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A video game console is a standardized computing device tailored for video gaming. The compact size of video game consoles allows them to be easily used in a variety of locations, making them portable. Video game consoles may use one or more data storage devices, such as hard disk drives, optical discs, and memory cards for downloaded content.
A home video game console requires a computer monitor or television set as an output. Handheld controllers are commonly used as input devices. Sanders Associates engineer Ralph H. Baer along with company employees Bill Harrison and Bill Rusch licensed their television gaming technology to contemporary major TV manufacturer Magnavox. This resulted in the 1972 release of the Magnavox Odyssey—the first commercially available video game console.
A handheld game console is a lightweight device with a built-in screen, controls, speakers, and has greater portability than a standard video game console. It is capable of playing multiple games unlike tabletop and handheld electronic game devices. The oldest handheld game console with interchangeable cartridges is the Milton Bradley Microvision from 1979. Nintendo is credited with popularizing the handheld console concept with the Game Boy's release in 1989 and continued to dominate the handheld console market into the early 2000s.
Virtual reality headsets are head-mounted devices with built-in screens that are positioned in front of the user’s eyes. VR headsets intended to play virtual reality games may have handheld controllers and position-tracking accelerometers for user input. Most of these are devices that must be connected to a game console or gaming PC, but some are standalone game consoles, such as the Quest 2 released by Meta Platforms.
Dedicated consoles are a subset of game consoles that are only able to play built-in games. Video game consoles in general are also described as "dedicated" in distinction from the more versatile personal computer and other consumer electronics.
Best-selling game consoles
See also: List of best-selling game consoles by region and List of commercial failures in video gamesThe following table contains video game consoles that have sold at least 1 million units worldwide either through to consumers or inside retail channels. Each console include sales from every iteration unless otherwise noted. The years correspond to when the initial iteration of the console was first released (excluding test markets).
The Family Computer and Nintendo Entertainment System were the best-selling consoles of its time, selling 61.91 million units worldwide. It revitalised the gaming industry in the United States following the video game market crash.- # Background shading indicates consoles currently on the market.
Platform | Type | Firm | Released | Units sold | Ref. |
---|---|---|---|---|---|
PlayStation 2 | Home | Sony | 2000 | 160 million | |
Nintendo DS | Handheld | Nintendo | 2004 | 154.02 million | |
Nintendo Switch # | Hybrid | Nintendo | 2017 | 146.04 million | |
Game Boy & Game Boy Color | Handheld | Nintendo | 1989, 1998 | 118.69 million | |
PlayStation 4 | Home | Sony | 2013 | 117.2 million | |
PlayStation | Home | Sony | 1994 | 102.49 million | |
Wii | Home | Nintendo | 2006 | 101.63 million | |
PlayStation 3 | Home | Sony | 2006 | 87.4 million | |
Xbox 360 | Home | Microsoft | 2005 | 84 million | |
Game Boy Advance | Handheld | Nintendo | 2001 | 81.51 million | |
PlayStation Portable | Handheld | Sony | 2004 | 80 million | |
Nintendo 3DS | Handheld | Nintendo | 2011 | 75.94 million | |
PlayStation 5 # | Home | Sony | 2020 | 65.6 million | |
Family Computer/Nintendo Entertainment System | Home | Nintendo | 1983 | 61.91 million | |
Xbox One | Home | Microsoft | 2013 | ~58 million | |
Super Famicom/Super Nintendo Entertainment System | Home | Nintendo | 1990 | 49.1 million | |
Nintendo 64 | Home | Nintendo | 1996 | 32.93 million | |
Mega Drive/Genesis | Home | Sega | 1988 | 30.75 million | |
Atari 2600 | Home | Atari | 1977 | 30 million | |
Xbox Series X/S # | Home | Microsoft | 2020 | 28.3 million | |
Xbox | Home | Microsoft | 2001 | 24 million | |
Nintendo GameCube | Home | Nintendo | 2001 | 21.74 million | |
Quest 2 # | VR headset | Reality Labs / Meta | 2020 | ~20 million | |
Wii U | Home | Nintendo | 2012 | 13.56 million | |
PlayStation Vita | Handheld | Sony | 2011 | 10–15 million (estimate) | |
Master System | Home | Sega | 1986 | 10–13 million | |
V.Smile & V.Motion | Home | VTech | 2004, 2007 | 11 million | |
Game Gear | Handheld | Sega | 1990 | 10.62 million | |
PC Engine/TurboGrafx-16 | Home | NEC/Hudson Soft | 1987 | 10 million | |
Sega Saturn | Home | Sega | 1994 | 9.26 million | |
Dreamcast | Home | Sega | 1998 | 9.13 million | |
Master System (Brazilian variants) | Home | Tectoy | 1989 | 8 million | |
Dendy (famiclone) | Home | Micro Genius | 1992 | 6 million | |
Super NES Classic Edition | Dedicated | Nintendo | 2017 | 5.28 million | |
Advanced Pico Beena | Home | Sega | 2005 | 4.1 million | |
NES Classic Edition | Dedicated | Nintendo | 2016 | 3.56 million | |
WonderSwan & WonderSwan Color | Handheld | Bandai | 1999, 2000 | 3.5 million | |
Sega Pico | Home | Sega | 1993 | 3.4 million | |
Color TV-Game | Dedicated | Nintendo | 1977 | 3 million | |
Intellivision | Home | Mattel | 1980 | 3 million | |
Mega Drive (Brazilian variants) | Home | Tectoy | 1990 | 3 million | |
N-Gage | Handheld | Nokia | 2003 | 3 million | |
ColecoVision | Home | Coleco | 1982 | 2 million | |
3DO Interactive Multiplayer | Home | The 3DO Company | 1993 | 2 million | |
Neo Geo Pocket & Neo Geo Pocket Color | Handheld | SNK | 1998, 1999 | 2 million | |
Magnavox Odyssey² | Home | Magnavox/Philips | 1978 | 2 million | |
Sega SG-1000 | Home | Sega | 1983 | 2 million | |
Oculus Go | VR headset | Oculus | 2018 | 2 million (estimate) | |
Atari 7800 | Home | Atari | 1986 | 1 million | |
Atari Lynx | Handheld | Atari | 1989 | 1 million | |
Philips CD-i | Home | Philips | 1990 | 1 million | |
Telstar | Dedicated | Coleco | 1976 | 1 million | |
Atari 5200 | Home | Atari | 1982 | 1 million | |
Pegasus (famiclone) | Home | Micro Genius | 1991 | 1 million |
Final sales are greater than the reported figure. See notes.
Notes
- Including Nintendo Switch Lite and OLED units
- Nintendo only provided a combined sales total. Before Game Boy Color's release in late-1998, previous models sold 64.42 million units combined worldwide.
- ^ Sales data on PlayStation®Vita are not disclosed by Sony. However in 2018 Sony anonce they sold 525.3M Playstation including 81.2M PS4. (https://sonyinteractive.com/en/press-releases/sony-interactive-entertainment-introduces-playstation4-pro-500-million-limited-edition/) Using this we can estimate the following (as of July 22, 2018): Playsation: 102.5M Playsation 2: 160M Playsation Portable: 80M Playsation 3: 87.4M Playstation Vita: 13M Playstation 4: 81.2M Total: 525.3M
- Microsoft announced in October 2015 that individual platform sales in their fiscal reports will no longer be disclosed. The company shifted focus to the amount of active users on Xbox Live as its "primary metric for [sic] success". Monthly active Xbox Live users reached nearly 90 million by Q3 2020. Xbox 360: Production ended in 2016; 84 million in total lifetime sales. Xbox One: Microsoft CEO Satya Nadella unveiled at a December 3, 2014, shareholder presentation that 10 million units were sold. Most third-party estimates put the total number of Xbox One units sold by the end of 2019 at "around 50 million". Market data and analytics firm Ampere Analysis Insights estimated the Xbox One had sold 51 million units by Q2 2020. Microsoft announced on July 17, 2020, that they would cease manufacturing the Xbox One S All-Digital Edition and Xbox One X, though production of the Xbox One S would continue.
- 30.75 million sold by Sega worldwide as of March 1996, not including sales of third-party licensed consoles from manufacturers such as Majesco Entertainment in the United States (which projected it would sell 1.5 million) or Tec Toy in Brazil (listed separately).
- 10–13 million, not including Brazilian variants. Screen Digest wrote in a 1995 publication that the Master System's active installed user base in Western Europe peaked at 6.25 million in 1993. Those countries that peaked are France at 1.6 million, the United Kingdom at 1.35 million, Germany at 700 thousand, Spain at 550 thousand, the Netherlands at 200 thousand, and other Western European countries at 1.4 million. However, Belgium peaked in 1991 with 600 thousand, and Italy in 1992 with 400 thousand. Thus it is estimated approximately 6.8 million units were purchased in this part of Europe. 1 million were sold in Japan as of 1986. 2 million were sold in the United States. Not including sales of licensed Tectoy variants in Brazil (listed separately).
- Designed by Hudson and manufactured and marketed by NEC.
- Bandai released three WonderSwan iterations. A March 2003 Famitsu article reported the original (March 1999) and color (December 2000) versions sold approximately 3 million units combined, while the SwanCrystal (July 2002) sold over 200 thousand units. Bandai announced the transition from hardware to third-party development in February 2003 due to declining sales and will supply software to the competitor's Game Boy Advance by March 2004. Average weekly Famitsu sales during the transition were only a couple hundred units, and the SwanCrystal went build to order starting in autumn 2003. WonderSwan hardware designer Koto claimed over 3.5 million were sold.
- Sega sold this amount as of April 2005. Its successor launched on August 6, 2005. Majesco re-manufactured and distributed the Pico in the United States starting at the end of 1999.
- The ColecoVision reached 2 million units sold by the spring of 1984. Console quarterly sales dramatically decreased at this time, but it continued to sell modestly with most inventory gone by October 1985.
- Atari reported on June 1, 1988 that 7800 sold more than million units to date. Production and support of the 7800 was officially discontiniued on January 1, 1992.
- The Wall Street Journal reported in November 1992 approximately 1 million were sold. Around June 1994, Atari shifted its focus from the Lynx to its Jaguar console.
- This Philips-reported figure was in The New York Times on September 15, 1994. The CD-i was discontinued in 1998.
- Coleco launched Telstar in 1976 and sold a million. Production and delivery issues, and dedicated consoles being replaced by electronic handheld games dramatically reduced sales in 1977. Over a million Telstars were scrapped in 1978, and it cost Coleco $22.3 million that year—almost bankrupting the company.
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When the game crashed hard, earnings fell 50 percent in 1977 and the company lost $22 million in 1978, barely skirting bankruptcy after Handel -- then chief financial officer -- found new credit and mollified angry creditors after months of tough negotiation.
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The company has stopped producing its 5200 SuperSystem games player, more than 1 million of which were sold.
- Paweł Winiarski (May 15, 2015). "Ponad milion sprzedanych egzemplarzy. Poznajcie historię Pegasusa - najpopularniejszej konsoli w Polsce" [More than one million copies sold. Learn about the history of Pegasus - the most popular console in Poland]. AntyWeb (in Polish). Retrieved July 22, 2023.
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- Atari consoles
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- Forster 2011, p. 240: Atari VCS 2600, Atari 5200, Atari Lynx.
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- Others
- Forster 2011, p. 240: Bandai Wonderswan and ColecoVision.
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After successful test marketing in 1979, Mattel Electronics released its Intellivision system nationwide in late 1980.
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So, in 1976, Coleco introduced Telstar, a Pong clone, for $50, about half Atari's price.
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- Sheff & Eddy 1999, p. 376: "Philips released CD-I years behind schedule, in October 1991, months after CDTV, because of technical problems."
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Bibliography
- Forster, Winnie (2011). Game Machines: The encyclopedia of consoles, handhelds & home computers 1972 - 2012 (2nd ed.). Enati Media. ISBN 9780987830500.
- Sheff, David; Eddy, Andy (April 15, 1999). Game Over: Press Start to Continue - The Maturing of Mario. Cyberactive Media Group/GamePress. ISBN 9780966961706.
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