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145-561: Atari Recharged is a series of video games by Atari, Inc. that are revivals and re-imaginings of classic Atari franchises. The series was launched in 2020 with Missile Command: Recharged as the first release. The series has been released digitally on the Atari VCS , PC , Google Stadia , Xbox , PlayStation , and Nintendo Switch , as well as physical releases by Limited Run Games . The series has completely revived some franchises. Berzerk: Recharged , released November 8, 2023,

290-457: A teletype printer , audio speaker , or similar device. This also distinguished from many handheld electronic games like Merlin which commonly used LED lights for indicators but did not use these in combination for imaging purposes. "Computer game" may also be used as a descriptor, as all these types of games essentially require the use of a computer processor, and in some cases, it is used interchangeably with "video game". Particularly in

435-762: A video format on a television set , computer monitor , flat-panel display or touchscreen on handheld devices , or a virtual reality headset . These games are addictive and can lead to the release of dopamine in the addict's synapses. Most modern video games are audiovisual , with audio complement delivered through speakers or headphones , and sometimes also with other types of sensory feedback (e.g., haptic technology that provides tactile sensations). Some video games also allow microphone and webcam inputs for in-game chatting and livestreaming . Video games are typically categorized according to their hardware platform , which traditionally includes arcade video games , console games , and computer (PC) games ;

580-549: A DEC PDP-1 computer in 1962. Each game has different means of display: NIMROD has a panel of lights to play the game of Nim , OXO has a graphical display to play tic-tac-toe, Tennis for Two has an oscilloscope to display a side view of a tennis court, and Spacewar! has the DEC PDP-1's vector display to have two spaceships battle each other. These inventions laid the foundation for modern video games. In 1966, while working at Sanders Associates , Ralph H. Baer devised

725-437: A combination of the limitations of the game platform and display device and the program efficiency of the game itself. The game's output can range from fixed displays using LED or LCD elements, text-based games , two-dimensional and three-dimensional graphics, and augmented reality displays. The game's graphics are often accompanied by sound produced by internal speakers on the game platform or external speakers attached to

870-715: A combined 90 new Atari games. By 1983, an estimated 100 companies were attempting to leverage the CES into a foothold in the market. AtariAge documented 158 different vendors that had developed for the Atari VCS. In June 1982, the Atari games on the market numbered just 100 which by December, grew to over 400. Experts predicted a glut in 1983, with only 10% of games producing 75% of sales. BYTE stated in December, "in 1982 few games broke new ground in either design or format ... If

1015-445: A developer's programming language of choice, or they may opt to also use game development kits that minimize the amount of direct programming they have to do but can also limit the amount of customization they can add into a game. Like all software, video games usually undergo quality testing before release to assure there are no bugs or glitches in the product, though frequently developers will release patches and updates . With

1160-414: A fictional piece of technology from Star Trek , arguing for the video game as a medium in which the player is allowed to become another person, and to act out in another world. This image of video games received early widespread popular support, and forms the basis of films such as Tron , eXistenZ and The Last Starfighter . Ludologists break sharply and radically from this idea. They argue that

1305-432: A game following its initial release. Several games offer players the ability to create user-generated content to share with others to play. Other games, mostly those on personal computers, can be extended with user-created modifications or mods that alter or add onto the game; these often are unofficial and were developed by players from reverse engineering of the game, but other games provide official support for modding

1450-487: A landfill near Alamogordo, New Mexico , though Atari did not comment about their activity at the time. Misinformation related to sales of Pac-Man and E.T. led to the urban legend of the Atari video game burial , that millions of unsold cartridges were buried there. Gaming historians received permission to dig up the landfill as part of a documentary in 2014, during which former Atari executive James Heller, who had overseen

1595-415: A letter dated July 10, 1972. In the letter, Bushnell uses the term "video game" twice. Per video game historian Keith Smith, the sudden appearance suggested that the term had been proposed and readily adopted by those in the field. Around March 1973, Ed Adlum, who ran Cashbox ' s coin-operated section until 1972 and then later founded RePlay Magazine , covering the coin-op amusement field, in 1975, used

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1740-504: A limited number of platforms, and exclusivity to a platform or brand is used by platform holders as a competitive edge in the video game market. However, games may be developed for alternative platforms than intended, which are described as ports or conversions. These also may be remasters - where most of the original game's source code is reused and art assets, models, and game levels are updated for modern systems – and remakes, where in addition to asset improvements, significant reworking of

1885-432: A minimum age is used by nearly all systems, along with additional descriptors to identify specific content that players and parents should be aware of. The regulations vary from country to country but generally are voluntary systems upheld by vendor practices, with penalty and fines issued by the ratings body on the video game publisher for misuse of the ratings. Among the major content rating systems include: Additionally,

2030-551: A platform, the hardware which contains computing elements, to process player interaction from some type of input device and displays the results to a video output display. Video games require a platform, a specific combination of electronic components or computer hardware and associated software , to operate. The term system is also commonly used. These platforms may include multiple brandsheld by platform holders , such as Nintendo or Sony, seeking to gain larger market shares. Games are typically designed to be played on one or

2175-469: A relatively recent development in the humanities. The two most visible schools in this emerging field are ludology and narratology . Narrativists approach video games in the context of what Janet Murray calls "Cyberdrama". That is to say, their major concern is with video games as a storytelling medium, one that arises out of interactive fiction . Murray puts video games in the context of the Holodeck ,

2320-481: A role. Home video game revenue peaked at around $ 3.2 billion in 1983, then fell to around $ 100 million by 1985 (a drop of almost 97 percent). The crash abruptly ended what is retrospectively considered the second generation of console video gaming in North America. To a lesser extent, the arcade video game market also weakened as the golden age of arcade video games came to an end. Lasting about two years,

2465-455: A service . Today, video game development requires numerous interdisciplinary skills, vision , teamwork , and liaisons between different parties, including developers , publishers , distributors , retailers , hardware manufacturers, and other marketers, to successfully bring a game to its consumers. As of 2020 , the global video game market had estimated annual revenues of US$ 159 billion across hardware, software, and services, which

2610-595: A similar version running in a smaller coin-operated arcade cabinet using a less expensive computer. This was released as Computer Space , the first arcade video game , in 1971. Bushnell and Dabney went on to form Atari, Inc. , and with Allan Alcorn , created their second arcade game in 1972, the hit ping pong -style Pong , which was directly inspired by the table tennis game on the Odyssey. Sanders and Magnavox sued Atari for infringement of Baer's patents, but Atari settled out of court, paying for perpetual rights to

2755-619: A strict licensing policy for the NES that included equipping the cartridge and console with lockout chips, which were region-specific, and had to match in order for a game to work. In addition to preventing the use of unlicensed games, it also was designed to combat software piracy , rarely a problem in North America or Western Europe, but rampant in East Asia. The concepts of such a control system remain in use on every major video game console produced today, even with fewer "cartridge-based" consoles on

2900-523: A system to play a basic table tennis game on a television screen. With the company's approval, Baer created the prototype known as the "Brown Box." Sanders patented Baer’s innovations and licensed them to Magnavox , which commercialized the technology as the first home video game console , the Magnavox Odyssey , released in 1972. Separately, Nolan Bushnell and Ted Dabney , inspired by seeing Spacewar! running at Stanford University , devised

3045-406: A toy robot called R.O.B. to convince toy retailers to allow it in their stores. Furthermore, the design for the NES used a front-loading cartridge slot to mimic how video cassette recorders , popular at that time, were loaded, further pulling the NES away from previous console designs. By the time the U.S. video game market recovered in the late 1980s, the NES was by far the dominant console in

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3190-424: A video game are primarily determined by the underlying set of rules, demands, and expectations imposed on the player. While many games rely on emergent principles , video games commonly present simulated story worlds where emergent behavior occurs within the context of the game. The term "emergent narrative" has been used to describe how, in a simulated environment, storyline can be created simply by "what happens to

3335-412: A video game is first and foremost a game, which must be understood in terms of its rules, interface, and the concept of play that it deploys. Espen J. Aarseth argues that, although games certainly have plots, characters, and aspects of traditional narratives, these aspects are incidental to gameplay. For example, Aarseth is critical of the widespread attention that narrativists have given to the heroine of

3480-457: A way to distinguish them from console games , arcade games , or mobile games . Other terms such as "television game", "telegame", or "TV game" had been used in the 1970s and early 1980s, particularly for home gaming consoles that rely on connection to a television set . However, these terms were also used interchangeably with "video game" in the 1970s, primarily due to "video" and "television" being synonymous. In Japan , where consoles like

3625-411: A word from Billboard ' s description of movie jukeboxes, Adlum started to refer to this new breed of amusement machine as 'video games.' The phrase stuck." Adlum explained in 1985 that up until the early 1970s, amusement arcades typically had non-video arcade games such as pinball machines and electro-mechanical games . With the arrival of video games in arcades during the early 1970s, there

3770-431: Is a video game "appears highly eclectic and diverse". The gameplay experience varies radically between video games, but many common elements exist. Most games will launch into a title screen and give the player a chance to review options such as the number of players before starting a game. Most games are divided into levels which the player must work the avatar through, scoring points , collecting power-ups to boost

3915-459: Is frequently a cross-disciplinary field. Video game developers , as employees within this industry are commonly referred to, primarily include programmers and graphic designers . Over the years, this has expanded to include almost every type of skill that one might see prevalent in the creation of any movie or television program, including sound designers , musicians, and other technicians; as well as skills that are specific to video games, such as

4060-421: Is from 1947—a " cathode-ray tube amusement device " was filed for a patent on 25 January 1947, by Thomas T. Goldsmith Jr. and Estle Ray Mann, and issued on 14 December 1948, as U.S. Patent 2455992. Inspired by radar display technology, it consists of an analog device allowing a user to control the parabolic arc of a dot on the screen to simulate a missile being fired at targets, which are paper drawings fixed to

4205-562: Is mostly isolated from the rest of the world due to the government's censorship, and all games published there must adhere to strict government review, disallowing content such as smearing the image of the Chinese Communist Party . Foreign games published in China often require modification by developers and publishers to meet these requirements. Video game development and authorship, much like any other form of entertainment,

4350-453: Is the first game in the Berzerk series since the 1980s. Video games A video game , also known as a computer game or just a game , is an electronic game that involves interaction with a user interface or input device (such as a joystick , controller , keyboard , or motion sensing device) to generate visual feedback from a display device , most commonly shown in

4495-447: Is the primary means which one interacts with a video game. The narrative setting does not impact gameplay; a shooter game is still a shooter game, regardless of whether it takes place in a fantasy world or in outer space. An exception is the horror game genre, used for games that are based on narrative elements of horror fiction , the supernatural , and psychological horror . Genre names are normally self-describing in terms of

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4640-571: Is three times the size of the global music industry and four times that of the film industry in 2019, making it a formidable heavyweight across the modern entertainment industry . The video game market is also a major influence behind the electronics industry , where personal computer component, console, and peripheral sales, as well as consumer demands for better game performance, have been powerful driving factors for hardware design and innovation. Early video games use interactive electronic devices with various display formats. The earliest example

4785-530: The Berne Convention . This typically only applies to the underlying code, as well as to the artistic aspects of the game such as its writing, art assets, and music. Gameplay itself is generally not considered copyrightable; in the United States among other countries, video games are considered to fall into the idea–expression distinction in that it is how the game is presented and expressed to

4930-646: The Clue VCR Mystery Game which required players to watch VCR clips between turns. To distinguish between these two, video games are considered to require some interactivity that affects the visual display. Most video games tend to feature some type of victory or winning conditions, such as a scoring mechanism or a final boss fight. The introduction of walking simulators ( adventure games that allow for exploration but lack any objectives) like Gone Home , and empathy games (video games that tend to focus on emotion) like That Dragon, Cancer brought

5075-564: The Nintendo Entertainment System (NES), released in October 1985. The NES was designed to avoid the missteps that caused the 1983 crash and the stigma associated with video games at that time. The Atari VCS (renamed the Atari 2600 in late 1982) was not the first home system with swappable game cartridges , but by 1980 it was the most popular second-generation console by a wide margin. Launched in 1977 just ahead of

5220-921: The TRS-80 Color Computer sold at $ 379 (equivalent to $ 1,197 in 2023), and Commodore International had just reduced the price of the VIC-20 to $ 199 (equivalent to $ 628 in 2023) and the Commodore 64 to $ 499 (equivalent to $ 1,575 in 2023). Because computers generally had more memory and faster processors than a console, they permitted more sophisticated games. A 1984 compendium of reviews of Atari 8-bit software used 198 pages for games compared to 167 for all other software types. Home computers could also be used for tasks such as word processing and home accounting. Games were easier to distribute, since they could be sold on floppy disks or cassette tapes instead of ROM cartridges. This opened

5365-555: The United Kingdom and Western Europe , this is common due to the historic relevance of domestically produced microcomputers. Other terms used include digital game, for example, by the Australian Bureau of Statistics . However, the term "computer game" can also be used to more specifically refer to games played primarily on personal computers or other types of flexible hardware systems (also known as PC game ), as

5510-500: The Unterhaltungssoftware Selbstkontrolle ( Entertainment Software Self-Regulation ) would refuse to classify, and thus allow sale, of any game depicting Nazi imagery, and thus often requiring developers to replace such imagery with fictional ones. This ruling was relaxed in 2018 to allow for such imagery for "social adequacy" purposes that applied to other works of art. China's video game segment

5655-483: The crash of the North American video game market in 1983 due to loss of publishing control and saturation of the market. Following the crash, the industry matured, was dominated by Japanese companies such as Nintendo , Sega , and Sony , and established practices and methods around the development and distribution of video games to prevent a similar crash in the future, many of which continue to be followed. In

5800-619: The first-person shooter and the Grand Theft Auto clone , respectively, in the few years after their release. However, at times and more frequently at the onset of the industry, developers would intentionally create video game clones of successful games and game hardware with few changes, which led to the flooded arcade and dedicated home console market around 1978. Cloning is also a major issue with countries that do not have strong intellectual property protection laws, such as within China . The lax oversight by China's government and

5945-409: The game designer . All of these are managed by producers . In the early days of the industry, it was more common for a single person to manage all of the roles needed to create a video game. As platforms have become more complex and powerful in the type of material they can present, larger teams have been needed to generate all of the art, programming, cinematography, and more. This is not to say that

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6090-439: The 1950s and 1960s were simple extensions of electronic games using video-like output from large, room-sized mainframe computers . The first consumer video game was the arcade video game Computer Space in 1971. In 1972 came the iconic hit game Pong and the first home console , the Magnavox Odyssey . The industry grew quickly during the "golden age" of arcade video games from the late 1970s to early 1980s but suffered from

6235-463: The 1970s and 1980s before having a larger worldwide contribution. Today, the video game industry is predominantly led by major companies in North America (primarily the United States and Canada), Europe, and southeast Asia including Japan, South Korea, and China. Hardware production remains an area dominated by Asian companies either directly involved in hardware design or part of the production process, but digital distribution and indie game development of

6380-527: The 1983 crash, forming around the concept of publisher-developer dichotomies, and by the 2000s, leading to the industry centralizing around low-risk, triple-A games and studios with large development budgets of at least $ 10 million or more. The advent of the Internet brought digital distribution as a viable means to distribute games, and contributed to the growth of more riskier, experimental independent game development as an alternative to triple-A games in

6525-433: The 1983 crash. The company created the proprietary 10NES system, a lockout chip which was designed to prevent cartridges made without the chip from being played on the NES. The 10NES lockout was not perfect, as later in the NES' lifecycle methods were found to bypass it, but it did sufficiently allow Nintendo to strengthen its publishing control to avoid the mistakes Atari had made and initially prevent bootleg cartridges in

6670-462: The 1993 game . A hierarchy of game genres exist, with top-level genres like "shooter game" and "action game" that broadly capture the game's main gameplay style, and several subgenres of specific implementation, such as within the shooter game first-person shooter and third-person shooter . Some cross-genre types also exist that fall until multiple top-level genres such as action-adventure game . A video game's mode describes how many players can use

6815-631: The 2000s, the core industry centered on " AAA " games, leaving little room for riskier experimental games. Coupled with the availability of the Internet and digital distribution , this gave room for independent video game development (or " indie games ") to gain prominence into the 2010s. Since then, the commercial importance of the video game industry has been increasing. The emerging Asian markets and proliferation of smartphone games in particular are altering player demographics towards casual gaming and increasing monetization by incorporating games as

6960-586: The 8-bit era by producing unlicensed NES games. Initially, Nintendo was the only developer for the Famicom. Under pressure from Namco and Hudson Soft , it opened the Famicom to third-party development, but instituted a license fee of 30% per game cartridge for these third-parties to develop games, a system used by console manufacturers to this day. Nintendo maintained strict manufacturing control and requiring payment in full before manufacturing. Cartridges could not be returned to Nintendo, so publishers assumed all

7105-527: The Asian regions. Outside of Japan, Nintendo placed its Nintendo Seal of Quality on all licensed games released for the system to try to promote authenticity and detract from bootleg sales, but failed to make significant traction to stalling these sales. As Nintendo prepared to release the Famicom in the United States, it wanted to avoid both the bootleg problem it had in Asia as well as the mistakes that led up to

7250-543: The Atari VCS, the four programmers developed their own games and cartridge manufacturing processes. Atari quickly sued to block sales of Activision's products, but failed to secure a restraining order , and ultimately settled the case in 1982. While the settlement stipulated that Activision must pay royalties to Atari, this case ultimately legitimized the viability of third-party game developers. Activision's games were as popular as Atari's, with Pitfall! (released in 1982) selling over 4 million units. Prior to 1982, Activision

7395-551: The Famicom in the United States. A planned deal with Atari to distribute the Famicom in North America fell apart in the wake of the crash, resulting in Nintendo handling the international release themselves two years later. Additionally, retailer opposition to video games was directly responsible for causing Nintendo to brand its product the Nintendo Entertainment System (NES) rather than a "video game system", and using terms such as "control deck" and "Game Pak", as well as producing

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7540-637: The Internet or other communication methods as well as cloud gaming alleviate the need for any physical media. In some cases, the media serves as the direct read-only memory for the game, or it may be the form of installation media that is used to write the main assets to the player's platform's local storage for faster loading periods and later updates. Games can be extended with new content and software patches through either expansion packs which are typically available as physical media, or as downloadable content nominally available via digital distribution. These can be offered freely or can be used to monetize

7685-493: The Japanese consoles effectively went uncontested over the next few years. By 1986, three years after its introduction, 6.5 million Japanese homes – 19% of the population – owned a Famicom, and Nintendo began exporting it to the U.S., where the home console industry was only just recovering from the crash. The impact on the retail sector of the crash was the most formidable barrier that confronted Nintendo as it tried to market

7830-534: The Mattel and Atari systems and hiring away their trained game programmers. While Mattel and Coleco implemented lockout measures to control third-party development (the ColecoVision BIOS checked for a copyright string on power-up), the Atari 2600 was completely unprotected and once information on its hardware became available, little prevented anyone from making games for the system. Nintendo thus instituted

7975-417: The North American video game industry, as American video game companies were increasingly licensing products from Japanese companies, who in turn were opening up North American branches. By 1982–1983, Japanese manufacturers had captured a large share of the North American arcade market, which Gene Lipkin of Data East USA partly attributed to Japanese companies having more finances to invest in new ideas. As

8120-467: The Odyssey were first imported and then made within the country by the large television manufacturers such as Toshiba and Sharp Corporation , such games are known as "TV games", "TV geemu", or "terebi geemu". The term "TV game" is still commonly used into the 21st century. "Electronic game" may also be used to refer to video games, but this also incorporates devices like early handheld electronic games that lack any video output. The first appearance of

8265-448: The United States, leaving only a fraction of the market to Atari. By 1989, home video game sales in the United States had reached $ 5 billion, surpassing the 1982 peak of $ 3 billion during the previous generation. A large majority of the market was controlled by Nintendo; it sold more than 35 million units in the United States, exceeding the sales of other consoles and personal computers by a considerable margin. New Japanese companies entered

8410-569: The United States, the computer game market was able to gain a strong foothold in 1983 and beyond. Developers that had been primarily in the console games space, like Activision, turned their attention to developing computer game titles to stay viable. Newer companies also were founded to capture the growing interest in the computer games space with novel elements that borrowed from console games, as well as taking advantage of low-cost dial-up modems that allowed for multiplayer capabilities. The computer game market grew between 1983 and 1984, overtaking

8555-544: The VIC-20 and C64 sold for much lower prices than competing home computers. In addition, both Commodore computers were designed to utilize the ubiquitous Atari controllers so they could tap into the existing controller market. "I've been in retailing 30 years and I have never seen any category of goods get on a self-destruct pattern like this", a Service Merchandise executive told The New York Times in June 1983. The price war

8700-634: The Western markets. These strict licensing measures backfired somewhat after Nintendo was accused of monopolistic behavior. In the long run, this pushed many western third-party publishers such as Electronic Arts away from Nintendo consoles and supported competing consoles such as the Sega Genesis or Sony PlayStation . Most of the Nintendo platform-control measures were adopted by later console manufacturers such as Sega, Sony, and Microsoft, although not as stringently. With waning console interests in

8845-404: The actual demand for cartridges in 1982, which contributed to the stockpiling of unsold inventory during the crash. Inexpensive home computers had been first introduced in 1977. By 1979, Atari, Inc. unveiled the Atari 400 and 800 computers, built around a chipset originally meant for use in a game console, and which retailed for the same price as their respective names. In 1981, IBM introduced

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8990-728: The age of the "one-man shop" is gone, as this is still sometimes found in the casual gaming and handheld markets, where smaller games are prevalent due to technical limitations such as limited RAM or lack of dedicated 3D graphics rendering capabilities on the target platform (e.g., some PDAs ). Video games are programmed like any other piece of computer software. Prior to the mid-1970s, arcade and home consoles were programmed by assembling discrete electro-mechanical components on circuit boards, which limited games to relatively simple logic. By 1975, low-cost microprocessors were available at volume to be used for video game hardware, which allowed game developers to program more detailed games, widening

9135-471: The amount of new software coming in would only allow a few big hits, that retailers had devoted too much floor space to systems, and that price drops for home computers could result in an industry shakeup. Atari had a large inventory after significant portions of the 1982 orders were returned. In addition, the rapid growth of the video game industry led to an increased demand, which the manufacturers over-projected. In 1983, an analyst for Goldman Sachs stated

9280-417: The avatar's innate attributes, all while either using special attacks to defeat enemies or moves to avoid them. This information is relayed to the player through a type of on-screen user interface such as a heads-up display atop the rendering of the game itself. Taking damage will deplete their avatar's health , and if that falls to zero or if the avatar otherwise falls into an impossible-to-escape location,

9425-560: The cancellation of the Intellivision III , "Who was going to pay $ 200-plus for a machine that could only play games?" Commodore explicitly targeted video game players. Spokesman William Shatner asked in VIC-20 commercials "Why buy just a video game from Atari or Intellivision?", stating that "unlike games, it has a real computer keyboard" yet "plays great games too". Commodore's ownership of chip fabricator MOS Technology allowed manufacture of integrated circuits in-house , so

9570-434: The cars in front of them and the obstacle. The programmer never wrote code to specifically create a traffic jam, yet one now exists in the game. Most commonly, video games are protected by copyright , though both patents and trademarks have been used as well. Though local copyright regulations vary to the degree of protection, video games qualify as copyrighted visual-audio works, and enjoy cross-country protection under

9715-680: The collapse of the market for home Pong console clones, the Atari VCS experienced modest sales for its first few years. In 1980, Atari's licensed version of Space Invaders from Taito became the console's killer application ; sales of the VCS quadrupled, and the game was the first title to sell more than a million copies. Spurred by the success of the Atari VCS, other consoles were introduced, both from Atari and other companies: Odyssey² , Intellivision , ColecoVision , Atari 5200 , and Vectrex . Notably, Coleco sold an add-on allowing Atari VCS games to be played on its ColecoVision, as well as bundling

9860-400: The combination of low supply and low prices. By that year, Gutman wrote, "Video games were officially dead and computers were hot". He renamed his magazine Computer Games in October 1983, but "I noticed that the word games became a dirty word in the press. We started replacing it with simulations as often as possible". Soon "The computer slump began ... Suddenly, everyone was saying that

10005-417: The console itself, while peripheral controllers are available as a separate purchase from the console manufacturer or third-party vendors. Similar control sets are built into handheld consoles and onto arcade cabinets. Newer technology improvements have incorporated additional technology into the controller or the game platform, such as touchscreens and motion detection sensors that give more options for how

10150-506: The console market, but overall video game revenue had declined significantly due to the considerable decline of the console market as well as the arcade market to an extent. The home computer industry, however, experienced a downturn in mid-1984, with global computer game sales declining in 1985 to a certain extent. Microcomputers dominated the European market throughout the 1980s and with domestic production for those formats thriving over

10295-566: The console with a licensed home version of Nintendo's arcade hit Donkey Kong . In 1982, the ColecoVision held roughly 17% of the hardware market, compared to Atari VCS' 58%. This was the first real threat to Atari's dominance of the home console market. Each new console had its own library of games produced exclusively by the console maker, while the Atari VCS also had a large selection of titles produced by third-party developers. In 1982, analysts marked trends of saturation, mentioning that

10440-427: The crash shook a then-booming video game industry and led to the bankruptcy of several companies producing home computers and video game consoles. Analysts of the time expressed doubts about the long-term viability of video game consoles and software. The North American video game console industry recovered a few years later, mostly due to the widespread success of Nintendo's Western branding for its Famicom console,

10585-843: The crash was happening in the United States, Japan's game industry started to shift its attention from arcade games to home consoles. Within one month in 1983, two new home consoles were released in Japan: the Nintendo Family Computer (Famicom) and Sega 's SG-1000 (which was later supplanted by the Master System ) heralding the third generation of home consoles retrospectively. These two consoles were very popular, buoyed by an economic bubble in Japan. The units readily outsold Atari and Mattel's existing systems, and with both Atari and Mattel focusing on recovering domestic sales,

10730-471: The demand for video games was up 100% from the previous year, but the manufacturing output had increased by 175%, creating a significant surplus. Atari CEO Raymond Kassar recognized in 1982 that the industry's saturation point was imminent. However, Kassar expected this to occur when about half of American households had a video game console. The crash occurred when about 15 million machines had been sold, which soundly under-shot Kassar's estimate. Michael Katz,

10875-423: The difficulty for foreign companies to take Chinese entities to court had enabled China to support a large grey market of cloned hardware and software systems. The industry remains challenged to distinguish between creating new games based on refinements of past successful games to create a new type of gameplay, and intentionally creating a clone of a game that may simply swap out art assets. The early history of

11020-459: The earth. You have to wonder how tenuous the connection will be between the game and the movie Marathon Man . What are you going to do, present a video game root canal?" By September 1983, the Phoenix stated that 2600 cartridges were "no longer a growth industry". Activision, Atari, and Mattel all had experienced programmers, but many of the new companies rushing to join the market did not have

11165-535: The end of the home-computer price war, one of the causes of the crash. The crash in 1983 had the largest impact in the United States. It rippled through all sectors of the global video game market worldwide, though sales of video games still remained strong in Japan, Europe, and Canada from the beleaguered American companies. It took several years for the U.S. industry to recover. The estimated US$ 42 billion worldwide market in 1982, including arcade, console, and computer games, dropped to US$ 14 billion by 1985. There

11310-578: The expertise or talent to create quality games. Titles such as the Kaboom! -like Lost Luggage , rock band tie-in Journey Escape , and plate-spinning game Dishaster , were examples of games made in the hopes of taking advantage of the video-game boom, but later proved unsuccessful with retailers and potential customers. The flood of new games was released into a limited competitive space. According to Activision's Jim Levy, they had projected that

11455-401: The field to a cottage industry of third-party software developers. Writeable storage media allowed players to save games in progress, a useful feature for increasingly complex games which was not available on the consoles of the era. In 1982, a price war that began between Commodore and Texas Instruments led to home computers becoming as inexpensive as video-game consoles; after Commodore cut

11600-515: The financial risk of selling all units ordered. Nintendo limited most third-party publishers to only five games per year on its systems (some companies tried to get around this by creating additional company labels like Konami 's Ultra Games label). Nintendo ultimately dropped this rule by 1993, after the release of the successor Super Nintendo Entertainment System . Nintendo's strong-armed oversight of Famicom cartridge manufacturing led to both legitimate and bootleg unlicensed cartridges to be made in

11745-451: The first IBM Personal Computer with a $ 1,565 base price (equivalent to $ 5,245 in 2023), while Sinclair Research introduced its low-end ZX81 microcomputer for £ 70 (equivalent to £339 in 2023). By 1982, new desktop computer designs were commonly providing better color graphics and sound than game consoles and personal computer sales were booming. The TI-99/4A and the Atari 400 were both at $ 349 (equivalent to $ 1,102 in 2023),

11890-425: The full national release early the following year. Following 1986, the industry began recovering, and by 1988, annual sales in the industry exceeded $ 2.3 billion, with 70% of the market dominated by Nintendo. In 1986, Nintendo president Hiroshi Yamauchi noted that "Atari collapsed because they gave too much freedom to third-party developers and the market was swamped with rubbish games". In response, Nintendo limited

12035-483: The future. During the holiday season of 1985 Hiroshi Yamauchi decided to go to New York small markets about putting their products in their stores. Minoru Arakawa offered a money back guarantee from Nintendo that they would pay back for any stock that was left unsold. In total Nintendo sold 50,000 units, about half of the units they shipped to the US. The U.S. video game crash had two long-lasting results. The first result

12180-434: The game Tomb Raider , saying that "the dimensions of Lara Croft 's body, already analyzed to death by film theorists , are irrelevant to me as a player, because a different-looking body would not make me play differently... When I play, I don't even see her body, but see through it and past it." Simply put, ludologists reject traditional theories of art because they claim that the artistic and socially relevant qualities of

12325-642: The game at the same type. This is primarily distinguished by single-player video games and multiplayer video games . Within the latter category, multiplayer games can be played in a variety of ways, including locally at the same device, on separate devices connected through a local network such as LAN parties , or online via separate Internet connections. Most multiplayer games are based on competitive gameplay, but many offer cooperative and team-based options as well as asymmetric gameplay . Online games use server structures that can also enable massively multiplayer online games (MMOs) to support hundreds of players at

12470-406: The game can also be exploited. On some consoles, cheat cartridges allow players to execute these cheat codes, and user-developed trainers allow similar bypassing for computer software games. Both of which might make the game easier, give the player additional power-ups, or change the appearance of the game. To distinguish from electronic games, a video game is generally considered to require

12615-484: The game should they lose all their lives or need to stop the game and restart at a later time. These also may be in the form of a passage that can be written down and reentered at the title screen. Product flaws include software bugs which can manifest as glitches which may be exploited by the player; this is often the foundation of speedrunning a video game. These bugs, along with cheat codes , Easter eggs , and other hidden secrets that were intentionally added to

12760-501: The game. Video game can use several types of input devices to translate human actions to a game. Most common are the use of game controllers like gamepads and joysticks for most consoles, and as accessories for personal computer systems along keyboard and mouse controls. Common controls on the most recent controllers include face buttons, shoulder triggers, analog sticks , and directional pads ("d-pads") . Consoles typically include standard controllers which are shipped or bundled with

12905-399: The game. By definition, all video games are intended to output graphics to an external video display, such as cathode-ray tube televisions, newer liquid-crystal display (LCD) televisions and built-in screens, projectors or computer monitors , depending on the type of platform the game is played on. Features such as color depth , refresh rate , frame rate , and screen resolution are

13050-560: The game. Today, many games are built around a game engine that handles the bulk of the game's logic, gameplay, and rendering. These engines can be augmented with specialized engines for specific features, such as a physics engine that simulates the physics of objects in real-time. A variety of middleware exists to help developers access other features, such as playback of videos within games, network-oriented code for games that communicate via online services, matchmaking for online games, and similar features. These features can be used from

13195-485: The growth of the size of development teams in the industry, the problem of cost has increased. Development studios need the best talent, while publishers reduce costs to maintain profitability on their investment. Typically, a video game console development team ranges from 5 to 50 people, and some exceed 100. In May 2009, Assassin's Creed II was reported to have a development staff of 450. The growth of team size combined with greater pressure to get completed projects into

13340-404: The home computer was a fad, just another hula hoop". Computer Games published its last issue in late 1984. In 1988, Computer Gaming World founder Russell Sipe noted that "the arcade game crash of 1984 took down the majority of the computer game magazines with it." He stated that, by "the winter of 1984, only a few computer game magazines remained," and by mid-1985, Computer Gaming World "was

13485-586: The idea of games that did not have any such type of winning condition and raising the question of whether these were actually games. These are still commonly justified as video games as they provide a game world that the player can interact with by some means. The lack of any industry definition for a video game by 2021 was an issue during the case Epic Games v. Apple which dealt with video games offered on Apple's iOS App Store . Among concerns raised were games like Fortnite Creative and Roblox which created metaverses of interactive experiences, and whether

13630-449: The industry crash were not felt until 1985. Despite Atari's claim of 1 million in worldwide sales of its 2600 game system that year, recovery was slow. The sales of home video games had dropped from $ 3.2 billion in 1982 to $ 100 million in 1985. Analysts doubted the long-term viability of the video game industry, and, according to Electronic Arts ' Trip Hawkins , it had been very difficult to convince retailers to carry video games due to

13775-450: The larger " AAA " game studios, and are often experiments in gameplay and art style. Indie game development is aided by the larger availability of digital distribution, including the newer mobile gaming market, and readily-available and low-cost development tools for these platforms. Although departments of computer science have been studying the technical aspects of video games for years, theories that examine games as an artistic medium are

13920-718: The larger game and the individual experiences themselves were games or not in relation to fees that Apple charged for the App Store. Judge Yvonne Gonzalez Rogers , recognizing that there was yet an industry standard definition for a video game, established for her ruling that "At a bare minimum, video games appear to require some level of interactivity or involvement between the player and the medium" compared to passive entertainment like film, music, and television, and "videogames are also generally graphically rendered or animated, as opposed to being recorded live or via motion capture as in films or television". Rogers still concluded that what

14065-417: The late 2000s and which has continued to grow as a significant portion of the video game industry. Video games have a large network effect that draw on many different sectors that tie into the larger video game industry. While video game developers are a significant portion of the industry, other key participants in the market include: The industry itself grew out from both the United States and Japan in

14210-682: The late 2000s has allowed game developers to flourish nearly anywhere and diversify the field. 1983 video game crash The video game crash of 1983 (known in Japan as the Atari shock ) was a large-scale recession in the video game industry that occurred from 1983 to 1985 in the United States . The crash was attributed to several factors, including market saturation in the number of video game consoles and available games, many of which were of poor quality . Waning interest in console games in favor of personal computers also played

14355-452: The latter also encompasses LAN games , online games , and browser games . More recently, the video game industry has expanded onto mobile gaming through mobile devices (such as smartphones and tablet computers ), virtual and augmented reality systems, and remote cloud gaming . Video games are also classified into a wide range of genres based on their style of gameplay and target audience . The first video game prototypes in

14500-682: The major content system provides have worked to create the International Age Rating Coalition (IARC), a means to streamline and align the content ratings system between different region, so that a publisher would only need to complete the content ratings review for one provider, and use the IARC transition to affirm the content rating for all other regions. Certain nations have even more restrictive rules related to political or ideological content. Within Germany, until 2018,

14645-593: The market than in the 8/16-bit era. Replacing the security chips in most modern consoles are specially encoded optical discs that cannot be copied by most users and can only be read by a particular console under normal circumstances. Accolade achieved a technical victory in one court case against Sega , challenging this control, even though it ultimately yielded and signed the Sega licensing agreement. Several publishers, notably Tengen (Atari Games), Color Dreams , and Camerica , challenged Nintendo's control system during

14790-462: The market to begin recouping production costs has led to a greater occurrence of missed deadlines, rushed games, and the release of unfinished products. While amateur and hobbyist game programming had existed since the late 1970s with the introduction of home computers, a newer trend since the mid-2000s is indie game development . Indie games are made by small teams outside any direct publisher control, their games being smaller in scope than those from

14935-744: The market to challenge Nintendo's success in the United States, NEC's TurboGrafx-16 and the Sega Genesis , both released in the U.S. in 1989. While the TurboGrafx underwhelmed in the market, the Genesis' release set the stage for a major rivalry between Sega and Nintendo in the early 1990s in the United States video game market. A second, highly visible result of the crash was the advancement of measures to control third-party development of software. Using secrecy to combat industrial espionage had failed to stop rival companies from reverse engineering

15080-405: The market. Due to loss of publishing control and oversaturation of the market, the North American home video game market crashed in 1983 , dropping from revenues of around $ 3 billion in 1983 to $ 100 million by 1985. Many of the North American companies created in the prior years closed down. Japan's growing game industry was briefly shocked by this crash but had sufficient longevity to withstand

15225-645: The middle of the year because of weak demand even as prices remained low, causing shortages as sales suddenly rose during the Christmas season; only the Commodore 64 was widely available, with an estimated more than 500,000 computers sold during Christmas. The 99/4A was such a disaster for TI, that the company's stock immediately rose by 25% after the company discontinued it and exited the home-computer market in late 1983. JCPenney announced in December 1983 that it would soon no longer sell home computers, because of

15370-486: The more successful third-party companies like Activision due to poorly informed consumers being drawn by price to purchase the bargain titles rather than quality. By June 1983, the market for the more expensive games had shrunk dramatically and was replaced by a new market of rushed-to-market, low-budget games. Crane said that "those awful games flooded the market at huge discounts, and ruined the video game business". A massive industry shakeout resulted. Magnavox abandoned

15515-537: The name Atari Corporation , and they directed their efforts into developing their new personal computer line, the Atari ST , over the console business. Lack of confidence in the video game sector caused many retailers to stop selling video game consoles or reduced their stock significantly, reserving floor or shelf space for other products. Retailers established to exclusively sell video games folded, which impacted sales of personal computer games. The full effects of

15660-509: The number of titles that third-party developers could release for their system each year, and promoted its " Seal of Quality ", which it allowed to be used on games and peripherals by publishers that met Nintendo's quality standards. The end of the crash allowed Commodore to raise the price of the C64 for the first time upon the June 1986 introduction of the Commodore 64c—a Commodore 64 redesigned for lower cost of manufacture—which Compute! cited as

15805-437: The only 4-color computer game magazine left." With the release of so many new games in 1982 that flooded the market, most stores had insufficient space to carry new games and consoles. As stores tried to return the surplus games to the new publishers, the publishers had neither new products nor cash to issue refunds to the retailers. Many publishers, including Games by Apollo and U.S. Games , quickly folded. Unable to return

15950-564: The original burial clarified that only about 728,000 cartridges had been buried in 1982, backed by estimates made during the excavation, and disproving the scale of the urban legend. Atari's burial remains an iconic representation of the 1983 video game crash. By the end of 1983, Atari had over US$ 536 million in losses, leading to Warner Communication to sell Atari's consumer products division in July 1984 to Jack Tramiel , who had recently departed Commodore International. Tramiel's new company took

16095-774: The original game and possibly from scratch is performed. The list below is not exhaustive and excludes other electronic devices capable of playing video games such as PDAs and graphing calculators . Early arcade games, home consoles, and handheld games were dedicated hardware units with the game's logic built into the electronic componentry of the hardware. Since then, most video game platforms are considered programmable, having means to read and play multiple games distributed on different types of media or formats. Physical formats include ROM cartridges , magnetic storage including magnetic-tape data storage and floppy discs , optical media formats including CD-ROM and DVDs , and flash memory cards. Furthermore digital distribution over

16240-472: The patents. Following their agreement, Atari made a home version of Pong , which was released by Christmas 1975. The success of the Odyssey and Pong , both as an arcade game and home machine, launched the video game industry. Both Baer and Bushnell have been titled "Father of Video Games" for their contributions. The term "video game" was developed to distinguish this class of electronic games that were played on some type of video display rather than on

16385-409: The platform, as directed by the game's programming. This often will include sound effects tied to the player's actions to provide audio feedback, as well as background music for the game. Some platforms support additional feedback mechanics to the player that a game can take advantage of. This is most commonly haptic technology built into the game controller, such as causing the controller to shake in

16530-399: The player interacts with the game. Specialized controllers may be used for certain genres of games, including racing wheels , light guns and dance pads . Digital cameras and motion detection can capture movements of the player as input into the game, which can, in some cases, effectively eliminate the control, and on other systems such as virtual reality, are used to enhance immersion into

16675-502: The player that can be copyrighted, but not the underlying principles of the game. Because gameplay is normally ineligible for copyright, gameplay ideas in popular games are often replicated and built upon in other games. At times, this repurposing of gameplay can be seen as beneficial and a fundamental part of how the industry has grown by building on the ideas of others. For example Doom (1993) and Grand Theft Auto III (2001) introduced gameplay that created popular new game genres,

16820-433: The player will lose one of their lives . Should they lose all their lives without gaining an extra life or "1-UP" , then the player will reach the " game over " screen. Many levels as well as the game's finale end with a type of boss character the player must defeat to continue on. In some games, intermediate points between levels will offer save points where the player can create a saved game on storage media to restart

16965-419: The player's hands to simulate a shaking earthquake occurring in game. Video games are frequently classified by a number of factors related to how one plays them. A video game, like most other forms of media, may be categorized into genres . However, unlike film or television which use visual or narrative elements, video games are generally categorized into genres based on their gameplay interaction, since this

17110-430: The player." However, emergent behavior is not limited to sophisticated games. In general, any place where event-driven instructions occur for AI in a game, emergent behavior will exist. For instance, take a racing game in which cars are programmed to avoid crashing, and they encounter an obstacle in the track: the cars might then maneuver to avoid the obstacle causing the cars behind them to slow or maneuver to accommodate

17255-441: The president of Atari's electronic division, stated that the console market was too saturated as 30 million consoles were sold by 1982, out of the 35 million households with children between the ages of six and sixteen. Prior to 1979, there were no third-party developers , with console manufacturers like Atari publishing all the games for their respective platforms. This changed with the formation of Activision in 1979. Activision

17400-491: The public really likes an idea, it is milked for all its worth, and numerous clones of a different color soon crowd the shelves. That is, until the public stops buying or something better comes along. Companies who believe that microcomputer games are the hula hoop of the 1980s only want to play Quick Profit." Bill Kunkel said in January 1983 that companies had "licensed everything that moves, walks, crawls, or tunnels beneath

17545-450: The question of what are the essential factors of a video game that separate the medium from other forms of entertainment. The introduction of interactive films in the 1980s with games like Dragon's Lair , featured games with full motion video played off a form of media but only limited user interaction. This had required a means to distinguish these games from more traditional board games that happen to also use external media, such as

17690-456: The retail price of the C64 to $ 300 in June 1983, some stores began selling it for as little as $ 199. Dan Gutman , founder in 1982 of Video Games Player magazine in an article in 1987, recalled in 1983 that "People asked themselves, 'Why should I buy a video game system when I can buy a computer that will play games and do so much more?'" The Boston Phoenix stated in September 1983 about

17835-490: The same period, there was minimal trans-Atlantic ripple from American game production and trends. Partly as a distant knock-on effect of the crash and partly due to the continuing quality of homegrown computer and microcomputer games, consoles did not achieve a dominant position in some European markets until the early 1990s. In the United Kingdom , there was a short-lived home console market between 1980 and 1982, but

17980-637: The same time. A small number of video games are zero-player games , in which the player has very limited interaction with the game itself. These are most commonly simulation games where the player may establish a starting state and then let the game proceed on its own, watching the results as a passive observer, such as with many computerized simulations of Conway's Game of Life . Most video games are intended for entertainment purposes. Different game types include: Video games can be subject to national and international content rating requirements. Like with film content ratings, video game ratings typing identify

18125-544: The scope of what was possible. Ongoing improvements in computer hardware technology have expanded what has become possible to create in video games, coupled with convergence of common hardware between console, computer, and arcade platforms to simplify the development process. Today, game developers have a number of commercial and open source tools available for use to make games, often which are across multiple platforms to support portability, or may still opt to create their own for more specialized features and direct control of

18270-617: The screen. Other early examples include Christopher Strachey 's draughts game, the Nimrod computer at the 1951 Festival of Britain ; OXO , a tic-tac-toe computer game by Alexander S. Douglas for the EDSAC in 1952; Tennis for Two , an electronic interactive game engineered by William Higinbotham in 1958; and Spacewar! , written by Massachusetts Institute of Technology students Martin Graetz, Steve Russell , and Wayne Wiitanen's on

18415-435: The short-term effects, and Nintendo helped to revitalize the industry with the release of the Nintendo Entertainment System in North America in 1985. Along with it, Nintendo established a number of core industrial practices to prevent unlicensed game development and control game distribution on their platform, methods that continue to be used by console manufacturers today. The industry remained more conservative following

18560-461: The stigma carried by the fall of Atari until 1985. Two major events of 1985 helped to revitalize the video game industry. One factor came from increased sales of personal computers from Commodore and Tandy, which helped to maintain revenue for game developers like Activision and Electronic Arts, keeping the video game market alive. The other was the initial limited release of the Nintendo Entertainment System in North America in late 1985, followed by

18705-484: The target age group that the national or regional ratings board believes is appropriate for the player, ranging from all-ages, to a teenager-or-older, to mature, to the infrequent adult-only games. Most content review is based on the level of violence, both in the type of violence and how graphic it may be represented, and sexual content, but other themes such as drug and alcohol use and gambling that can influence children may also be identified. A primary identifier based on

18850-521: The team's existing familiarity with the Atari VCS, other publishers had no such advantage. The rapid growth of the third-party game industry was easily illustrated by the number of vendors present at the semi-annual Consumer Electronics Show (CES). According to Crane, the number of third-party developers jumped from 3 to 30 between two consecutive events. At the Summer 1982 CES, there were 17 companies, including MCA Inc. , and Fox Video Games announcing

18995-405: The term "video game" emerged around 1973. The Oxford English Dictionary cited a 10 November 1973 BusinessWeek article as the first printed use of the term. Though Bushnell believed the term came from a vending magazine review of Computer Space in 1971, a review of the major vending magazines Vending Times and Cashbox showed that the term may have come even earlier, appearing first in

19140-554: The term in an article in March 1973. In a September 1982 issue of RePlay , Adlum is credited with first naming these games as "video games": "RePlay's Eddie Adlum worked at 'Cash Box' when 'TV games' first came out. The personalities in those days were Bushnell, his sales manager Pat Karns, and a handful of other 'TV game' manufacturers like Henry Leyser and the McEwan brothers. It seemed awkward to call their products 'TV games', so borrowing

19285-408: The total cartridge market in 1982 would be around 60 million, anticipating Activision would be able to secure between 12% and 15% of that market for their production numbers. However, with at least 50 different companies in the new marketspace, and each having produced between one and two million cartridges, along with Atari's own estimated 60 million cartridges in 1982, there was over 200% production of

19430-503: The type of gameplay, such as action game , role playing game , or shoot 'em up , though some genres have derivations from influential works that have defined that genre, such as roguelikes from Rogue , Grand Theft Auto clones from Grand Theft Auto III , and battle royale games from the film Battle Royale . The names may shift over time as players, developers and the media come up with new terms; for example, first-person shooters were originally called "Doom clones" based on

19575-538: The unsold games to defunct publishers, stores marked down the titles and placed them in discount bins and sale tables. Recently released games which initially sold for US$ 35 (equivalent to $ 99 in 2021) were in bins for $ 5 ($ 14 in 2021). The presence of third-party sales drew the market share that the console manufacturers had. Atari's share of the cartridge-game market fell from 75% in 1981 to less than 40% in 1982, which negatively affected their finances. The bargain sales of poor-quality titles further drew sales away from

19720-445: The video game business entirely. Imagic withdrew its IPO the day before its stock was to go public; the company later collapsed. Activision had to downsize across 1984 and 1985 due to loss of revenue, and to stay competitive and maintain financial security, began development of games for the personal computer. Within a few years, Activision no longer produced cartridge-based games and focused solely on personal computer games. Atari

19865-469: The video game industry was doing very well. Home consoles were growing in popularity in Japan while home computers were surging across Europe. United States sales fell from $ 3 billion to around $ 100 million in 1985. Despite the decline, new gaming companies started to make their way onto the scene such as Westwood Studios , Code Masters , and SquareSoft , which all started in 1985. All of these companies would go on to create numerous genre-defining titles in

20010-422: The video game industry, following the first game hardware releases and through 1983, had little structure. Video games quickly took off during the golden age of arcade video games from the late 1970s to early 1980s, but the newfound industry was mainly composed of game developers with little business experience. This led to numerous companies forming simply to create clones of popular games to try to capitalize on

20155-439: Was also a significant shift in the home video game market, away from consoles to personal computer software, between 1983 and 1985. 1984 is when some of the longer-term effects started to take a toll on the video game console. Companies like Magnavox had decided to pull out of the video game console industry. The general consensus was that video games were just a fad that came as quickly as they left. But outside of North America

20300-418: Was founded by four former Atari video game programmers who left the company because they felt that Atari's developers should receive the same recognition and accolades (specifically in the form of sales-based royalties and public-facing credits) as the actors, directors, and musicians working for other subsidiaries of Warner Communications (Atari's parent company at the time). Already being quite familiar with

20445-434: Was initially some confusion in the arcade industry over what term should be used to describe the new games. He "wrestled with descriptions of this type of game," alternating between "TV game" and "television game" but "finally woke up one day" and said, "What the hell... video game!" While many games readily fall into a clear, well-understood definition of video games, new genres and innovations in game development have raised

20590-591: Was one of only a handful of third-parties publishing games for the Atari VCS. By 1982, Activision's success emboldened numerous other competitors to penetrate the market. However, Activision's founder David Crane observed that several of these companies were supported by venture capitalists attempting to emulate the success of Activision. Without the experience and skill of Activision's team, these inexperienced competitors mostly created games of poor quality . Crane notably described these as "the worst games you can imagine". While Activision's success could be attributed to

20735-584: Was one of those companies most affected by the crash. As a company, its revenue dropped significantly due to dramatically lower sales and cost of returned stock. By mid-1983, the company had lost US$ 356 million , was forced to lay off 30% of its 10,000 employees, and moved all manufacturing to Hong Kong and Taiwan. Unsold Pac-Man , E.T. the Extra-Terrestrial , and other 1982 and 1983 games and consoles started to fill their warehouses. In September 1983, Atari discreetly buried much of this excess stock in

20880-514: Was so severe that in September Coleco CEO Arnold Greenberg welcomed rumors of an IBM 'Peanut' home computer because although IBM was a competitor, it "is a company that knows how to make money". "I look back a year or two in the videogame field, or the home-computer field", Greenberg added, "how much better everyone was, when most people were making money, rather than very few". Companies reduced production in

21025-449: Was that dominance in the home console market shifted from the United States to Japan. The crash did not directly affect the financial viability of the video game market in Japan, but it still came as a surprise there and created repercussions that changed that industry, and thus became known as the "Atari shock". Prior to the crash, Jonathan Greenberg of Forbes had predicted in early 1981 that Japanese companies would eventually dominate

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