total industry employees.<ref name="networkworld1"/><ref>{{cite web |url=http://www.gamesindustry.biz/articles/2012-12-11-us-still-the-gaming-super-power |title=US still the gaming super power &#124; GamesIndustry International |publisher=Gamesindustry.biz |date=December 11, 2012 |access-date=February 11, 2014 |archive-date=March 31, 2014 |archive-url=https://web.archive.org/web/20140331110754/http://www.gamesindustry.biz/articles/2012-12-11-us-still-the-gaming-super-power |url-status=live }}</ref> In 2017, the U.S. game industry as a whole was worth US$18.4 billion and consisted of roughly 2457 companies that had a rough total of 220,000 people employed.<ref name="Takahashi 2017">{{cite web | last=Takahashi | first=Dean | title=The U.S. game industry has 2,457 companies supporting 220,000 jobs | website=VentureBeat | date=February 14, 2017 | url=https://venturebeat.com/2017/02/14/the-u-s-game-industry-has-2457-companies-supporting-220000-jobs/ | access-date=April 7, 2020 | archive-date=April 7, 2020 | archive-url=https://web.archive.org/web/20200407175140/https://venturebeat.com/2017/02/14/the-u-s-game-industry-has-2457-companies-supporting-220000-jobs/ | url-status=live }}</ref><ref>{{cite web|url=https://www.statista.com/topics/868/video-games/|title=Video Game Industry - Statistics & Facts|last=Gough|first=Christina|date=August 12, 2019|website=Statista|access-date=August 23, 2019|archive-date=September 9, 2019|archive-url=https://web.archive.org/web/20190909092840/https://www.statista.com/topics/868/video-games/|url-status=live}}</ref> U.S. video game revenue is forecast to reach $230 billion by 2022,<ref>{{cite web|url=https://www.digi-capital.com/news/2018/01/games-software-hardware-165b-in-2018-230b-in-5-years-record-2b-investment-last-year/|title=Games software/hardware $165B+ in 2018, $230B+ in 5 years, record $2B+ investment last year {{!}} Digi Capital|language=en-US|access-date=August 24, 2019|archive-date=August 24, 2019|archive-url=https://web.archive.org/web/20190824032038/https://www.digi-capital.com/news/2018/01/games-software-hardware-165b-in-2018-230b-in-5-years-record-2b-investment-last-year/|url-status=dead}}</ref> making it the largest video game market in the world.<ref name="newzoo2014">{{cite web|url=https://newzoo.com/insights/rankings/top-100-countries-by-game-revenues/|title=Top 100 Countries by Game Revenue|date=January 2017|website=newzoo.com|publisher=newzoo|access-date=June 3, 2016|archive-date=March 30, 2016|archive-url=https://web.archive.org/web/20160330093437/https://newzoo.com/insights/rankings/top-100-countries-by-game-revenues/|url-status=live}}</ref> Over 150 million Americans play video games, with an average age of 35 and a gender breakdown of 59 percent male and 41 percent female.<ref>{{cite web|url=http://www.theesa.com/about-esa/industry-facts/|title=Industry Facts|publisher=]|access-date=September 23, 2016|archive-date=May 23, 2019|archive-url=https://web.archive.org/web/20190523121050/http://www.theesa.com/about-esa/industry-facts/|url-status=dead}}</ref> American gamers are more likely to vote than non-gamers, feel that the economy is the most important political issue, and lean ], however party demographics are split evenly with 38% identifying as Democrats, 38% identifying as Republicans, and 24% identifying as Independents.<ref>{{cite web|url=http://www.theesa.com/article/new-study-finds-video-game-players-are-highly-engaged-politically/|title=New Study Finds Video Game Players Are Highly Engaged Politically|publisher=]|access-date=September 23, 2016|archive-date=September 23, 2016|archive-url=https://web.archive.org/web/20160923111214/http://www.theesa.com/article/new-study-finds-video-game-players-are-highly-engaged-politically/|url-status=live}}</ref>


===Europe=== ===Europe===
{{Main|Video gaming in Russia|Video gaming in France|Video gaming in Italy|Video gaming in Spain}}
==== Germany ====
] in ] is the world's leading game trade fair.]]
{{main|Video gaming in Germany}}


==== Germany ====
] has the largest video games market in Europe, with revenues of $4.1&nbsp;billion forecast for 2017.<ref>{{cite web|url=https://newzoo.com/insights/rankings/top-100-countries-by-game-revenues/|title=Top 100 Countries By Game Revenues|last=|first=|date=January 2017|website=newzoo.com|accessdate=October 1, 2014}}</ref> The annual ] in ] is Europe's largest video game expo.
] in ] is the world's leading game trade fair.]]
{{Main|Video gaming in Germany}}
] has the largest video games market in Europe, with revenues of $4.1&nbsp;billion forecast for 2017.<ref>{{cite web|url=https://newzoo.com/insights/rankings/top-100-countries-by-game-revenues/|title=Top 100 Countries By Game Revenues|date=January 2017|website=newzoo.com|access-date=October 1, 2014|archive-date=March 30, 2016|archive-url=https://web.archive.org/web/20160330093437/https://newzoo.com/insights/rankings/top-100-countries-by-game-revenues/|url-status=live}}</ref> The annual ] in ] is Europe's largest video game expo.


One of the earliest internationally successful video game companies was ]-based ] (founded in 1984) who were responsible for publishing the popular '']'' series of games. The ] and ] are globally popular strategy game franchises since the 1990s. The ], ] and ] are established RPG franchises. The ] by ] is the best-selling space simulation. The ] was also developed in Germany. The German action game ] (2012) was successful in the markets and received largely positive reviews. One of the most famed titles to come out of Germany is '']'' (2004) by ]-based ], who also produced the topseller '']'' and its sequels later. One of the earliest internationally successful video game companies was ]-based ] (founded in 1984) who were responsible for publishing the popular '']'' series of games. The ] and ] are globally popular strategy game franchises since the 1990s. The ], ] and ] are established RPG franchises. The ] by ] is the best-selling space simulation. The ] was also developed in Germany. The German action game ] (2012) was successful in the markets and received largely positive reviews. One of the most famed game from Germany is '']'' (2004) by ]-based ], who also produced the topseller '']'' and its sequels later.


Other well-known current and former developers from Germany include ], ], ], ], ], ], ], ] and ]. Publishers include ] (]), ], ] and ]. ], ], ] and ] are among the world's leading browser game and social network game developers/distributors. Other well-known current and former developers from Germany include ], ], ], ], ], ], ], ] and ]. Publishers include ] (]), ], ] and ]. ], ], ] and ] are among the world's leading browser game and social network game developers/distributors.


==== United Kingdom ==== ==== United Kingdom ====
{{main|Video gaming in the United Kingdom}} {{Main|Video gaming in the United Kingdom}}
The ]'s video game industry is the third largest in the world in terms of developer success and sales of hardware and software by country alone but fourth behind Canada in terms of people employed.<ref name="networkworld1"/> The size of the UK game industry is comparable to its film or music industries.<ref>{{cite web|url=http://www.gamesindustry.biz/articles/2016-04-04-view-from-the-tower|title=The View From the Tower|date=April 5, 2016|publisher=gamesindustry.biz|access-date=April 6, 2016|archive-date=April 8, 2016|archive-url=https://web.archive.org/web/20160408053922/http://www.gamesindustry.biz/articles/2016-04-04-view-from-the-tower|url-status=live}}</ref>


Like most European countries, the UK entered the video game industry through personal computers rather than video game consoles. Low-cost computers like the ] and ] led to numerous "bedroom coders" that would make and sell games through mail-order or to distributors that helped to mass-produce them.<ref name="independent origins">{{cite news | url = https://www.independent.co.uk/life-style/gadgets-and-tech/features/geeks-who-rocked-the-world-documentary-looks-back-at-origins-of-the-computer-games-industry-9997037.html | title = Geeks Who Rocked The World: Documentary Looks Back At Origins Of The Computer-games Industry | first = Rhordi | last = Mardsen | date = January 25, 2015 | access-date = October 3, 2019 | work = ] | archive-date = November 9, 2019 | archive-url = https://web.archive.org/web/20191109005014/https://www.independent.co.uk/life-style/gadgets-and-tech/features/geeks-who-rocked-the-world-documentary-looks-back-at-origins-of-the-computer-games-industry-9997037.html | url-status = live }}</ref> Coupled with quirky ], the "Britsoft" wave of popular games led to a number of influential people and studios in the 1990s.<ref>{{cite web | url = https://www.theguardian.com/technology/gamesblog/2010/jan/26/casual-gaming-indiegames | title = Back to the bedroom: how indie gaming is reviving the Britsoft spirit | first = Keith | last = Stuart | date = January 27, 2010 | access-date = October 3, 2019 | work = ] | archive-date = April 5, 2019 | archive-url = https://web.archive.org/web/20190405184826/https://www.theguardian.com/technology/gamesblog/2010/jan/26/casual-gaming-indiegames | url-status = live }}</ref> As game programming became more complex and costly in the early 2000s, more traditional studio structures arose to support both personal computers and consoles, with several studios that, in some form or another, remain highly regarded and influential in the present.<ref name="bbc billion pounds">{{cite web | url = https://www.bbc.com/timelines/zt23gk7 | title = How British video games became a billion pound industry | date = December 2014 | access-date = September 30, 2019 | publisher = BBC | archive-date = September 20, 2019 | archive-url = https://web.archive.org/web/20190920212739/https://www.bbc.com/timelines/zt23gk7 | url-status = live }}</ref>
The ] industry is the third largest in the World in terms of developer success and sales of hardware and software by country alone but fourth behind Canada in terms of people employed.<ref name="networkworld1"/> The size of the UK game industry is comparable to its film or music industries.<ref>{{cite web|url=http://www.gamesindustry.biz/articles/2016-04-04-view-from-the-tower|title=The View From the Tower|publisher=gamesindustry.biz}}</ref>


Some of the studios have become defunct or been purchased by larger companies such as '']'' developer ],<ref>{{cite web |url=http://blog.eu.playstation.com/2010/03/02/media-molecule-officially-joins-the-playstation-family/ |title=Media Molecule Officially Joins The PlayStation Family – PlayStation.Blog.Europe |publisher=Blog.eu.playstation.com |date=March 2, 2010 |access-date=January 27, 2011 |archive-date=March 21, 2015 |archive-url=https://web.archive.org/web/20150321050200/http://blog.eu.playstation.com/2010/03/02/media-molecule-officially-joins-the-playstation-family/ |url-status=live }}</ref> and ].<ref>{{cite web |last=Hinkle |first=David |url=http://www.joystiq.com/2010/04/05/reliance-big-entertainment-acquires-50-stake-in-codemasters |title=Reliance Big Entertainment acquires 50% stake in Codemasters |publisher=Joystiq |date=April 5, 2010 |access-date=November 9, 2010 |archive-date=November 7, 2010 |archive-url=https://web.archive.org/web/20101107211453/http://www.joystiq.com/2010/04/05/reliance-big-entertainment-acquires-50-stake-in-codemasters/ |url-status=live }}</ref> The country is home to some of the world's most successful video game franchises, such as '']'', '']'', '']'', '']'', and '']''.
Like most European countries, the UK entered the video game industry through personal computers rather than video game consoles. Low-cost computers like the ] and ] led to numerous "bedroom coders" that would make and sell games through mail-order or to distributors that helped to mass produce them.<ref name="independent origins">{{cite news | url = https://www.independent.co.uk/life-style/gadgets-and-tech/features/geeks-who-rocked-the-world-documentary-looks-back-at-origins-of-the-computer-games-industry-9997037.html | title = Geeks Who Rocked The World: Documentary Looks Back At Origins Of The Computer-games Industry | first= Rhordi | last = Mardsen | date = 25 January 2015 | accessdate = 3 October 2019 | work = ] }}</ref> Coupled with quirky ], the "Britsoft" wave of popular titles led to a number of influential people and studios in the 1990s.<ref>{{cite web | url = https://www.theguardian.com/technology/gamesblog/2010/jan/26/casual-gaming-indiegames | title= Back to the bedroom: how indie gaming is reviving the Britsoft spirit | first =Keith | last= Stuart | date = 27 January 2010 | accessdate = 3 October 2019 | work = ] }}</ref> As game programming became more complex and costly in the early 2000s, more traditional studio structures arose to support both personal computers and consoles, with several studios that, in some form or another, remain highly-regarded and influential in the present.<ref name="bbc billion pounds">{{cite web | url = https://www.bbc.com/timelines/zt23gk7 | title = How British video games became a billion pound industry | date = December 2014 | accessdate = 30 September 2019 | publisher = BBC }}</ref>


The country also went without tax relief until March 21, 2012<ref>{{cite web |last=Henderson |first=Rik |url=http://www.pocket-lint.com/news/44996/budget-2012-tax-relief-video-games |title=UK tax relief break |date=March 21, 2012 |access-date=March 31, 2012 |archive-date=March 24, 2012 |archive-url=https://web.archive.org/web/20120324020619/http://www.pocket-lint.com/news/44996/budget-2012-tax-relief-video-games |url-status=live }}</ref> when the British government changed its mind on tax relief for UK developers, which without, meant most of the talented development within the UK may move overseas for more profit, along with parents of certain video game developers which would pay for having games developed in the UK. The industry trade body TIGA estimates that it will increase the games development sector's contribution to UK GDP by £283 million, generate £172 million in new and protected tax receipts to HM Treasury, and could cost just £96 million over five years.<ref>{{cite web |url=https://www.wired.co.uk/news/archive/2010-06/22/game-industry-tax-relief-plans-are-shelved |title=Game industry tax relief plans are shelved |publisher=Wired.co.uk |date=June 22, 2010 |access-date=November 9, 2010 |url-status=dead |archive-url=https://web.archive.org/web/20100625151807/http://www.wired.co.uk/news/archive/2010-06/22/game-industry-tax-relief-plans-are-shelved |archive-date=June 25, 2010 }}</ref> Before the tax relief was introduced there was a fear that the UK game industry could fall behind other leading game industries around the world such as France and Canada, of which Canada overtook the UK in terms of job numbers in the industry in 2010.<ref>{{cite web |title=Canada overtakes UK |url=http://www.develop-online.net/news/34406/Canada-overtakes-UK-industry-workforce-tally |date=March 31, 2012 |access-date=March 31, 2012 |archive-date=May 9, 2012 |archive-url=https://web.archive.org/web/20120509034558/http://www.develop-online.net/news/34406/Canada-overtakes-UK-industry-workforce-tally |url-status=live }}</ref>
In recent years some of the studios have become defunct or been purchased by larger companies such as '']'' developer, ]<ref>{{cite web|url=http://blog.eu.playstation.com/2010/03/02/media-molecule-officially-joins-the-playstation-family/ |title=Media Molecule Officially Joins The PlayStation Family – PlayStation.Blog.Europe |publisher=Blog.eu.playstation.com |date=March 2, 2010 |accessdate=January 27, 2011}}</ref> and ].<ref>{{cite web|last=Hinkle |first=David |url=http://www.joystiq.com/2010/04/05/reliance-big-entertainment-acquires-50-stake-in-codemasters |title=Reliance Big Entertainment acquires 50% stake in Codemasters |publisher=Joystiq |date=April 5, 2010 |accessdate=November 9, 2010}}</ref> The country is home to some of the world's most successful video game franchises, such as '']'', '']'', '']'', '']'' and '']''.


=== Africa ===
The country also went without tax relief until March 21, 2012<ref>{{cite web|last=Henderson |first=Rik |url=http://www.pocket-lint.com/news/44996/budget-2012-tax-relief-video-games |title=UK tax relief break |date=March 21, 2012 |accessdate= March 31, 2012}}</ref> when the British government changed its mind on tax relief for UK developers, which without, meant most of the talented development within the UK may move overseas for more profit, along with parents of certain video game developers which would pay for having games developed in the UK. The industry trade body TIGA estimates that it will increase the games development sector's contribution to UK GDP by £283 million, generate £172 million in new and protected tax receipts to HM Treasury, and could cost just £96 million over five years.<ref>{{cite web |author=Post comment Name Email Address Comments |url=https://www.wired.co.uk/news/archive/2010-06/22/game-industry-tax-relief-plans-are-shelved |title=Game industry tax relief plans are shelved |publisher=Wired.co.uk |date=June 22, 2010 |accessdate=November 9, 2010 |url-status=dead |archiveurl=https://web.archive.org/web/20100625151807/http://www.wired.co.uk/news/archive/2010-06/22/game-industry-tax-relief-plans-are-shelved |archivedate=June 25, 2010 |df=mdy-all }}</ref> Before the tax relief was introduced there was a fear that the UK games industry could fall behind other leading game industries around the world such as France and Canada, of which Canada overtook the UK in terms of job numbers in the industry in 2010.<ref>{{cite web| title=Canada overtakes UK |url=http://www.develop-online.net/news/34406/Canada-overtakes-UK-industry-workforce-tally |date=March 31, 2012 |accessdate=March 31, 2012}}</ref>
The video game industry is still in its infancy throughout the African continent, but due to the continent's young population and increasing technological literacy, the sector is growing rapidly. African countries such as ], ], and ] have been making rapid advances in ], both within their country and internationally,<ref name="Africa top 10">{{cite news |last=Fripp |first=Charlie |date=October 15, 2013 |title=Top 10 African game developers |url=http://www.itnewsafrica.com/2013/10/top-10-african-game-developers/ |url-status=live |archive-url=https://web.archive.org/web/20150803173119/http://www.itnewsafrica.com/2013/10/top-10-african-game-developers/ |archive-date=August 3, 2015 |access-date=August 18, 2015 |work=]}}</ref> but due to limited funding and a market overcrowded with Western games, success has thus far been minimal.<ref name="Mail & Guardian">{{cite web |last=Spooner |first=Samantha |date=January 5, 2015 |title=Africa 2030, the next 25 years: From video games, eco-buildings, robotics, and cycling |url=http://mgafrica.com/article/2014-12-02-things-africa-will-be-famous-for-in-the-next-10-15-years |url-status=live |archive-url=https://web.archive.org/web/20150915083151/http://mgafrica.com/article/2014-12-02-things-africa-will-be-famous-for-in-the-next-10-15-years |archive-date=September 15, 2015 |access-date=August 18, 2015 |publisher=] Africa}}</ref>


===Asia=== ===Asia===
====Bangladesh====
{{Main|Video gaming in Bangladesh}}

Video gaming is a relatively new sector in Bangladesh. Games have been developed since 2002, mostly independently. However, from 2014, some IT companies have started to develop video games commercially. Some research has been carried out at various universities to improve the video game development sector.<ref>{{Cite web |title="IUB holds 2D game development workshop" |url=http://observerbd.com/details.php?id=15894 |website=Daily Observer. Retrieved 21 June 2014.}}</ref> In 2020, Zero Hour was released on ] in Early Access with the version 1.0 being released on September 9, 2024 and has received positive reviews from gamers. It's a first-person shooter. It is the first game from Bangladesh to be released on the platform.<ref>{{Cite web |date=2020-08-09 |title='Zero Hour' the first Bangladeshi-made online tactical FPS released globally |url=https://archive.dhakatribune.com/feature/2020/08/09/zero-hour-the-first-bangladeshi-made-online-tactical-fps-set-to-release-globally |access-date=2023-05-27 |website=Dhaka Tribune}}</ref>
==== China ==== ==== China ====
{{main|Video gaming in China}} {{Main|Video gaming in China}}

] is the largest company in the world by video game revenue.<ref>{{cite web|url=http://www.newzoo.com/insights/game-revenues-top-25-companies-17-totaling-25bn/|title=Game Revenues of Top 25 Companies up 17%, Totaling $25Bn|publisher=newzoo}}</ref>]]
] is the largest company in the world by video game revenue.<ref>{{cite web|url=http://www.newzoo.com/insights/game-revenues-top-25-companies-17-totaling-25bn/|title=Game Revenues of Top 25 Companies up 17%, Totaling $25Bn|publisher=newzoo|access-date=October 2, 2014|archive-date=October 4, 2014|archive-url=https://web.archive.org/web/20141004033959/http://www.newzoo.com/insights/game-revenues-top-25-companies-17-totaling-25bn/|url-status=live}}</ref>]]
China had early on not been a major factor in the global video game market early on due to economic factors, governmental oversight, and a black market for foreign products. The government initiated a ban on video game consoles in 2000 which lasted through 2014, during which China's video game market grew for personal computer games, particularly subscription-based and microtransaction-based ones that were amenable to use in PC cafes, and later into mobile games. Media publishers like ] and ] focused on these types of games, growing successfully during the 2010s to become leading international companies. As of 2015, China's video game market revenue exceeds that of the United States, and is the largest country by both revenue and number of players.<ref>{{cite web |url= https://newzoo.com/insights/articles/global-games-market-reaches-99-6-billion-2016-mobile-generating-37/|title= The Global Games Market Reaches $99.6 Billion in 2016, Mobile Generating 37%|date= April 21, 2016|accessdate= June 3, 2016|work= newzoo.com}}</ref><ref name=cnxb>{{cite web|url=http://www.gamespot.com/articles/xbox-one-hits-china-today-following-14-year-consol/1100-6422628/|title=Xbox One Hits China Today Following 14-Year Console Ban|website=]}}</ref> China is also the largest contributor towards ] in both revenue and in the number of professional players from the country.<ref>{{cite web | url = https://www.gamesindustry.biz/articles/2019-02-12-newzoo-global-esports-market-will-exceed-USD1-billion-in-2019 | title = Newzoo: Global esports market will exceed $1 billion in 2019 | first= Rebekah | last= Valentine | date = February 12, 2019 | accessdate = September 24, 2019 | work = ] }}</ref> The industry, like most media in China, is tightly controlled by the government, with strong restrictions on what content may be in games,<ref name="bloomberg aug2018">{{cite web | url = https://www.bloomberg.com/news/articles/2018-08-15/china-is-said-to-freeze-game-approvals-amid-agency-shakeup | title = China Freezes Game Approvals Amid Agency Shakeup | date = August 14, 2018 | accessdate = August 15, 2018 | work = ] }}</ref> and incorporation of anti-addiction measures to limit playtime.<ref>{{cite web | url = https://www.bbc.com/news/world-asia-china-45366468 | title= China targets video gaming to tackle myopia in children | date = August 31, 2018 | accessdate = November 6, 2019 | work = ] }}</ref> It is home to ], the largest game convention in the world by attendance.<ref>{{cite web|url=http://kotaku.com/5871808/the-worlds-biggest-games-show-isnt-in-germany-not-any-more |title=The World's Biggest Games Show Isn't In Germany. Not Any More.|website=Kotaku}}</ref>
China had not been a major factor in the global video game market early on due to economic factors, governmental oversight, and a black market for foreign products. The government initiated a ban on video game consoles in 2000 that lasted through 2014, during which China's video game market grew for personal computer games, particularly subscription-based and microtransaction-based ones that were amenable to use in PC cafes, and later into mobile games. Media publishers like ] and ] focused on these types of games, growing successfully during the 2010s to become leading international companies. As of 2015, China's video game market revenue exceeds that of the United States, and is the largest country by both revenue and number of players.<ref>{{cite web|url= https://newzoo.com/insights/articles/global-games-market-reaches-99-6-billion-2016-mobile-generating-37/|title= The Global Games Market Reaches $99.6 Billion in 2016, Mobile Generating 37%|date= April 21, 2016|access-date= June 3, 2016|work= newzoo.com|archive-date= April 7, 2022|archive-url= https://web.archive.org/web/20220407234834/https://newzoo.com/insights/articles/global-games-market-reaches-99-6-billion-2016-mobile-generating-37/|url-status= dead}}</ref><ref name="cnxb">{{cite web|url=http://www.gamespot.com/articles/xbox-one-hits-china-today-following-14-year-consol/1100-6422628/|title=Xbox One Hits China Today Following 14-Year Console Ban|website=]|access-date=October 2, 2014|archive-date=October 2, 2014|archive-url=https://web.archive.org/web/20141002152558/http://www.gamespot.com/articles/xbox-one-hits-china-today-following-14-year-consol/1100-6422628/|url-status=live}}</ref> China is also the largest contributor towards ] in both revenue and in the number of professional players from the country.<ref>{{cite web | url = https://www.gamesindustry.biz/articles/2019-02-12-newzoo-global-esports-market-will-exceed-USD1-billion-in-2019 | title = Newzoo: Global esports market will exceed $1 billion in 2019 | first = Rebekah | last = Valentine | date = February 12, 2019 | access-date = September 24, 2019 | work = ] | archive-date = January 17, 2023 | archive-url = https://web.archive.org/web/20230117221654/https://www.gamesindustry.biz/newzoo-global-esports-market-will-exceed-usd1-billion-in-2019 | url-status = live }}</ref> The industry, like most media in China, is tightly controlled by the government, with strong restrictions on what content may be in games,<ref name="bloomberg aug2018">{{cite web | url = https://www.bloomberg.com/news/articles/2018-08-15/china-is-said-to-freeze-game-approvals-amid-agency-shakeup | title = China Freezes Game Approvals Amid Agency Shakeup | date = August 14, 2018 | access-date = August 15, 2018 | work = ] | archive-date = August 16, 2018 | archive-url = https://archive.today/20180816004754/https://www.bloomberg.com/news/articles/2018-08-15/china-is-said-to-freeze-game-approvals-amid-agency-shakeup | url-status = live }}</ref> and incorporation of anti-addiction measures to limit playtime.<ref>{{cite web | url = https://www.bbc.com/news/world-asia-china-45366468 | title = China targets video gaming to tackle myopia in children | date = August 31, 2018 | access-date = November 6, 2019 | work = ] | archive-date = December 10, 2019 | archive-url = https://web.archive.org/web/20191210070437/https://www.bbc.com/news/world-asia-china-45366468 | url-status = live }}</ref> It is home to ], the largest game convention in the world by attendance.<ref>{{cite web |url=http://kotaku.com/5871808/the-worlds-biggest-games-show-isnt-in-germany-not-any-more |title=The World's Biggest Games Show Isn't In Germany. Not Any More. |website=Kotaku |date=December 29, 2011 |access-date=October 2, 2014 |archive-date=August 6, 2018 |archive-url=https://web.archive.org/web/20180806024547/https://kotaku.com/5871808/the-worlds-biggest-games-show-isnt-in-germany-not-any-more |url-status=live }}</ref>


==== Japan ==== ==== Japan ====
{{main|Video gaming in Japan}} {{Main|Video gaming in Japan}}

] in ], Japan, 2006.]]
] in ], Japan, 2006]]
The ]ese video game industry is markedly different from the industry in North America, Europe and Australia.
The ]ese video game industry is markedly different from the industry in North America, Europe and Australia. Japan initially trailed the United States in entering the video game sector as its companies followed trends set by their American partners, but started to pioneer their own ideas soon after. Several Japanese-developed arcade games, such as '']'', helped to usher in the ] from 1978 to 1982. The 1983 video game crash that affected the North American market did have small but short-term effects in Japan, as most companies involved in the business were well-established and could weather the disruption. ] took the opportunity to push the ], a rebranding of its Famicom system, into the Western markets after the crash, implementing technical and business practices to avoid the factors that created the 1983 crash but also secured its control on what games were published for the system. Japan became the dominant home for consoles and console games through the early 2000s, challenged only by the incorporation of large publishers in the West and the ] line of consoles from Microsoft. Nintendo along with companies like ], ], and ] are dominant leaders in the Japanese video game industry.


<!-- Generally, games have a greater ] of total entertainment in Japan than in the West.{{Citation needed|date=August 2010}} --> <!-- Generally, games have a greater ] of total entertainment in Japan than in the West.{{Citation needed|date=August 2010}} -->
Japanese companies have created some of the largest and most lucrative titles ever made, such as the '']'', '']'', '']'', '']'' and '']'' series of games. Nintendo themselves are recognized for having created some of the most positively-reviewed and best-selling video game series such as '']'', '']'', '']'', '']'' and '']''.


<!-- ] are still relatively popular in Japan; for every ] released in the US, nine are released in ].{{Citation needed|date=February 2007}} The history of the Japanese arcade is very significant in the story of the decline of the American arcade, and in the shape of ] in general. --> <!-- ] are still relatively popular in Japan; for every ] released in the US, nine are released in ].{{Citation needed|date=February 2007}} The history of the Japanese arcade is very significant in the story of the decline of the American arcade, and in the shape of ] in general. -->
In recent years, ] and arcade games have both been overtaken by downloadable ] games on the ] and ] platforms.<ref name=economist12>{{cite news|title=Japan fights back|url=https://www.economist.com/news/business/21566696-two-japanese-firms-are-challenging-world-new-kind-video-game-japan-fights-back|newspaper=The Economist|date=November 17, 2012}}</ref><ref name=capcom_marketdata>{{cite web|title=Market Data|url=http://www.capcom.co.jp/ir/english/business/market.html|publisher=]|accessdate=October 5, 2012}}</ref><!-- The structure and culture of a Japanese game developer is different from a western one. Throughout the history of Japanese game design, many developers have seen fit to remain mostly anonymous, even using pseudonyms to a large degree in video game credits.{{Citation needed|date=June 2010}} In recent years, ] and arcade games have both been overtaken by downloadable ] games on the ] and ] platforms.<ref name="economist12">{{cite news|title=Japan fights back|url=https://www.economist.com/news/business/21566696-two-japanese-firms-are-challenging-world-new-kind-video-game-japan-fights-back|newspaper=The Economist|date=November 17, 2012|access-date=September 17, 2017|archive-date=July 1, 2017|archive-url=https://web.archive.org/web/20170701155016/http://www.economist.com/news/business/21566696-two-japanese-firms-are-challenging-world-new-kind-video-game-japan-fights-back|url-status=live}}</ref><ref name="capcom_marketdata">{{cite web|title=Market Data|url=http://www.capcom.co.jp/ir/english/business/market.html|publisher=]|access-date=October 5, 2012|archive-date=November 18, 2015|archive-url=https://web.archive.org/web/20151118011529/http://www.capcom.co.jp/ir/english/business/market.html|url-status=live}}</ref><!-- The structure and culture of a Japanese game developer is different from a western one. Throughout the history of Japanese game design, many developers have seen fit to remain mostly anonymous, even using pseudonyms to a large degree in video game credits.{{Citation needed|date=June 2010}}


Also, the division in labor for video game development is different. For example, Japanese game design teams had a dedicated ] (which they called a "director") much earlier than American design teams adopted the practice.{{Citation needed|date=June 2010}} Also, the division in labor for video game development is different. For example, Japanese game design teams had a dedicated ] (which they called a "director") much earlier than American design teams adopted the practice.{{Citation needed|date=June 2010}}
Secondly, Japanese game designers throughout history generally had far more people working on a particular game than a comparable western design team. For example, '']'' (1992), a Japanese title, had almost one artist working on every character in the game, plus two programmers and a musician, with the result being a team of twenty or more people. '']'' (1992), a comparable American title, was developed by four people: a ], an ], a ], and a background artist.{{Citation needed|date=June 2010}} --> Secondly, Japanese game designers throughout history generally had far more people working on a particular game than a comparable western design team. For example, '']'' (1992), a Japanese title, had almost one artist working on every character in the game, plus two programmers and a musician, with the result being a team of twenty or more people. '']'' (1992), a comparable American title, was developed by four people: a ], an ], a ], and a background artist.{{Citation needed|date=June 2010}} -->

====India====
{{Main|Video gaming in India}}

Video gaming in India is an emerging market since India is experiencing strong growth in online gaming, making it one of the top gaming markets in the world. Over the past few decades, the Indian gaming industry has gone from close to nonexistent in the 1990s to one of the top markets globally in the late 2010s. In 2019, the ] market in India was estimated at {{INRConvert|6200|c|lk=c}} with an estimated 300 million gamers, a 41.6% increase from 2018.<ref name=":0">{{cite web |title=KPMG in India's Media and Entertainment report 2019 |url=https://assets.kpmg/content/dam/kpmg/in/pdf/2019/08/india-media-entertainment-report-2019.pdf |url-status=live |archive-url=https://web.archive.org/web/20191231163356/https://assets.kpmg/content/dam/kpmg/in/pdf/2019/08/india-media-entertainment-report-2019.pdf |archive-date=December 31, 2019 |website=]}}</ref> As of 2021, it is one of the top five ] markets in the world. The industry is projected to reach 510 million gamers by 2022.{{Citation needed|date=December 2021}}


====South Korea==== ====South Korea====
{{main|Video gaming in South Korea}} {{Main|Video gaming in South Korea}}

The video game industry in South Korea generally followed the same early trends as the Japanese market, but players started focusing on massively-multiplayer online games (MMO) and other games that could be played at ]s (Internet cafes). South Korea was one of the first major regions involved in ]s in the 1990s and 2000s, and today a large number of professional esports players originate from South Korea. The video game industry in South Korea generally followed the same early trends as the Japanese market, but players started focusing on massively-multiplayer online games (MMO) and other games that could be played at ]s (Internet cafes). South Korea was one of the first major regions involved in ]s in the 1990s and 2000s, and today a large number of professional esports players originate from South Korea.


===Others=== === Oceania ===
==== Africa ====
The video game industry is still in its infancy throughout the African continent, but due to the continent's young population and increasing technological literacy, the sector is growing rapidly. African countries such as ], ] and ] have been making rapid advances in ], both within their country and internationally,<ref name="Africa top 10">{{cite news|url=http://www.itnewsafrica.com/2013/10/top-10-african-game-developers/|title=Top 10 African game developers|work=]|last=Fripp|first=Charlie|date=15 October 2013}}</ref> but due to limited funding and a market over-crowded with western games, success has thus far been minimal.<ref name="Mail & Guardian">{{cite web|url=http://mgafrica.com/article/2014-12-02-things-africa-will-be-famous-for-in-the-next-10-15-years|title=Africa 2030, the next 25 years: From video games, eco-buildings, robotics, and cycling|publisher=] Africa|last=Spooner|first=Samantha|date=January 5, 2015}}</ref>


====Australia and New Zealand==== ====Australia and New Zealand====
{{main|Video gaming in Australia}} {{Main|Video gaming in Australia|Video gaming in New Zealand}}

Australia and New Zealand have an active video game industry, with several standalone developers as well as additional studios from other major developers across the globe. Australia and New Zealand have an active video game industry, with several standalone developers as well as additional studios from other major developers across the globe.


== Conventions, trade shows, and conferences == == Conventions, trade shows, and conferences ==
] in ], the major video game fair by attendance]]
{{See also|:Category:Video game conventions|:Category:Video game trade shows|:Category:Video game conferences|}}
] in ], the major video game fair by attendance.]] ]]]
]s are an important showcase of the industry. These typically provide the means for developers and publishers to demonstrate their games directly to video game players and consumers and obtain feedback. New games are frequently introduced during these events. Some examples of each conventions include the annual ] in ], and numerous ] events. Some publishers, developers and technology producers also have their own regular conventions, with ], ], ] and the ] being prominent examples. ]s are an important showcase of the industry. These typically provide the means for developers and publishers to demonstrate their games directly to video game players and consumers and obtain feedback. New games are frequently introduced during these events. Some examples of each conventions include the annual ] in ], and numerous ] events. Some publishers, developers and technology producers also have their own regular conventions, with ], ], ] and the ] being prominent examples.


National trade groups that support their local video game industry often will hold ]s aimed for developers and publishers to interact more directly with the video game media, and with retailers and distributors for planning future sales of products. The largest such trade show is the ] in Los Angeles, California is held by the ]. Other similar trade shows include ] (Japan), ] (Brazil), ] (Australia), ] (Russia), ] (China) and the annual ]. National trade groups that support their local video game industry often will hold ]s aimed for developers and publishers to interact more directly with the video game media, and with retailers and distributors for planning future sales of products. The largest such trade show is the ] in Los Angeles, California is held by the ]. Other similar trade shows include ] (Japan), ] (Brazil), ] (Australia), ] (Russia), ] (China) and the annual ].


The development of video games is also a topic of academic and professional interest, leading to a number of ] for developers to share their knowledge with others. Two of the major professional conferences include the ] (GDC), which holds multiple events through the year but with its main annual conference held in March in San Francisco, and the ] run by the ] in February of each year at Las Vegas, Nevada. The development of video games is also a topic of academic and professional interest, leading to a number of ] for developers to share their knowledge with others. Two of the major professional conferences include the ] (GDC), which holds multiple events through the year but with its main annual conference held in March in San Francisco, and the ] run by the ] in February of each year in Las Vegas, Nevada.


==Media coverage and archiving== ==Media coverage and archiving==
{{See also|Video game journalism|Video game preservation}} {{See also|Video game journalism|Video game preservation}}
The coverage of the video game industry started off with several magazines covering the topic, but as the Internet became widely available to support ], much of the dedicated coverage of the video game industry has transitioned to detected websites, including '']'', '']'', '']'', '']'' and '']''. More recently, the effect of ], video game players that create online videos or stream themselves playing games through services like ], have also become a significant source for coverage of video game news from the consumer point of view. The coverage of the video game industry started off with several magazines covering the topic, but as the Internet became widely available to support ], much of the dedicated coverage of the video game industry has transitioned to detected websites, including '']'', '']'', '']'', '']'' and '']''. More recently, the effect of ], video game players that create online videos or stream themselves playing games through services like ], have also become a significant source for coverage of video game news from the consumer point of view.


Another facet of tracking the history of the video game industry is ], a process that is complicated due to game hardware technology that can become obsolete, dependencies on decommissioned online servers, and issues over ] that legally restricts preservation efforts. Much of the industry's history prior to the 1983 crash has been lost, as companies affected by the crash simply threw material away, leaving little to recover today. There is better awareness of video game preservation into the 21st century, and several groups and museums have been established to collect and preserve hardware and software for the industry.<ref>{{cite web | url = https://globalnews.ca/news/4383441/retro-game-preservation-in-limbo-after-nintendo-files-lawsuit/ | title = Retro game preservation in limbo after Nintendo files lawsuit | first= Christopher | last = Whan | date = August 12, 2018 | accessdate = August 14, 2018 | work = ] }}</ref> Another facet of tracking the history of the video game industry is video game preservation, a process that is complicated due to game hardware technology that can become obsolete, dependencies on decommissioned online servers, and issues over ] that legally restricts preservation efforts. Much of the industry's history prior to the 1983 crash has been lost, as companies affected by the crash simply threw material away, leaving little to recover today. There is better awareness of video game preservation into the 21st century, and several groups and museums have been established to collect and preserve hardware and software for the industry.<ref>{{cite web | url = https://globalnews.ca/news/4383441/retro-game-preservation-in-limbo-after-nintendo-files-lawsuit/ | title = Retro game preservation in limbo after Nintendo files lawsuit | first = Christopher | last = Whan | date = August 12, 2018 | access-date = August 14, 2018 | work = ] | archive-date = August 13, 2018 | archive-url = https://web.archive.org/web/20180813110728/https://globalnews.ca/news/4383441/retro-game-preservation-in-limbo-after-nintendo-files-lawsuit/ | url-status = live }}</ref>


==Recognition within the industry== ==Recognition within the industry==
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== Trends == == Trends ==
{{Outdated|date=April 2024}}
Players become fourth-party developers, allowing for more ] models of ], development and engineering. Players also create ] (mods), which in some cases become just as popular as the original game for which they were created. An example of this is the game '']'', which began as a mod of the video game '']'' and eventually became a very successful, published game in its own right. Players become fourth-party developers, allowing for more ] models of ], development and engineering. Players also create ] (mods), which in some cases become just as popular as the original game for which they were created. An example of this is the game '']'', which began as a mod of the video game '']'' and eventually became a very successful, published game in its own right.


Line 259: Line 402:
The industry has seen a shift towards games with ] facilities. A larger percentage of games on all types of platforms include some type of competitive online multiplayer capability. The industry has seen a shift towards games with ] facilities. A larger percentage of games on all types of platforms include some type of competitive online multiplayer capability.


In addition, the industry is experiencing further significant change driven by convergence, with technology and player comfort being the two primary reasons for this wave of industry convergence. Video games and related content can now be accessed and played on a variety of media, including: cable television, dedicated consoles, handheld devices and smartphones, through social networking sites or through an ISP, through a game developer's website, and online through a game console and/or home or office personal computer. In fact, 12% of U.S. households already make regular use of game consoles for accessing video content provided by online services such as Hulu and Netflix. In 2012, for the first time, entertainment usage passed multiplayer game usage on Xbox, meaning that users spent more time with online video and music services and applications than playing multiplayer games. This rapid type of industry convergence has caused the distinction between video game console and personal computers to disappear. A game console with high-speed microprocessors attached to a television set is, for all intents and purposes, a computer and monitor.<ref>{{cite book|last=University|first=Stanley J. Baran, Bryant|title=Introduction to Mass Communication : Media Literacy and Culture|date=2014|publisher=McGraw-Hill|location=New York|isbn=978-0-07-352621-8|pages=220–221|edition=Eighth Edition.}}</ref> In addition, the industry is experiencing further significant change driven by convergence, with technology and player comfort being the two primary reasons for this wave of industry convergence. Video games and related content can now be accessed and played on a variety of media, including: cable television, dedicated consoles, handheld devices and smartphones, through social networking sites or through an ISP, through a game developer's website, and online through a game console and/or home or office personal computer. In fact, 12% of U.S. households already make regular use of game consoles for accessing video content provided by online services such as Hulu and Netflix. In 2012, for the first time, entertainment usage passed multiplayer game usage on Xbox, meaning that users spent more time with online video and music services and applications than playing multiplayer games. This rapid type of industry convergence has caused the distinction between video game console and personal computers to disappear. A game console with high-speed microprocessors attached to a television set is, for all intents and purposes, a computer and monitor.<ref>{{cite book|last=Baran |first=Stanley J.|title=Introduction to Mass Communication : Media Literacy and Culture|date=2014|publisher=McGraw-Hill|location=New York|isbn=978-0-07-352621-8|pages=220–221|edition=Eighth}}</ref>


As this distinction has been diminished, players' willingness to play and access content on different platforms has increased. The growing video gamer demographic accounts for this trend, as former president of the Entertainment Software Association Douglas Lowenstein explained at the 10th E3 expo, "Looking ahead, a child born in 1995, E3's inaugural year, will be 19 years old in 2014. And according to Census Bureau data, by the year 2020, there will be 174 million Americans between the ages of 5 and 44. That's 174 million Americans who will have grown up with PlayStations, Xboxes, and GameCubes from their early childhood and teenage years...What this means is that the average gamer will be both older and, given their lifetime familiarity with playing interactive games, more sophisticated and discriminating about the games they play."<ref>{{cite book|last=University|first=Stanley J. Baran, Bryant|title=Introduction to Mass Communication : Media Literacy and Culture|date=2014|publisher=McGraw-Hill|location=New York|isbn=978-0-07-352621-8|page=221|edition=Eighth Edition.}}</ref> As this distinction has been diminished, players' willingness to play and access content on different platforms has increased. The growing video gamer demographic accounts for this trend, as former president of the Entertainment Software Association Douglas Lowenstein explained at the 10th E3 expo, "Looking ahead, a child born in 1995, E3's inaugural year, will be 19 years old in 2014. And according to Census Bureau data, by the year 2020, there will be 174 million Americans between the ages of 5 and 44. That's 174 million Americans who will have grown up with PlayStations, Xboxes, and GameCubes from their early childhood and teenage years...What this means is that the average gamer will be both older and, given their lifetime familiarity with playing interactive games, more sophisticated and discriminating about the games they play."<ref>{{cite book|last=Baran |first=Stanley J.|title=Introduction to Mass Communication : Media Literacy and Culture|date=2014|publisher=McGraw-Hill|location=New York|isbn=978-0-07-352621-8|page=221|edition=Eighth}}</ref>


Evidence of the increasing player willingness to play video games across a variety of media and different platforms can be seen in the rise of casual gaming on smartphones, tablets, and social networking sites as 92% of all smartphone and tablet owners play games at least once a week, 45% play daily, and industry estimates predict that, by 2016, one-third of all global mobile video game revenue will come from tablets alone. Apple's App Store alone has more than 90,000 game apps, a growth of 1,400% since it went online. In addition, game revenues for iOS and Android mobile devices now exceed those of both Nintendo and Sony handheld video game systems combined.<ref>{{cite book|last=University|first=Stanley J. Baran, Bryant|title=Introduction to Mass Communication : Media Literacy and Culture|date=2014|publisher=McGraw-Hill|location=New York|isbn=978-0-07-352621-8|page=222|edition=Eighth Edition.}}</ref> Evidence of the increasing player willingness to play video games across a variety of media and different platforms can be seen in the rise of casual gaming on smartphones, tablets, and social networking sites as 92% of all smartphone and tablet owners play games at least once a week, 45% play daily, and industry estimates predict that, by 2016, one-third of all global mobile video game revenue will come from tablets alone.{{Outdated statistic}} Apple's App Store alone has more than 90,000 game apps, a growth of 1,400% since it went online. In addition, game revenues for iOS and Android mobile devices now exceed those of both Nintendo and Sony handheld video game systems combined.<ref>{{cite book|last=Baran |first=Stanley J.|title=Introduction to Mass Communication : Media Literacy and Culture|date=2014|publisher=McGraw-Hill|location=New York|isbn=978-0-07-352621-8|page=222|edition=Eighth}}</ref>


== See also == == See also ==
* ] * ]
*] *]
*]


== References == == References ==
{{reflist|colwidth=30em}} {{Reflist|colwidth=30em}}


== Further reading == == Further reading ==
{{refbegin}} {{Refbegin}}
* {{cite web |last1=Leone |first1=Matt |title=What it costs to run an independent video game store |work=] |date=2017-07-17 |url=https://www.polygon.com/2017/7/17/15974096/what-it-costs-to-run-an-independent-video-game-store |accessdate=2017-07-17 |df=mdy-all }} * {{cite web |last1=Leone |first1=Matt |title=What it costs to run an independent video game store |work=] |date=July 17, 2017 |url=https://www.polygon.com/2017/7/17/15974096/what-it-costs-to-run-an-independent-video-game-store |access-date=July 17, 2017 |archive-date=August 6, 2017 |archive-url=https://web.archive.org/web/20170806114408/https://www.polygon.com/2017/7/17/15974096/what-it-costs-to-run-an-independent-video-game-store |url-status=live }}
{{Refend}}


==External links==
{{refend}}

== External links ==
{{Wiktionary}} {{Wiktionary}}
{{Commons category|Video game industry}}
* (])
* *
* (]) * (])
* (Tom Sloper) * (Tom Sloper)


{{Industries}} {{Industries}}
{{Authority control}}


]
] ]
] ]
] ]
] ]

Latest revision as of 22:56, 23 December 2024

Economic sector involved with the development, marketing and sales of video games

This article's lead section may be too short to adequately summarize the key points. Please consider expanding the lead to provide an accessible overview of all important aspects of the article. (January 2018)
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The video game industry is the tertiary and quaternary sectors of the entertainment industry that specialize in the development, marketing, distribution, monetization, and consumer feedback of video games. The industry encompasses dozens of job disciplines and thousands of jobs worldwide.

The video game industry has grown from niche to mainstream. As of July 2018, video games generated US$134.9 billion annually in global sales. In the US, the industry earned about $9.5 billion in 2007, $11.7 billion in 2008, and US$25.1 billion in 2010, according to the ESA annual report. Research from Ampere Analysis indicated three points: the sector has consistently grown since at least 2015 and expanded 26% from 2019 to 2021, to a record $191 billion; the global games and services market is forecast to shrink 1.2% annually to $188 billion in 2022.

The industry has influenced the technological advancement of personal computers through sound cards, graphics cards and 3D graphic accelerators, CPUs, and co-processors like PhysX. Sound cards, for example, were originally developed for games and then improved for adoptation by the music industry.

Industry overview

Size

In 2017 in the United States, which represented about a third of the global video game market, the Entertainment Software Association estimated that there were over 2,300 development companies and over 525 publishing companies, including in hardware and software manufacturing, service providers, and distributors. These companies in total have nearly 66,000 direct employees. When including indirect employment, such as a developer using the services of a graphics design package from a different firm, the total number of employees involved in the video game industry rises above 220,000.

Value chain

Traditionally, the video game industry has had six connected layers in its value chain based on the retail distribution of games:

  1. Game development, representing programmers, designers, and artists, and their leadership, with support of middleware and other development tools.
  2. Publishing, which typically includes both the source of funding the development of a video game, as well as providing the marketing and advertising for a game.
  3. Distribution, whether through retail or digital channels. Distribution typically includes manufacturing and duplication of game media and packaging for retail games.
  4. Retailer, storefront where the game is sold.
  5. Consumers, the purchasers and players of video games
  6. Hardware platform manufacturers, which can own and place limitations for content on the platform they have made, charging license fees to developers or publishers.

As games have transitioned from the retail to more digital market, parts of this value chain have become redundant. For example, the distributor may be redundant as a function of either the publisher or the retailer, or even in some cases as the case of indie games, the function of the developer themselves.

Roles

Ben Sawyer of Digitalmill observes that the development side of the industry is made up of six connected and distinctive layers:

  1. Capital and publishing layer: involved in paying for development of new games and seeking returns through licensing of the properties.
  2. Product and talent layer: includes developers, designers and artists, who may be working under individual contracts or as part of in-house development teams.
  3. Production and tools layer: generates content production tools, game development middleware, customizable game engines, and production management tools.
  4. Distribution layer: or the "publishing" industry, involved in generating and marketing catalogs of games for retail and online distribution.
  5. Hardware (or Virtual Machine or Software Platform) layer: or the providers of the underlying platform, which may be console-based, accessed through online media, or accessed through mobile devices such as smartphones. This layer includes network infrastructure and non-hardware platforms such as virtual machines (such as Java or Flash), or software platforms such as browsers or Facebook.
  6. End-users layer: or the players of the games.

The game industry employs those experienced in other traditional businesses, but some have experience tailored to the game industry. Some of the disciplines specific to the game industry include: game programmer, game designer, level designer, game producer, game artist, and game tester. Most of these professionals are employed by video game developers or video game publishers. However, many hobbyists also produce computer games and sell them commercially. Game developers and publishers sometimes employ those with extensive or long-term experience within the modding communities.

History

This section may need to be rewritten to comply with Misplaced Pages's quality standards, as Section should focus on the history of segments of the industry (developers, publishers, etc.) and major events, which may be tied to hardware and software, but this should be less about reiterating the hardware and generations.. You can help. The talk page may contain suggestions. (March 2021)
Further information: History of video games, History of arcade video games, and History of video game consoles

1940s–1960s

Further information: Early history of video games and Early mainframe games

Prior to the 1970s, there was no significant commercial aspect of the video game industry, but many advances in computing would set the stage for the birth of the industry.

Many early publicly available interactive computer-based game machines used or other mechanisms to mimic a display; while technically not "video games", they had elements of interactivity between the player and the machine. Some examples of these included the 1940 "Nimatron", an electromagnetic relay-based Nim-playing device designed by Edward Condon and built by Westinghouse Electric for the New York World's Fair, Bertie the Brain, an arcade game of tic-tac-toe, built by Josef Kates for the 1950 Canadian National Exhibition, and Nimrod created by engineering firm Ferranti for the 1951 Festival of Britain.

The development of cathode-ray tube, the core technology inside televisions, created several of the first true video games. In 1947, Thomas T. Goldsmith Jr. and Estle Ray Mann filed a patent for a "cathode ray tube amusement device". Their game, which uses a cathode-ray tube hooked to an oscilloscope display, challenges players to fire a gun at target.

Between the 1950s and 1960s, with mainframe computers becoming available to campus colleges, students and others started to develop games that could be played at terminals that accessed the mainframe. One of the first known examples is Spacewar!, developed by Harvard and MIT employees Martin Graetz, Steve Russell, and Wayne Wiitanen. The introduction of easy-to-program languages like BASIC for mainframes allowed for more simplistic games to be developed.

The arcade video game industry grew out of the pre-existing arcade game industry, which was previously dominated by electro-mechanical games (EM games). Following the arrival of Sega's EM game Periscope (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. In the late 1960s, a college student named Nolan Bushnell had a part-time job at an arcade where he became familiar with EM games such as Chicago Coin's racing game Speedway (1969), watching customers play and helping to maintain the machinery, while learning how it worked and developing his understanding of how the game business operates.

1970s

The Magnavox Odyssey was released in 1972 as the first home video game console.
See also: First generation of video game consoles, Video game crash of 1977, Golden age of video arcade games, and Second generation of video game consoles

In 1971, the first commercial arcade video game, Computer Space, was released. The following year, Atari, Inc. released the first commercially successful video game, Pong, and 19,000 arcade cabinets of the original arcade version were sold. In that year, video games were introduced to the home market with the release of the early video game console, the Magnavox Odyssey. However, both the arcade and home markets would be dominated by Pong clones, which flooded the market and led to the video game crash of 1977. The crash eventually came to an end with the success of Taito's Space Invaders, released in 1978, inspiring the golden age of video arcade games. The game's success prompted the prevalence of arcade machines in mainstream locations such as shopping malls, traditional storefronts, restaurants, and convenience stores during the golden age. More than 360,000 Space Invaders arcade cabinets were sold worldwide, and by 1982, generated a revenue of $2 billion (equivalent to $6.31 billion in 2023) in quarters.

Space Invaders was soon licensed for the Atari VCS (later known as Atari 2600), becoming the first "killer app" and quadrupling the console's sales. The success of the Atari 2600 in turn revived the home video game market during the second generation of consoles, until the video game crash of 1983. By the end of the 1970s, the personal computer game industry began forming from a hobby culture.

1980s

The Nintendo Entertainment System, released in 1985, revived the American video game industry after the video game crash of 1983.
See also: Golden age of video arcade games, Second generation of video game consoles, Video game crash of 1983, Third generation of video game consoles, and Fourth generation of video game consoles

In the early 1980s, the golden age of video arcade games reached its zenith. The total sales of arcade video game machines in North America increased significantly during this period, from $50 million in 1978 to $900 million by 1981, with the arcade video game industry's revenue in North America tripling to $2.8 billion in 1980. By 1981, the arcade video game industry was generating an annual North American revenue of $5 billion (equivalent to $16.8 billion in 2023). In 1982, the arcade video game industry reached its peak, generating $8 billion in quarters, surpassing the annual gross revenue of both pop music ($4 billion) and Hollywood films ($3 billion) combined. This was also nearly twice as much as the $3.8 billion generated by the home video game industry that year; both the arcade and home video game markets combined in 1982 total of $11.8 billion (equivalent to $37.3 billion in 2023). The arcade video game industry would continue to generate an annual revenue of $5 billion in quarters through to 1985. The most successful game of this era was Namco's Pac-Man, released in 1980, of which more than 350,000 cabinets were eventually sold, and within a year, collected more than $1 billion in quarters; in total, Pac-Man is estimated to have grossed over 10 billion quarters ($2.5 billion) during the 20th century.

In the early 1980s, 8-bit home computing and home-made games boomed. This was especially in Europe (with the ZX Spectrum and Commodore 64) and in Asia (with the NEC PC-88 and MSX). Video game journalism arose at that time, which was later expanded to include covermounted cassettes and CDs. In 1983, the North American industry crashed due to the production of too many badly developed games (quantity over quality), resulting in the fall of the North American industry. The industry would eventually be revitalized by the release of the Nintendo Entertainment System, which resulted in the home console market being dominated by Japanese companies such as Nintendo, while a professional European video game industry also began taking shape with companies such as Ocean Software and Gremlin Interactive. In 1987, Nintendo lost a legal challenge against Blockbuster Entertainment, which continued game rentals in the same way as movies. In 1989, the Game Boy handheld system was launched.

Video games transitioned from having been showcased at general trade shows like Consumer Electronics Show, to dedicated shows like Nintendo Space World and Electronic Entertainment Expo.

1990s

The PlayStation was the most popular video game console of the fifth generation, with the mass adoption of CD media.
See also: Fourth generation of video game consoles, Fifth generation of video game consoles, and Sixth generation of video game consoles

Game related technology advances of the 1990s include these:

Aside from technology, in the early part of the decade, licensed games became more popular, as did video game sequels.

The arcades experienced a renaissance in the early 1990s following the release of Street Fighter II (1991), which led to a number of other popular fighting games such as Fatal Fury (1991) and Mortal Kombat (1992). The arcade resurgence was further driven by increasing realism, with the "3D Revolution" from 2D and pseudo-3D graphics to true real-time 3D polygon graphics, following the release of games such as Virtua Racing (1992) and Virtua Fighter (1993). In the late 1990s, there was a transition away from arcades to home systems. Until about 1996-1997, arcade video games represented the largest sector of the global video game industry, before arcades declined and the console market surpassed arcade video games for the first time around 1997-1998. Arcade systems such as the Sega Model 3 remained more technologically advanced than home systems in the late 1990s, but the gap between arcade and home systems began narrowing in the late 1990s.

The video game industry generated worldwide sales of $19.8 billion in 1993 (equivalent to $41.8 billion in 2023), $20.8 billion in 1994 (equivalent to $42.8 billion in 2023), and an estimated $30 billion in 1998 (equivalent to $56.1 billion in 2023). In the United States alone, in 1994, arcades generated $7 billion in quarters while home console game sales generated $6 billion Combined, this was nearly two and a half times the $5 billion revenue generated by movies in the United States at the time.

2000s

The sixth-generation PlayStation 2 is the best-selling console of all time.
See also: Sixth generation of video game consoles and Seventh generation of video game consoles

In 2000s, the video game industry was in heavy development; profit still drove technological advancement used by other industry sectors. Technologies such as Smartphones, virtual reality, and augmented reality were major drivers for game hardware and gameplay development. Though maturing, the video game industry was still very volatile, with third-party video game developers quickly cropping up, and just as quickly, going out of business. Nevertheless, many casual games and indie games became successful, such as Braid and Limbo. Game development for mobile phones (such as iOS and Android devices) and social networking sites emerged. For example, a Facebook game developer, Zynga, raised more than $300 million.

2010s

See also: Eighth generation of video game consoles

Indie games are not the main driver but significantly impact the industry, such as Spelunky, Fez, Don't Starve, Castle Crashers, and Minecraft, with millions of dollars and users. In the 2010s, the shift increased to casual and mobile gaming, and in 2016, the mobile video game market was estimated at $38 billion in revenues, compared to $6 billion for the console market and $33 billion for personal computing gaming. Virtual reality and augmented reality games arose during this decade. As of 2014, newer game companies arose that vertically integrate live operations and publishing such as crowdfunding and other direct-to-consumer efforts, rather than relying on a traditional publishers, and some of these grew substantially. Spurred by some initial events in the late 2000s, eSports centered around professional players in organized competitions and leagues for prize money, grew greatly over this decade, drawing hundreds of millions of viewers and reaching nearly $500 million in revenue by 2016 and expected to break $1 billion by 2019.

2020s

See also: Ninth generation of video game consoles and Impact of the COVID-19 pandemic on the video game industry

The next generations of Xbox Series X/S and PlayStation 5 were planned for 2020, but the video game industry was affected by the COVID-19 pandemic that had a worldwide impact starting in March 2020 due to forced stay-at-home orders by governmental regulations. There were similar impacts to the video game industry as with other industries, such as cancellation of in-person trade shows, conventions and esports events, and the delay of many games into late 2020, 2021, or beyond, and the industry was one of the few to actually thrive from a home-bound population using video games to cope. The market had a 20% year-to-year growth from 2019, reaching over $179 billion in global revenue in both hardware and software for 2020. Easily learned games with high social interactions were popular, including Animal Crossing: New Horizons, Fall Guys, and Among Us.

As the pandemic wore on from 2020 into 2021, a secondary effect was the impact of the global semiconductor chip shortage on hardware manufacturing. The three major console vendors, Nintendo, Microsoft, and Sony, were impacted by availability of supply of core components, and for the latter two, limited the launch of their new consoles. The chip supply shortage also affected personal computer gamers, coupled with demand for computer parts to be used in cryptocurrency mining, which artificially raised prices and made it difficult to purchase newer components. However, after cryptocurrency mining started paying out less during and following the 2021–2022 cryptocurrency crash, computer parts such as GPUs have become more affordable as of August 2022.

Economics

Graphs are unavailable due to technical issues. Updates on reimplementing the Graph extension, which will be known as the Chart extension, can be found on Phabricator and on MediaWiki.org.
Global revenue estimates of the video game industry from 1971 to 2018, not adjusted for inflation, according to market research firm Pelham Smithers.
The chart shows the impacts of the 1977 crash, the golden age of arcade games (1978–1983), the video game crash of 1983, the console revival (late 1980s), and the rise of mobile gaming since 2008.

Early development costs were minimal, and video games could be quite profitable. Games developed by a single programmer, or by a small team of programmers and artists, could sell hundreds of thousands of copies each. Many of these games only took a few months to create, so developers could release multiple games per year. Thus, publishers could often be generous with benefits, such as royalties on the games sold. Many early game publishers started from this economic climate, such as Origin Systems, Sierra Entertainment, Capcom, Activision and Electronic Arts.

As computing and graphics power increased, so too did the size of development teams, as larger staffs were needed to address the ever-increasing technical and design complexities. The larger teams consist of programmers, artists, game designers, and producers. Their salaries can range anywhere from $50,000 to $120,000 generating large labor costs for firms producing video games which can often take between one and three years to develop. Modern budgets typically reach millions of dollars and use middleware and pre-built game engines. In addition to growing development costs, marketing budgets have grown dramatically, sometimes two to three times of the cost of development.

Traditionally, the video game monetization method is to sell hard copies in retail store. Cheaper production and distribution methods include online distribution.

In the 2010s, the video game industry had a major impact on the economy through the sales of major systems and games such as Call of Duty: Black Ops, which had over $650 million of sales in the game's first five days and which set a five-day global record for a movie, book or video game. The game's income was more than the opening weekend of Spider-Man 3 and the previous title holder for a video game Halo 3. Many individuals have also benefited from the economic success of video games including the former chairman of Nintendo and Japan's third richest man: Hiroshi Yamauchi. By 2014, the global video game market was valued at over $93 billion.

The industry wide adoption of high-definition graphics during the seventh generation of consoles greatly increased development teams' sizes and reduced the number of high-budget, high-quality games under development. In 2013 Richard Hilleman of Electronic Arts estimated that only 25 developers were working on such games for the eighth console generation, compared to 125 at the same point in the seventh generation-console cycle seven or eight years earlier.

By 2018, the United States video game industry had matched that of the United States film industry on basis of revenue, with both having made around US$43 billion that year.

Since 2000, the video game industry was considered recession-proof, having thrived compared to other industries during the 2008 Great Recession, and as one of the more profitable industries during the COVID-19 pandemic in 2020 and 2021. Video games are seen as a low-cost vice and entertainment for consumers when approaching recession. However, in 2022, atop pandemic economic fallout including chip shortages, supply chain disruption, and consumers preferring outdoor activities, the industry started to indicate recession with global revenues falling for the first time in twenty years.

Retail

GameStop video game store at the Isokatu street in Oulu

The industry's shift from brick and mortar retail to digital downloads led to a severe sales decline at video game retailers such as GameStop, following other media retailers superseded by Internet delivery, such as Blockbuster, Tower Records, and Virgin Megastores. GameStop diversified its services by purchasing chains that repair wireless devices and expanding its trade-in program through which customers trade used games for credit towards new games. The company began to produce its own merchandise and games. In Britain, the games retailer Game revamped its stores so customers would spend time playing games there. It built a gaming arena for events and tournaments. The shift to digital marketplaces, especially for smartphones, led to an influx of inexpensive and disposable games, and lower engagement among gamers who otherwise purchased new games from retail. Customers also shifted away from the tradition of buying games on their first day of release.

Publishers often funded trade-in deals to encourage consumers to purchase new games. Trade-in customers at the Australian retailer Game would purchase twice the games per year as non-trade-in customers. The sale of pre-owned games kept retailers in business, and composed about a third of Game's revenue. Retailers also saved on the UK's value-added tax, which only taxed the retailer's profit on pre-owned games, rather than the full sale on regular games. The former trade-in retail executives behind the trade-in price comparison site Trade In Detectives estimated that the United Kingdom's trade-in industry was about a third of the size of its new games business. They figured that sites such as eBay, which convert used games into cash, compose about a quarter of the UK's trade-in market, but do not keep the credit within the industry. While consumers might appear to receive better offers on these sites, they also take about 15 percent of the selling price in fees. Alternatively, some retailers will match the trade-in values offered by their competitors. Microsoft's original plan for the Xbox One attempted to translate trade-in deals for the digital marketplace, with a database of product licenses that shops would be able to resell with publisher permission, though the plan was poorly received or poorly sold.

Practices

Video game industry practices are similar to those of other entertainment industries (e.g., the music recording industry), but the video game industry in particular has been accused of treating its development talent poorly. This promotes independent development, as developers leave to form new companies and projects. In some notable cases, these new companies grow large and impersonal, having adopted the business practices of their forebears, and ultimately perpetuate the cycle.

However, unlike the music industry, where modern technology has allowed a fully professional product to be created extremely inexpensively by an independent musician, modern games require increasing amounts of manpower and equipment. This dynamic makes publishers, who fund the developers, much more important than in the music industry.

Breakaways

In the video game industry, it is common for developers to leave their current studio and start their own. A particularly famous case is the "original" independent developer Activision, founded by former Atari developers. Activision grew to become the world's second largest game publisher. In the meantime, many of the original developers left to work on other projects. For example, founder Alan Miller left Activision to start another video game development company, Accolade (now Atari née Infogrames).

Activision was popular among developers for giving them credit in the packaging and title screens for their games, while Atari disallowed this practice. As the video game industry took off in the mid-1980s, many developers faced the more distressing problem of working with fly-by-night or unscrupulous publishers that would either fold unexpectedly or run off with the game profits.

Piracy

The industry claims software piracy to be a big problem, and takes measures to counter this. Digital rights management have proved to be the most unpopular with gamers, as a measure to counter piracy. The most popular and effective strategy to counter piracy is to change the business model to freemium, where gamers pay for their in-game needs or service. Strong server-side security is required for this, to properly distinguish authentic transactions from hacked transactions.

Creative control

On various Internet forums, some gamers have expressed disapproval of publishers having creative control since publishers are more apt to follow short-term market trends rather than invest in risky but potentially lucrative ideas. On the other hand, publishers may know better than developers what consumers want. The relationship between video game developers and publishers parallels the relationship between recording artists and record labels in many ways. But unlike the music industry, which has seen flat or declining sales in the early 2000s, the video game industry continues to grow.

In the computer games industry, it is easier to create a startup, resulting in many successful companies. The console industry is more closed, and a game developer must have up to three licenses from the console manufacturer:

  1. A license to develop games for the console
  2. The publisher must have a license to publish games for the console
  3. A separate license for each game

In addition, the developer must usually buy development systems from the console manufacturer in order to develop a game for consideration, as well as obtain concept approval for the game from the console manufacturer. Therefore, the developer normally has to have a publishing deal in place before starting development on a game project, but in order to secure a publishing deal, the developer must have a track record of console development, something which few startups will have.

Alternatives

An alternative method for publishing video games is to self-publish using the shareware or open source model over the Internet.

Gaming conventions

Tokyo Game Show, in Makuhari Messe, Chiba City, Chiba Prefecture, Japan, Showing off a new game called Tekken 8 in 2023

Gaming conventions are an important showcase of the industry. The major annual video game conventions include Gamescom in Cologne (Germany), E3 in Los Angeles (US), Penny Arcade Expo, Summer Games Fest, Tokyo Game Show(TGS), Brazil Game Show(BGS), and etc.

Regional distribution

See also: Regional lockout § Video games
This section needs expansion. You can help by adding to it. (June 2018)

As with other forms of media, video games have often been released in different world regions at different times. The practice has been used where localization is not done in parallel with the rest of development or where the game must be encoded differently, as in PAL vs. NTSC. It has also been used to provide price discrimination in different markets or to focus limited marketing resources. Developers may also stagger digital releases so as not to overwhelm the servers hosting the game.

International practices

The video game industry had its primary roots in the United States following the introduction of arcade games and console systems, with Japan soon following. With the introduction of the personal computer, Western Europe also became a major center for video game development. Since then, the industry is primarily led by companies in North America, Europe, and Japan, but other regions, including Australia/New Zealand, and other East Asian countries including China and South Korea, have become significant sectors for the industry.

World trends

International video game revenue was over $142B in 2022. This is almost double the revenue of the international film industry in 2023.

The largest nations by estimated video game revenues in 2016 are the United States ($46.4B), China ($44B), and Japan ($19.1B).

The gaming industry saw strong growth in 2020, the first year of the pandemic, and this trend continued into 2021.

Largest markets

According to market research firm Newzoo, the following countries are the largest video game markets by annual revenue, as of 2022:

Rank Country Revenue (billion US$)
1 United States 46,4
2 China 44,0
3 Japan 19,1
4 South Korea 7,4
5 Germany 6,5
6 France 5,8
7 United Kingdom 5,5
8 Canada 3,3
9 Italy 3,1
10 Brazil 2,6

According to market research firm Newzoo, the following countries are the largest video game markets by number of players in the top 10 richest video game markets, as of 2022:

Rank Country Number of players (million)
1 China 699 million
2 United States 209 million
3 Brazil 102 million
4 Japan 73 million
5 Germany 49 million
6 France 45 million
7 United Kingdom 38 million
8 Italy 36 million
9 South Korea 33 million
10 Canada 22 million

In general, spending on gaming tends to increase with increase in nominal GDP. However, gaming is relatively more popular in East Asia, and relatively less popular in India.

Total gaming revenue (mobile + PC + console) vs nominal GDP by country
Total gaming revenue (mobile + PC + console) vs nominal GDP by country



North America

Canada

Ubisoft Montreal
Main article: Video gaming in Canada

Canada has the third largest video game industry in terms of employment numbers. The video game industry has also been booming in Montreal since 1997, coinciding with the opening of Ubisoft Montreal. Recently, the city has attracted world leading game developers and publishers studios such as Ubisoft, EA, Eidos Interactive, Artificial Mind and Movement, BioWare, Warner Bros. Interactive Entertainment, and Strategy First, mainly because video games jobs have been heavily subsidized by the provincial government. Every year, this industry generates billions of dollars and thousands of jobs in the Montreal area. Vancouver has also developed a particularly large cluster of video game developers, the largest of which, Electronic Arts, employs over two thousand people. The Assassin's Creed series, along with the Tom Clancy series have all been produced in Canada and have achieved worldwide success. For consumers, the largest video games convention in Canada is the Enthusiast Gaming Live Expo (EGLX).

United States

Main article: Video gaming in the United States
Activision (now Activision Blizzard) is the first independent or third-party video game developer.

The video game industry got its start in the United States in the late 1970s and early 1980s with the creation of arcade games like Pong and the first home console, the Magnavox Odyssey. Several factors, including loss of publishing control, a flooded market, and competition from personal computers, led to the 1983 video game crash in the U.S., affecting both arcades and home game systems. Nintendo's introduction of the Nintendo Entertainment System helped to revitalize the industry, but until Microsoft's introduction of the Xbox in the early 2000s, the hardware side was dominated by mostly Japanese-developed systems. Instead, much of the industry's growth in the U.S. was on game development, implementing new game technologies and gameplay concepts, as well as creating the large-scale publisher model used by companies like Electronic Arts to support marketing and distribution of games.

The United States has the largest video games presence in the world in terms of total industry employees. In 2017, the U.S. game industry as a whole was worth US$18.4 billion and consisted of roughly 2457 companies that had a rough total of 220,000 people employed. U.S. video game revenue is forecast to reach $230 billion by 2022, making it the largest video game market in the world. Over 150 million Americans play video games, with an average age of 35 and a gender breakdown of 59 percent male and 41 percent female. American gamers are more likely to vote than non-gamers, feel that the economy is the most important political issue, and lean conservative, however party demographics are split evenly with 38% identifying as Democrats, 38% identifying as Republicans, and 24% identifying as Independents.

Europe

Main articles: Video gaming in Russia, Video gaming in France, Video gaming in Italy, and Video gaming in Spain

Germany

The Gamescom in Cologne is the world's leading game trade fair.
Main article: Video gaming in Germany

Germany has the largest video games market in Europe, with revenues of $4.1 billion forecast for 2017. The annual Gamescom in Cologne is Europe's largest video game expo.

One of the earliest internationally successful video game companies was Gütersloh-based Rainbow Arts (founded in 1984) who were responsible for publishing the popular Turrican series of games. The Anno series and The Settlers series are globally popular strategy game franchises since the 1990s. The Gothic series, SpellForce and Risen are established RPG franchises. The X series by Egosoft is the best-selling space simulation. The FIFA Manager series was also developed in Germany. The German action game Spec Ops: The Line (2012) was successful in the markets and received largely positive reviews. One of the most famed game from Germany is Far Cry (2004) by Frankfurt-based Crytek, who also produced the topseller Crysis and its sequels later.

Other well-known current and former developers from Germany include Ascaron, Blue Byte, Deck13, EA Phenomic, Piranha Bytes, Radon Labs, Related Designs, Spellbound Entertainment and Yager Development. Publishers include Deep Silver (Plaion), dtp entertainment, Kalypso Media and Nintendo Europe. Bigpoint Games, Gameforge, Goodgame Studios and Wooga are among the world's leading browser game and social network game developers/distributors.

United Kingdom

Main article: Video gaming in the United Kingdom

The United Kingdom's video game industry is the third largest in the world in terms of developer success and sales of hardware and software by country alone but fourth behind Canada in terms of people employed. The size of the UK game industry is comparable to its film or music industries.

Like most European countries, the UK entered the video game industry through personal computers rather than video game consoles. Low-cost computers like the ZX Spectrum and Amiga 500 led to numerous "bedroom coders" that would make and sell games through mail-order or to distributors that helped to mass-produce them. Coupled with quirky british humour, the "Britsoft" wave of popular games led to a number of influential people and studios in the 1990s. As game programming became more complex and costly in the early 2000s, more traditional studio structures arose to support both personal computers and consoles, with several studios that, in some form or another, remain highly regarded and influential in the present.

Some of the studios have become defunct or been purchased by larger companies such as LittleBigPlanet developer Media Molecule, and Codemasters. The country is home to some of the world's most successful video game franchises, such as Tomb Raider, Grand Theft Auto, Fable, Colin McRae Dirt, and Total War.

The country also went without tax relief until March 21, 2012 when the British government changed its mind on tax relief for UK developers, which without, meant most of the talented development within the UK may move overseas for more profit, along with parents of certain video game developers which would pay for having games developed in the UK. The industry trade body TIGA estimates that it will increase the games development sector's contribution to UK GDP by £283 million, generate £172 million in new and protected tax receipts to HM Treasury, and could cost just £96 million over five years. Before the tax relief was introduced there was a fear that the UK game industry could fall behind other leading game industries around the world such as France and Canada, of which Canada overtook the UK in terms of job numbers in the industry in 2010.

Africa

The video game industry is still in its infancy throughout the African continent, but due to the continent's young population and increasing technological literacy, the sector is growing rapidly. African countries such as South Africa, Nigeria, and Kenya have been making rapid advances in mobile game development, both within their country and internationally, but due to limited funding and a market overcrowded with Western games, success has thus far been minimal.

Asia

Bangladesh

Main article: Video gaming in Bangladesh

Video gaming is a relatively new sector in Bangladesh. Games have been developed since 2002, mostly independently. However, from 2014, some IT companies have started to develop video games commercially. Some research has been carried out at various universities to improve the video game development sector. In 2020, Zero Hour was released on Steam in Early Access with the version 1.0 being released on September 9, 2024 and has received positive reviews from gamers. It's a first-person shooter. It is the first game from Bangladesh to be released on the platform.

China

Main article: Video gaming in China
Tencent is the largest company in the world by video game revenue.

China had not been a major factor in the global video game market early on due to economic factors, governmental oversight, and a black market for foreign products. The government initiated a ban on video game consoles in 2000 that lasted through 2014, during which China's video game market grew for personal computer games, particularly subscription-based and microtransaction-based ones that were amenable to use in PC cafes, and later into mobile games. Media publishers like Tencent and NetEase focused on these types of games, growing successfully during the 2010s to become leading international companies. As of 2015, China's video game market revenue exceeds that of the United States, and is the largest country by both revenue and number of players. China is also the largest contributor towards esports in both revenue and in the number of professional players from the country. The industry, like most media in China, is tightly controlled by the government, with strong restrictions on what content may be in games, and incorporation of anti-addiction measures to limit playtime. It is home to Asia Game Show, the largest game convention in the world by attendance.

Japan

Main article: Video gaming in Japan
Headquarters of Nintendo in Kyoto, Japan, 2006

The Japanese video game industry is markedly different from the industry in North America, Europe and Australia. Japan initially trailed the United States in entering the video game sector as its companies followed trends set by their American partners, but started to pioneer their own ideas soon after. Several Japanese-developed arcade games, such as Space Invaders, helped to usher in the golden age of arcade video games from 1978 to 1982. The 1983 video game crash that affected the North American market did have small but short-term effects in Japan, as most companies involved in the business were well-established and could weather the disruption. Nintendo took the opportunity to push the Nintendo Entertainment System, a rebranding of its Famicom system, into the Western markets after the crash, implementing technical and business practices to avoid the factors that created the 1983 crash but also secured its control on what games were published for the system. Japan became the dominant home for consoles and console games through the early 2000s, challenged only by the incorporation of large publishers in the West and the Xbox line of consoles from Microsoft. Nintendo along with companies like Sega, Sony Interactive Entertainment, and Capcom are dominant leaders in the Japanese video game industry.

Nintendo themselves are recognized for having created some of the most positively-reviewed and best-selling video game series such as Mario, Donkey Kong, The Legend of Zelda, Metroid and Pokémon.

In recent years, consoles and arcade games have both been overtaken by downloadable free-to-play games on the PC and mobile platforms.

India

Main article: Video gaming in India

Video gaming in India is an emerging market since India is experiencing strong growth in online gaming, making it one of the top gaming markets in the world. Over the past few decades, the Indian gaming industry has gone from close to nonexistent in the 1990s to one of the top markets globally in the late 2010s. In 2019, the online gaming market in India was estimated at ₹6,200 crore (US$730 million) with an estimated 300 million gamers, a 41.6% increase from 2018. As of 2021, it is one of the top five mobile gaming markets in the world. The industry is projected to reach 510 million gamers by 2022.

South Korea

Main article: Video gaming in South Korea

The video game industry in South Korea generally followed the same early trends as the Japanese market, but players started focusing on massively-multiplayer online games (MMO) and other games that could be played at PC bangs (Internet cafes). South Korea was one of the first major regions involved in esports in the 1990s and 2000s, and today a large number of professional esports players originate from South Korea.

Oceania

Australia and New Zealand

Main articles: Video gaming in Australia and Video gaming in New Zealand

Australia and New Zealand have an active video game industry, with several standalone developers as well as additional studios from other major developers across the globe.

Conventions, trade shows, and conferences

The Gamescom in Cologne, the major video game fair by attendance
The expo floor at the 2010 Game Developers Conference

Gaming conventions are an important showcase of the industry. These typically provide the means for developers and publishers to demonstrate their games directly to video game players and consumers and obtain feedback. New games are frequently introduced during these events. Some examples of each conventions include the annual Gamescom in Cologne, and numerous PAX events. Some publishers, developers and technology producers also have their own regular conventions, with BlizzCon, QuakeCon, Nvision and the X shows being prominent examples.

National trade groups that support their local video game industry often will hold trade shows aimed for developers and publishers to interact more directly with the video game media, and with retailers and distributors for planning future sales of products. The largest such trade show is the E3 in Los Angeles, California is held by the Entertainment Software Association. Other similar trade shows include Tokyo Game Show (Japan), Brasil Game Show (Brazil), EB Games Expo (Australia), KRI (Russia), ChinaJoy (China) and the annual Game Developers Conference.

The development of video games is also a topic of academic and professional interest, leading to a number of conferences for developers to share their knowledge with others. Two of the major professional conferences include the Game Developers Conference (GDC), which holds multiple events through the year but with its main annual conference held in March in San Francisco, and the D.I.C.E. Summit run by the Academy of Interactive Arts & Sciences in February of each year in Las Vegas, Nevada.

Media coverage and archiving

See also: Video game journalism and Video game preservation

The coverage of the video game industry started off with several magazines covering the topic, but as the Internet became widely available to support new media, much of the dedicated coverage of the video game industry has transitioned to detected websites, including Gamasutra, IGN, Eurogamer, Polygon and GameSpot. More recently, the effect of social media influencers, video game players that create online videos or stream themselves playing games through services like Twitch, have also become a significant source for coverage of video game news from the consumer point of view.

Another facet of tracking the history of the video game industry is video game preservation, a process that is complicated due to game hardware technology that can become obsolete, dependencies on decommissioned online servers, and issues over intellectual property that legally restricts preservation efforts. Much of the industry's history prior to the 1983 crash has been lost, as companies affected by the crash simply threw material away, leaving little to recover today. There is better awareness of video game preservation into the 21st century, and several groups and museums have been established to collect and preserve hardware and software for the industry.

Recognition within the industry

See also: List of video game awards

The video game industry has a number of annual award ceremonies, commonly associated with the above conventions, trade shows, and conferences, as well as standalone award shows. Many of the dedicated video game journalism websites also have their own set of awards. Most commonly, these ceremonies are capped by the top prize, the "Game of the Year".

Trends

This article needs to be updated. Please help update this article to reflect recent events or newly available information. (April 2024)

Players become fourth-party developers, allowing for more open source models of game design, development and engineering. Players also create modifications (mods), which in some cases become just as popular as the original game for which they were created. An example of this is the game Counter-Strike, which began as a mod of the video game Half-Life and eventually became a very successful, published game in its own right.

While this "community of modifiers" may only add up to approximately 1% of a particular game's user base, the number of those involved will grow as more games offer modifying opportunities (such as, by releasing source code) and the video user base swells. According to Ben Sawyer, as many as 600,000 established online game community developers existed as of 2012. This effectively added a new component to the game industry value chain and if it continues to mature, it will integrate itself into the overall industry.

The industry has seen a shift towards games with multiplayer facilities. A larger percentage of games on all types of platforms include some type of competitive online multiplayer capability.

In addition, the industry is experiencing further significant change driven by convergence, with technology and player comfort being the two primary reasons for this wave of industry convergence. Video games and related content can now be accessed and played on a variety of media, including: cable television, dedicated consoles, handheld devices and smartphones, through social networking sites or through an ISP, through a game developer's website, and online through a game console and/or home or office personal computer. In fact, 12% of U.S. households already make regular use of game consoles for accessing video content provided by online services such as Hulu and Netflix. In 2012, for the first time, entertainment usage passed multiplayer game usage on Xbox, meaning that users spent more time with online video and music services and applications than playing multiplayer games. This rapid type of industry convergence has caused the distinction between video game console and personal computers to disappear. A game console with high-speed microprocessors attached to a television set is, for all intents and purposes, a computer and monitor.

As this distinction has been diminished, players' willingness to play and access content on different platforms has increased. The growing video gamer demographic accounts for this trend, as former president of the Entertainment Software Association Douglas Lowenstein explained at the 10th E3 expo, "Looking ahead, a child born in 1995, E3's inaugural year, will be 19 years old in 2014. And according to Census Bureau data, by the year 2020, there will be 174 million Americans between the ages of 5 and 44. That's 174 million Americans who will have grown up with PlayStations, Xboxes, and GameCubes from their early childhood and teenage years...What this means is that the average gamer will be both older and, given their lifetime familiarity with playing interactive games, more sophisticated and discriminating about the games they play."

Evidence of the increasing player willingness to play video games across a variety of media and different platforms can be seen in the rise of casual gaming on smartphones, tablets, and social networking sites as 92% of all smartphone and tablet owners play games at least once a week, 45% play daily, and industry estimates predict that, by 2016, one-third of all global mobile video game revenue will come from tablets alone. Apple's App Store alone has more than 90,000 game apps, a growth of 1,400% since it went online. In addition, game revenues for iOS and Android mobile devices now exceed those of both Nintendo and Sony handheld video game systems combined.

See also

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