fbpx
Wikipedia

Home video game console generations

In the video game industry, the market for home video game consoles has frequently been segmented into generations, grouping consoles that are considered to have shared in a competitive marketspace. Since the first home consoles in 1972, there have been nine defined home console generations.

A US Sega Saturn console, shown with type 2 controller

A new console generation typically has occurred approximately every five years, in keeping pace with Moore's law for technology, though more recent generations have had extended periods due to the use of console revisions rather than completely new designs. Not all home consoles are defined as part of these generations; only those considered to be significant competitive consoles are classed into generations, and systems such as microconsoles are often omitted from these generations.

Background and origins

Like most consumer electronics, home video game consoles are developed based on improving the features offered by an earlier product with advances made by newer technology. For video game consoles, these improvements typically occur every five years, following a Moore's law progression where a rough aggregate measure of processing power doubles every 18 months or increases ten-fold after five years.[1][2][3] This cyclic market has resulted in an industry-wide adoption of the razorblade model in selling consoles at minimal profit margin while making revenue from the sale of games produced for that console, and then transitioning users to the next console model at the fifth year as the successor console enters the market. This approach incorporates planned obsolescence into the products to continue to bring consumers towards purchasing the newer models.[4]

Because of the industry dynamics, many console manufacturers release their new consoles in roughly the same time period, with their consoles typically offering similar processing power and capabilities as their competitors. This systematic market has created the nature of console generations, categorizing the primary consoles into these segmented time periods that represent consoles with similar capabilities and which shared the same competitive space. Like consoles, these generations typically start five years after its prior one, though may have long tails as popular consoles remain viable well beyond five years.[5][6]

The use of the generation label came after the start of the 21st century as console technology started to mature, with the terminology applied retroactively to earlier consoles. However, no exact definition and delineation of console generations was consistently developed in the industry or academic literature since that point. Some schemes have been based on direct market data (including a seminal work published in an IEEE journal in 2002),[7] while others are based on technology shifts. Wikipedia itself has been noted for creating its own version of console generation definitions that differ from other academic sources, the definitions from Wikipedia has been adopted by other sources but without having any true rationale behind it.[5] The discrepancies between how consoles are grouped into generations and how these generations are named have caused confusion when trying to compare shifts in the video game marketplace compared to other consumer markets.[5] Kemerer et al. (2017)[5] provide a comparative analysis of these different generations through systems released up to 2010 as shown below.

WiiPlayStation 3Xbox 360Xbox (console)GameCubePlayStation 2DreamcastNintendo 64PlayStation (console)Sega SaturnAtari Jaguar3DO Interactive MultiplayerSuper Nintendo Entertainment SystemSega GenesisTurboGrafx-16Atari 7800Master SystemNintendo Entertainment SystemAtari 5200ColecoVisionIntellivisionAtari 2600Fairchild Channel FPongMagnavox Odyssey
Comparative timeline of organization of video game console generations from various sources, based on year of console introduction, adapted from Kemerer et al. (2017).[5] Dates given for console introductions are based on first release in any market (typically either Japan or North America). Cited references from Kemerer at al. are as follows: Gallagher and Park (2002);[7] Hu and Prieger (2006);[8] Corts and Lederman (2008);[9] Gretz (2010);[10] Gretz (2010a);[11] Srinivasan and Venkatraman (2010);[12] Derdenger (2011);[13] Zhou (2011)[14]

Console generation timeline

For purposes of organization, the generations described here and subsequent pages maintain the Wikipedia breakdown of generation, generally breaking consoles apart by technology features whenever possible and with other consoles released in that same period incorporated within that same generation, and starting with the Odyssey and Pong-style home consoles as the first generation, an approach that has generally been adopted and extended by video game journalism.[15][16] In this approach the generation "starts" with the release of the first console considered to have those features, and considered to end with the known last discontinuation of a console in that generation. For example, the third generation is considered to end in 2003 with the formal discontinuation of the Nintendo Entertainment System that year. This can create years with overlaps between multiple generations, as shown.

This approach uses the concepts of "bits", or the size of individual word length handled by the processors on the console, for the earlier console generations. Longer word lengths generally led to improved gameplay concepts, graphics, and audio capabilities than shorter ones.[17] The use of bits to market consoles to consumers started with the TurboGrafx 16, a console that used an 8-bit central processing unit similar to the Nintendo Entertainment System (NES), but included a 16-bit graphical processing unit. NEC, the console's manufacturer, took to market the console as a "16-bit" system over the NES' "8-bit" to establish it as a superior system. Other advertisers followed suit, creating a period known as the "bit wars" that lasted through the fifth generation, where console manufactures tried to outsell each other simply on the bit-count of their system.[18] Aside from some "128 Bit" advertising slogans at the beginning of the sixth generation, marketing with bits largely stopped after the fifth generation. Though the bit terminology was no longer used in newer generations, the use of bit-count helped to establish the idea of console generations, and the earlier generations gained alternate names based on the dominant bit-count of the major systems of that era, such as the third generation being the 8-bit era or generation.[18]

Later console generations are based on groupings of release dates rather than common hardware as base hardware configurations between consoles have greatly diverged, generally following trends in generation definition given by video game and mainstream journalism. Handheld consoles and other gaming systems and innovations are frequently grouped within the release years associated with the home console generations; for example the growth of digital distribution is associated with the seventh generation.[6][19]


Overview of the console generations, including generation overlaps. Major consoles of each generation are given for each.


Console generation overview

The following table provides an overview of the major hardware technical specifications of the consoles of each major generations by central processor unit (CPU), graphics processor unit (GPU), memory, game media, and other features.[7]

Generation Time period Primary consoles CPU GPU Memory Game media Other common features
First 1972–1980 custom printed circuit boards
Second 1976–1992 8-bit, 1–2 MHz 2–16 KB Game cartridges
Third
("8-bit generation")
1983–2003 8-bit, 2–4 MHz 3–24 KB Game cartridges
Fourth
("16-bit generation")
1987–2004 8-bit and 16-bit, 4–8 MHz 8–128 KB Game cartridges CD-ROM add-ons
Fifth
("32-bit generation")
1993–2006 32 and 64-bit, 12–100 MHz 2–4.5 MB Game cartridges, Optical media
Sixth 1998–2013 32 and 64-bit, 200–733 MHz 100–233 MHz 16–64 MB Optical media Online connectivity
Confluence with common personal computer hardware (x86 hardware)
Seventh 2005–2017 32 and 64-bit, 729 MHz–3.3 GHz 243–550 MHz 88–512 MB Optical media, digital distribution Internet services, motion controls, HD resolutions
Eighth 2012–present 32 and 64-bit, 1.0–2.3 GHz 307–1172 MHz 2–12 GB Game cartridges, Optical media, digital distribution Internet services, 4K resolution
Ninth 2020–present 64-bit, 3.5–3.8 GHz 1565–2233 MHz 10–16 GB Optical media, digital distribution Internet services, motion controls, 4K resolution, SSD internal memory caching

History

The development of video game consoles primarily follows the history of video gaming in the North American and Japanese markets. Few other markets saw any significant console development on their own, such as in Europe where personal computers tended to be favored alongside imports of video game consoles. The clones of video game consoles in less-developed markets like China and Russia are not considered here.

First generation (1972–1980)

 
The Magnavox Odyssey was the first video game console, released in 1972.

The first generation of home consoles were generally limited to dedicated consoles with just one or two games pre-built into the console hardware, with a limited means to alter gameplay factors. In the case of the Odyssey, while it did ship with "game cards", these did not have any programmed games on them but instead acted as jumpers to alter the existing circuitry pathway, and did not extend the capabilities of the console.[20] Unlike most other future console generations, the first generation of consoles were typically built in limited runs rather than as an ongoing product line.

The first home console was the Magnavox Odyssey in September 1972 based on Baer's "Brown Box" design.[21] Originally built from solid-state circuits, Magnavox transitioned to integrated circuit chips that were inexpensive, and developed a new line of consoles in the Odyssey series from 1975 to 1977. At the same, Atari had successfully launched Pong as an arcade game in 1972, and began work to make a home console version in late 1974, which they eventually partnered with Sears to the new home Pong console by the 1975 Christmas season. Pong offered several technological advantages over the Odyssey, including an internal sound chip and the ability to track score. Baer, who was struggling with Magnavox' management on how to market the console, gave his colleague Arnold Greenberg of Coleco a heads-up of a new low-cost chip ideal for home consoles, which led Coleco to develop the first Telstar console in 1976.[22]: 53–59  With Magnavox, Atari and Coleco all vying in the console space by 1976 and further cost reductions in key processing chips from General Instruments, numerous third-party manufacturers entered the console market by 1977, most simply cloning Pong or other games and of poor quality.[23]: 147 [24] This led to market saturation by 1977, with several hundreds of consoles on the market,[25] and the industry's first market crash.[22]: 81–89  Atari and Coleco attempted to make dedicated consoles with wholly new games to remain competitive, including Atari's Video Pinball series and Coleco's Telstar Arcade, but by this point, the first steps of the market's transition to the second generation of consoles had begun, making these units obsolete near release.[22]: 53–59 

The Japanese market for gaming consoles followed a similar path at this point. Nintendo had already been a business partner with Magnavox by 1971 and helped to design the early light guns for the console. Dedicated home game consoles in Japan appeared in 1975 with Epoch Co.'s TV Tennis Electrotennis, which it had made in partnership with Magnavox as well. As in the United States, numerous clones of these dedicated consoles began to appear, most made by the large television manufacturers like Toshiba and Sharp, and these games would be called TV geemu or terebi geemu (TV game) as the designation for "video games" in Japan.[26] Nintendo became a major player when Mitsubishi, having lost their manufacturer Systek due to bankruptcy, turned to the company to help continue to build their Color TV-Game line, which went on to sell about 1.5 million units across five different units between 1977 and 1980.[26][27][28]

Console[note 1] Introduced Discontinued Units Sold
Japan North America Europe
Magnavox Odyssey 1972 350,000[29]
Home Pong series 1975 200,000[30]
TV Tennis Electrotennis 1975 10,000
Coleco Telstar 1976 1,000,000
Color TV-Game 1977 1980 1,500,000[note 2]
  1. ^ Only well-documented consoles of this generation are listed
  2. ^ Collective sales across four models

Second generation (1976–1992)

 
The Atari 2600 became the most popular game console of the second generation.

The second generation of home consoles was distinguished by the introduction of the game cartridge, where the game's code is stored in read-only memory (ROM) within the cartridge. When the cartridge is slotted into the console, the electrical connections allow the main console's processors to read the game's code from the ROM. While ROM cartridges had been used in other computer applications prior, the ROM game cartridge was first implemented in the Fairchild Video Entertainment System (VES) in November 1976.[31][32] Additional consoles during this generation, all which used cartridge-based systems, included the Atari 2600 (known as the Atari Video Computer System (VCS) at launch), the Magnavox Odyssey 2, Mattel Electronics' Intellivision, and the ColecoVision. In addition to consoles, newer processor technology allowed games to support up to 8 colors and up to 3-channel audio effects.[33]

With the introduction of cartridge-based consoles came the need to develop a wide array of games for them. Atari was one of the forefronts in development for its Atari 2600. Atari marketed the console across multiple regions including into Japan,[26] and retained control of all development aspects of the games. Game developments coincided with the Golden age of arcade video games that started in 1978–1979 with the releases of Space Invaders and Asteroids, and home versions of these arcade games were ideal targets. The Atari 2600 version of Space Invaders, released in 1980, was considered the killer app for home video game consoles, helping to quadruple the console's sales that year.[34] Similarly, Coleco had beaten Atari to a key licensing deal with Nintendo to bring Donkey Kong as a pack-in game for the Colecovision, helping to drive its sales.[7]

 
Dug-up copies of E.T. and Centipede for the Atari 2600 from the Atari video game burial in New Mexico photographed in 2014. The Atari burial to dispose of unsold stock was created in September 1983 and seen as an iconic element of the 1983 video game crash.

At the same time, Atari has been acquired by Warner Communications, and internal policies led to the departure of four key programmers David Crane, Larry Kaplan, Alan Miller, and Bob Whitehead, who went and formed Activision. Activision proceeded to develop their own Atari 2600 games as well as games for other systems. Atari attempted legal action to stop this practice but ended up settling out of court, with Activision agreeing to pay royalties but otherwise able to continue game development, making Activision the first third-party game developer.[35] Activision quickly found success with titles like Pitfall!, and were able to generate US$50 million in revenue from about US$1 million in startup funds within 18 months.[7] Numerous other companies saw Activision's success and jumped into game development to try to make fast money on the rapidly expanding North America video game market. This led to a loss of publishing control and dilution of the game market by the early 1980s.[36] Additionally, in following on the success of Space Invaders, Atari and other companies had remained eager for licensed video game possibilities. Atari had banked heavily on commercial sales of E.T. the Extra-Terrestrial in 1982, but it was rushed to market and poorly-received, and failed to make Atari's sales estimates. Along with competition from inexpensive home computers, the North American home console market crashed in 1983.[7][37]

For the most part, the 1983 crash signaled the end of this generation as Nintendo's introduction of the Famicom the same year brought the start of the third generation. When Nintendo brought the Famicom to North America under the name "Nintendo Entertainment System", it helped to revitalize the industry, and Atari, now owned by Jack Tramiel, pushed on sales of the previously-successful Atari 2600 under new branding to keep the company afloat for many more years while he transitioned the company more towards the personal computer market.[38] The Atari 2600 stayed in production until 1992, marking the end of the second generation.[39]

Console Introduced Discontinued Units Sold
Japan North America Europe
Fairchild Channel F 1977 1976 1983 250,000
Atari 2600 1983 1977 1978 1992 30,000,000
Magnavox Odyssey² 1982 1979 1978 1984 2,000,000
Intellivision 1982 1980 1982 1990 3,000,000
ColecoVision 1982 1983 1985 2,000,000
Atari 5200 1982 1984 1,400,000

Third generation (1983–2003)

 
The NES made home console video games popular again in America after the 1983 crash.

Frequently called the "8-bit generation", the third generation's consoles used 8-bit processors, which allowed up to five bits of color (25 or 32 colors), five audio channels, and more advanced graphics capability including sprites and tiles rather than block-based graphics of the second generation. Further, the third console saw the market dominance shift from the United States to Japan as a result of the 1983 crash.[40]

Both the Sega SG-1000 and the Nintendo Famicom launched near simultaneously in Japan in 1983.[41] The Famicom, after some initial technical recalls, soon gained traction and became the best selling console in Japan by the end of 1984.[42] By that point Nintendo wanted to bring the console to North America but recognized the faults that the video game crash had caused. It took several steps to redesign the console to make it look less like a game console and rebranded it as the "Nintendo Entertainment System" (NES) for North America to avoid the "video game" label stigma.[43][44] The company also wanted to avoid the loss of publishing control that had occurred both in North America as well as in Asia after the Famicom's release, and created a lockout system that required all game cartridges to be manufactured by Nintendo to include a special chip. If this chip was not present, the console would fail to play the game. This further gave Nintendo direct control on the titles published for the system, rejecting those it felt were too mature.[45][46] The NES launched in North America in 1985, and helped to revitalize the video game market there.[47]

Sega attempted to compete with the NES with its own Master System, released later in 1985 in both the US and Japan, but did not gain traction to compete. Similarly, Atari's attempts to compete with the NES via the Atari 7800 in 1987 failed to knock the NES from its dominant position.[48] The NES remained in production until 2003, when it was discontinued along with its successor, the Super Nintendo Entertainment System.[49]

Console Introduced Discontinued Units Sold
Japan North America Europe
Famicom/NES 1983 1985 1986 2003 61,910,000
Mark III/Master System 1985 1986 1987 1996 13,000,000
Atari 7800 1986 1987 1992 3,770,000
Atari XEGS 1987 1987 1992 100,000

Fourth generation (1987–2004)

 
Nintendo Super Famicom

The fourth generation of consoles, also known as the "16-bit generation", further advanced core console technology with 16-bit processors, improving the available graphics and audio capabilities of games.[50]

NEC's TurboGrafx-16 (or PC Engine as released in Japan), first released in 1987,[51] is considered the first fourth generation console even though it still had an 8-bit CPU. The console's 16-bit graphics processor gave it capabilities comparable to the other fourth generation systems, and NEC's marketing had pushed the console being an advancement over the NES as a "16-bit" system.[18][52] Both Sega and Nintendo entered the fourth generation with true 16-bit systems in the 1988 Sega Genesis (MegaDrive in Japan) and the 1990 Super Nintendo Entertainment System (SNES, Super Famicom in Japan). SNK also entered the competition with a modified version of their Neo Geo MVS arcade system into the Neo Geo, released in 1990, which attempted to bridge the gap between arcade and home console systems with the shared use of common game cartridges and memory cards.[53] This generation was notable for the so-called "console wars" between Nintendo and Sega primarily in North America. Sega, to try to challenge Nintendo's dominant position, created the mascot character Sonic the Hedgehog, who exhibited cool personality to appeal to the Western youth in contrast to Nintendo's Mario, and bundled the Genesis with the game of the same name. The strategy succeeded with Sega becoming the dominant player in North America until the mid-1990s.[54]

 
The Sega CD add-on, mounted below the Sega Genesis

During this generation, the technology costs of using optical discs in the form of CD-ROMs has dropped sufficiently to make them desirable to be used for shipping computer software, including for video games for personal computers. CD-ROMs offered more storage space than game cartridges and could allow for full-motion video and other detailed audio-video works to be used in games.[7] Console manufacturers adapted by creating hardware add-ons to their consoles that could read and play CD-ROMs, including NEC's TurboGrafx-CD add-on (as well as the integrated TurboDuo system) in 1988, and the Sega CD add-on for the Genesis in 1991, and the Neo Geo CD in 1994. Costs of these add-ons were generally high, nearing the same price as the console itself, and with the introduction of disc-based consoles in the fifth generation starting in 1993, these fell by the wayside.[7] Nintendo had initially worked with Sony to develop a similar add-on for the SNES, the Super NES CD-ROM, but just before its introduction, business relationships between Nintendo and Sony broke down, and Sony would take its idea on to develop the fifth generation PlayStation.[55] Additionally, Philips attempted to enter the market with a dedicated CD-ROM format, the CD-i, also released in 1990, that included other uses for the CD-ROM media beyond video games but the console never gained traction.[56]

The fourth generation had a long tail that overlapped with the fifth generation, with the SNES's discontinuation in 2003 marking the end of the generation.[49] To keep their console competitive with the new fifth generation ones, Nintendo took to the use of coprocessors manufactured into the game cartridges to enhance the capabilities of the SNES. This included the Super FX chip, which was first used in the game Star Fox in 1993, generally considered one of the first games to use real-time polygon-based 3D rendering on consoles.[50]

Console Introduced Discontinued Units Sold
Japan North America Europe
PC Engine/TurboGrafx-16 1987 1989 1989 1994 5,800,000
Mega Drive/Genesis 1988 1989 1990 1997 30,750,000
Neo Geo 1990 1991 1994 1997 980,000
Super Famicom/Super NES 1990 1991 1992 2003 49,100,000
Sega CD/Mega-CD 1991 1992 1993 1996 2,240,000
CD-i 1992 1991 1992 1998 1,000,000
Neo Geo CD 1994 1996 1994 1997 570,000

Fifth generation (1993–2006)

 
The Sony PlayStation became the most popular system of the fifth generation consoles, eventually selling over 100 million systems.

During this time home computers gained greater prominence as a way of playing video games. The video game console industry nonetheless continued to thrive alongside home computers, due to the advantages of much lower prices, easier portability, circuitry specifically dedicated towards video games, the ability to be played on a television set (which PCs of the time could not do in most cases), and intensive first party software support from manufacturers who were essentially banking their entire future on their consoles.[57]

Besides the shift to 32-bit processors, the fifth generation of consoles also saw most companies excluding Nintendo shift to dedicated optical media formats instead of game cartridges, given their lower cost of production and higher storage capacity.[58] Initial consoles of the fifth generation attempted to capitalize on the potential power of CD-ROMs, which included the Amiga CD32, 3DO and the Atari Jaguar in 1993.[59] However, early in the cycle, these systems were far more expensive than existing fourth-generation models and has much smaller game libraries.[7] Further, Nintendo's use of co-processors in late SNES games further kept the SNES as one of the best selling systems over new fifth generation ones.[7]

Two of the key consoles of the fifth generation were introduced in 1995: the Sega Saturn, and the Sony PlayStation, both which challenged the SNES' ongoing dominance. While the Saturn sold well, it did have a number of technical flaws, but established Sega for a number of key game series going forward.[60] The PlayStation, in addition to using optical media, also introduced the use of memory cards as to save the state of a game. Though memories cards had been used by Neo Geo to allow players to transfer game information between home and arcade systems, the PlayStation's approach allowed games to have much longer gameplay and narrative elements, leading to highly-successful role-playing games like Final Fantasy VII.[7] By 1996, the PlayStation became the best-selling console over the SNES.[7]

Nintendo released their next console, the Nintendo 64 in late 1996. Unlike other fifth generation units, it still used game cartridges, as Nintendo believed the load-time advantages of cartridges over CD-ROMs was still essential, as well as their ability to continue to use lockout mechanisms to protect copyrights.[61][62] The system also included support for memory cards as well, and Nintendo developed a strong library of first-party titles for the game, including Super Mario 64 and The Legend of Zelda: Ocarina of Time that helped to drive its sales. While the Nintendo 64 did not match the PlayStation's sales, it kept Nintendo a key competitor in the home console market alongside Sony and Sega.[7]

As with the transition from the fourth to fifth generation, the fifth generation has a long overlap with the sixth console generation, with the PlayStation remaining in production until 2005.[63]

Console Introduced Discontinued Units Sold
Japan North America Europe
FM Towns Marty 1993 1995 45,000
Amiga CD32 1994 1993 1994 100,000
Atari Jaguar 1994 1993 1994 1996 250,000
3DO 1994 1993 1994 1996 2,000,000
PC-FX 1994 1998 400,000
Sega 32X 1994 1994 1995 1996 665,000
Sega Saturn 1994 1995 1995 2000 9,260,000
PlayStation 1994 1995 1995 2005 102,490,000
Nintendo 64 1996 1996 1997 2002 32,930,000
Apple Pippin 1996 1996 1997 42,000

Sixth generation (1998–2013)

 
With more than 155 million units sold, the Sony PlayStation 2 is the best selling video game console in history.
 
The Dreamcast was the last system released by Sega, who became a third-party software publisher.

By the sixth generation, console technology began to catch up to performance of personal computers of the time, and the use of bits as their selling point fell by the wayside. The console manufactures focused on the individual strengths of their game libraries as marketing instead. The consoles of the sixth generation saw further adoption of optical media, expanding into the DVD format for even greater data storage capacity, additional internal storage solutions to function as memory cards, as well as adding support either directly or through add-ons to connect to the Internet for online gameplay.[64] Consoles began to move towards a convergence of features of other electronic living room devices and moving away from single-feature systems.[65]

By this point, there were only three major players in the market: Sega, Sony, and Nintendo. Sega got an early lead with the Dreamcast first released in Japan in 1998.[66] It was the first home console to include a modem to allow players to connect to the Sega network and play online games.[7] However, Sega found several technical issues that had to be resolved before its Western launch in 1999.[67][68][69] Though its Western release was more successful than in Japan,[70] the console was soon outperformed by Sony's PlayStation 2 released in 2000. The PlayStation 2 was the first console to add support for DVD playback in addition to CD-ROM, as well as maintaining backward compatibility with games from the PlayStation library, which helped to draw consumers that remained on the long-tail of the PlayStation.[7] While other consoles of the sixth generation had not anticipated this step, the PlayStation 2's introduction of backwards compatibility became a major design consideration of future generations.[71] Along with a strong game library, the PlayStation 2 went on to sell 155 million units before it was discontinued in 2013,[72] and as of 2020, remains the best selling home console of all time.[73][74] Unable to compete with Sony, Sega discontinued the Dreamcast in 2001 and left the hardware market, instead focusing on its software properties.[7] Nintendo's entry in the sixth generation was the GameCube in 2001, its first system to use optical discs based on the miniDVD format. A special Game Boy Player attachment allowed the GameCube to use any of the GameBoy cartridges as well, and adapters were available to allow the console to connect to the Internet via broadband or modem.

At this point Microsoft also entered the console market with its first Xbox system, released in 2001. Microsoft considered the PlayStation 2's success as a threat to the personal computer in the living room space, and had developed the Xbox to compete. As such, the Xbox was designed based more on Microsoft's experience from personal computers, using an operating system built out from its Microsoft Windows and DirectX features, utilizing a hard disk for save game store, built-in Ethernet functionality, and created the first console online service, Xbox Live to support multiplayer games.[75]

Console Introduced Discontinued Units Sold
Japan North America Europe
Dreamcast 1998 1999 1999 2001 9,130,000
PlayStation 2 2000 2000 2000 2013 155,000,000
GameCube 2001 2001 2002 2007 21,740,000
Xbox 2002 2001 2002 2009 24,000,000

Seventh generation (2005–2017)

 
With more than 101 million units sold, the Wii is the best-selling home video game console in the seventh generation.
 
The release of the Xbox 360 began the seventh generation.

Video game consoles had become an important part of the global IT infrastructure by the mid-2000s. It was estimated that video game consoles represented 25% of the world's general-purpose computational power in the year 2007.[76]

By the seventh generation, Sony, Microsoft, and Nintendo had all developed consoles designed to interface with the Internet, adding networking support for either wired and wireless connections, online services to support multiplayer games, digital storefronts for digital purchases of games, and both internal storage and support for external storage on the console for these games. These consoles also added support for digital television resolutions through HDMI interfaces, but as the generation occurred in the midst of the High-definition optical disc format war between Blu-ray and HD-DVD, a standard for high-definition playback was yet to be fixed. A further innovation came by the use of motion controllers, either built into the console or offered as an add-on afterwards.

Microsoft entered the seventh generation first with the Xbox 360 in 2005.[77] The Xbox 360 saw several hardware revisions over its lifetime which became a standard practice for Microsoft going forward; these revisions offered different features such as a larger internal hard drive or a fast processor[clarification needed] at a higher price point. As shipped, the Xbox 360 supported DVD discs and Microsoft had opted to support the HD-DVD format with an add-on for playback of HD-DVD films. However, this format ended up as deprecated compared to Blu-ray. The Xbox 360 was backward compatible with about half of the original Xbox library. Through its lifetime, the Xbox 360 was troubled by a consistent hardware fault known as "the Red Ring of Death" (RROD), and Microsoft spent over $1 billion correcting the problem.[78]

Sony's PlayStation 3 was released in 2006. The PlayStation 3 represented a shift of the internal hardware from Sony's Emotion Engine to a novel processor named CELL that would require use of new parallel processing programming paradigms to use efficiently. The CELL had a notoriety of being hard to develop for, which would cause issues with many multi-platform game released for the PS3.[79] Initial PlayStation 3 shipped with a special Emotion Engine daughterboard that allowed for backwards compatibility of PlayStation 2 games, but later revisions of the unit removed this, leaving software-based emulation for PlayStation games available. Sony banked on the Blu-ray format, which was included from the start. With the PlayStation 3, Sony introduced the PlayStation Network for its online services and storefront.[80]

Nintendo introduced the Wii in 2006 around the same time as the PlayStation 3. Nintendo lacked the same manufacturing capabilities and relationships with major hardware supplies as Sony and Microsoft,[81] and to compete, diverged on a feature-for-feature approach and instead developed the Wii around the novel use of motion controls in the Wii Remote. This "blue ocean strategy", releasing a product where there was no competition, was considered part of the unit's success,[82] and which drove Microsoft and Sony to develop their own motion control accessors to compete. Nintendo provided various online services that the Wii could connect too, including the Virtual Console where players could purchase emulated games from Nintendo's past consoles as well as games for the Wii. The Wii used regular sized DVDs for its game medium but also directly supported GameCube discs. The Wii was generally considered a surprising success that many developers had initially overlooked.[83][84][85] Based on the success of the Wii Remote controller, both Microsoft and Sony released similar motion detection controllers for their consoles. Microsoft introduced the Kinect motion controller device for the Xbox 360, which served as both a camera, microphone, and motion sensor for numerous games. Sony released the PlayStation Move, a system consisting of a camera and lit handheld controllers, which worked with its PlayStation 3.

The seventh generation concluded with the discontinuation of the PlayStation 3 in 2017.[86]

Console Introduced Discontinued Units Sold
Japan North America Europe
Xbox 360 2005 2005 2005 2016 84,700,000
PlayStation 3 2006 2006 2007 2017 87,400,000
Wii 2006 2006 2006 2017 101,630,000

Eighth generation (2012–2020)

 
The Wii U was Nintendo's worst selling home console, selling around 13.56 million units before being discontinued, but some of Nintendo's first party games for the system have sold around half the install base of the system, telling that Nintendo has a very dedicated fanbase.[87][88]
 
The original Xbox One, Microsoft's eighth generation console, which has since been superseded by two upgraded models, the Xbox One S and the Xbox One X.

Aside from the usual hardware enhancements, consoles of the eighth generation focus on further integration with other media and increased connectivity.[89] Hardware improvements pushed for higher frame rates at up to 4k resolutions.

The Wii U, introduced in 2012, was considered by Nintendo to be a successor to the Wii but geared to more serious players. The console supported backward compatibility with the Wii, including its motion controls, and introduced the Wii U GamePad, a tablet/controller hybrid that acted as a second screen. Nintendo further refined its network offerings to develop the Nintendo Network service to combine storefront and online connectivity services. The Wii U did not sell as well as Nintendo had planned, as they found people mistook the GamePad to be a tablet they could take with them away from the console, and the console struggled to draw the third-party developers as the Wii had.[90]

Both the PlayStation 4 and Xbox One came out in 2013. Both were similar improvements over the previous generation's respective consoles, providing more computational power to support up to 60 frames per seconds at 1080p resolutions for some games. Each unit also saw a similar set of revisions and repackaging to develop high- and low-end cost versions. In the case of the Xbox One, the console's initially launch had included the Kinect device but this became highly controversial in terms of potential privacy violations and lack of developer support, and by its mid-generation refresh, the Kinect had been dropped and discontinued as a game device.[91]

Later in the eighth generation[citation needed], Nintendo released the Nintendo Switch in 2017. The Switch is considered the first hybrid game console. It uses a special CPU/GPU combination that can run at different clock frequencies depending on how it is used. It can be placed into a special docking unit that is hooked to a television and a permanent power supply, allowing faster clock frequencies to be used to be played at higher resolutions and frame rates, and thus more comparable to a home console. Alternatively, it can be removed and used either with the attached Joy-Con controllers as a handheld unit, or can be even played as a tablet-like system via its touchscreen. In these modes, the CPU/GPU run at lower clock speeds to conserve battery power, and the graphics are not as robust as in the docked version. A larger suite of online services was added through the Nintendo Switch Online subscription, including several free NES and SNES titles, replacing the past Virtual Console system. The Switch was designed to address many of the hardware and marketing faults around the Wii U's launch, and has become one of the company's fastest-selling consoles after the Wii.[92]

Console Introduced Discontinued Units Sold
Japan North America Europe
Wii U 2012 2012 2012 2017 13,560,000
Nintendo Switch 2017 2017 2017 Active 122,550,000[93]
As of Dec. 31, 2022
PlayStation 4 2014 2013 2013 Active 117,200,000[94]
As of March. 31, 2022
Xbox One 2014 2013 2013 2020 51,000,000[95]

Ninth generation (2020–present)

Both Microsoft and Sony released successors to their home consoles in November 2020. Both console families target 4K and 8K resolution televisions at high frame rates, support for real-time ray tracing rendering, and the use of high-performance solid-state drives (SSD) as internal high-speed memory, the latter feature greatly decreasing loading times and allowing game content to be delivered much faster than when reading from optical disc or standard hard drives, thus making open world games, for example, appear seamless.

Microsoft released the fourth generation of Xbox with the Xbox Series X and Series S on November 10, 2020. The Series X has a base performance target of 60 frames per second at 4K resolution to be four times as powerful as the Xbox One X. One of Microsoft's goals with both units was to assure backward compatibility with all games supported by the Xbox One, including those original Xbox and Xbox 360 titles that are backward compatible with the Xbox One, allowing the Xbox Series X and Series S to support four generations of games.[96][97]

Sony's PlayStation 5 was released on November 12, 2020, and also is a similar performance boost over the PlayStation 4. The PlayStation 5 uses a custom SSD solution with much higher input/output rates comparable to RAM chip speeds, significantly improving rendering and data streaming speeds. The chip architecture is comparable to the PlayStation 4, allowing backwards compatible with most of the PlayStation 4 library while select games will need chip timing tweaking to make them compatible.[98][99]

Console Introduced Discontinued Units Sold
Japan North America Europe
PlayStation 5 2020 2020 2020 Active 17,300,000
As of Dec. 31, 2021
Xbox Series X and Series S 2020 2020 2020 Active 12,000,000 (est.)
As of Dec. 31, 2021

Sales comparison

Below is a timeline of each generation with the top three home video consoles of each generation based on worldwide sales. For a complete list of home video consoles released in each generation please see the respective article of each generation.

Table key
#
Current A current-generation console being manufactured and sold on the market.
First place Home console with the highest sales of its generation.
Second place Home console with the second highest sales of its generation.
Third place Home console with the third highest sales of its generation.
Remaining places Manufacturer released a home console but it was not one of the top three best-selling home consoles of its generation.
No entry Manufacturer did not release a home console.
Manufacturer Generation Ref(s)
First
(1972–1980)
Second
(1976–1992)
Third
(1983–2003)
Fourth
(1987–2004)
Fifth
(1993–2006)
Sixth
(1998–2013)
Seventh
(2005–2017)
Eighth
(2012–present)
Ninth
(2020–present)
Atari Home Pong
(150,000)
Atari 2600 †
(30 million)[note 1]
Atari 7800 ◁
(1 million)[note 2]
Atari Jaguar
(250,000)
[note 3]
Coleco Telstar
(1 million)
ColecoVision ◁
(2+ million)
[note 4]
Nintendo Color TV-Game series
(1.5 million)
NES †
(61.91 million)
Super NES †
(49.1 million)
Nintendo 64 ‡
(32.93 million)
GameCube ◁
(21.74 million)
Wii †
(101.63 million)
Nintendo Switch † #
(122.55 million)[93][note 5]
[note 6]
Magnavox/
Philips
Odyssey
(330,000)
Odyssey²
(2 million)
Videopac + G7400
(N/A)
CD-i
(570,000)
[note 7]
Mattel Electronics Intellivision ‡
(3+ million)
[note 8]
Sega Master System ‡
(10–13 million)[note 9]
Sega Genesis ‡
(33.75 million)
Sega Saturn ◁
(9.26 million)
Dreamcast
(9.13 million)
[note 10]
NEC TurboGrafx-16 ◁
(10 million)
PC-FX
(100,000)
[note 11]
Sony PlayStation †
(102.49 million)
PlayStation 2 †
(>155 million)
PlayStation 3 ‡
(>87.4 million)
PlayStation 4 ‡ #
(117.2 million)
PlayStation 5 † #
(17.3 million)
[note 12]
Microsoft Xbox ‡
(>24 million)
Xbox 360 ◁
(>84 million)
Xbox One ◁ #
(est. 46.9 million)
Xbox Series X/S ‡ #
(est. 12 million)
[note 13]

> Final sales are greater than the reported figure. See notes.

Notes

  1. ^ The Atari 2600 sold 30 million units during its life-cycle. Atari also released a second home console during the second generation known as the Atari 5200 which sold 1 million units.
  2. ^ The Atari 7800 sold 1 million units. Atari also released the Atari XEGS during the third generation which sold 100,000 units.
  3. ^ Home Pong sold 150,000 units.[100][101] Atari 2600 sold 30 million,[102] Atari 5200 and Atari 7800 sold 1 million units each[103][104] Atari XEGS sold 100,000 units,[105] and the Atari Jaguar sold 250,000 units.[106]
  4. ^
    • Telestar: 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[107]—almost bankrupting the company.[108]
    • ColecoVision: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[109][107] with most inventory gone by October 1985.[110]
  5. ^ As of December 2022 the Nintendo Switch has sold 122.55 million units.[111] Nintendo also released the Wii U during the eighth generation which sold 13.56 million units during its lifecycle.[111]
  6. ^ Color TV-Game series sold 3 million units.[27] NES, Super NES, Nintendo 64, GameCube and Wii sales figures.[112] Wii U and Switch sales figures.[111]
  7. ^ Magnavox Odyssey,[113] Magnavox Odyssey²[114] Philips CD-i[115]
  8. ^ Intellivision sold 3 million units.[116]
  9. ^ The Sega Master System sold 10–13 million units. Sega also released the SG-1000 during the third generation which sold 160,000 units.
  10. ^
    • Master System: 10–13 million, not including recent Brazil sales figures.[117][118] 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, Germany at 700 thousand, the Netherlands at 200 thousand, Spain at 550 thousand, the United Kingdom at 1.35 million, 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.[119] 1 million were sold in Japan as of 1986.[120] 2 million were sold in the United States.[121] 8 million were sold by Tectoy in Brazil as of 2016.[122]
    • Sega Genesis: 30.75 million sold by Sega worldwide as of March 1996,[123][124] not including third-party sales. In addition, Tec Toy sold 3 million in Brazil,[125][126] and Majesco Entertainment projected it would sell 1.5 million in the United States.[127]
    • Sega Saturn: 9.26 million units sold.[124]
    • Dreamcast: 9.13 million units sold.[124][128][129][130]
  11. ^ The TurboGrafx-16 was designed by Hudson and manufactured and marketed by NEC.[131] The TurboGrafx-16 managed to sell 10 million units.[132] The PC-FX sold less than 100,000 after a year on sale.[133]
  12. ^ PlayStation: Sony corporate data reports 102.49 million units sold as of March 31, 2007.[134] Sony stopped divulging individual platform sales starting with 2012 fiscal reports,[135][136] and continues to sporadically.[137] PlayStation 2: 155 million units sold as of March 31, 2012.[74] It was discontinued worldwide on January 4, 2013.[138] PlayStation 3: Sony corporate data reports 87.4 million sold as of March 31, 2017.[74] PS3 shipments to Japanese retailers, the last country Sony was selling units to, ceased by May.[139] PlayStation 4: Sony corporate data reports 114.9 million units sold as of December 31, 2020.[74] PlayStation 5: Sony corporate data reports 4.5 million units sold as of December 31, 2020.[74]
  13. ^ Xbox: More than 24 million units sold as of May 10, 2006.[140]Xbox 360: Sold 84 million as of June 2014.[141] Production ended in 2016.[142]Xbox One: Microsoft CEO Satya Nadella unveiled at a December 3, 2014, shareholder presentation that 10 million units were sold.[143] 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 of success".[144] International Data Corporation estimated 46.9 million sold worldwide through the second quarter of 2019.[145]Xbox Series X/S: Ampere Anylytics estimated about 2.8 million units sold as of the end of 2020.[146]

References

  1. ^ Babb, Jeffry; Terry, Neil; Dana, Kareem (2013). "The Impact Of Platform On Global Video Game Sales". International Business & Economics Research Journal. 12 (10): 1273–1288.
  2. ^ Conley, James; Andros, Ed; Chinai, Priti; Lipkowitz, Elise; Perez, David (Spring 2004). "Use of a Game Over: Emulation and the Video Game Industry, A White Paper". Northwestern Journal of Technology and Intellectual Property. 2 (2): 261.
  3. ^ Orland, Kyle (November 11, 2013). "Does the power of today's consoles keep up with historical trends?". Ars Technica. Retrieved July 3, 2021.
  4. ^ Ding, Yifei; Hicks, Daniel; Ju, Jiandong (July 2011). Competing with your own products: Endogenous planned obsolescence in the video game industry (Report). University of Oklahoma.
  5. ^ a b c d e Kemerer, Chris F.; Dunn, Brian Kimball; Janansefat, Shadi (February 2017). Winners-Take-Some Dynamics in Digital Platform Markets: A Reexamination of the Video Game Console Wars (PDF) (Report). University of Pittsburgh. Retrieved July 23, 2020.
  6. ^ a b Maley, Mike (2019). Video Games and Esports: The Growing World of Gamers. Greenhaven Publishing. pp. 20–22. ISBN 978-1534568211.
  7. ^ a b c d e f g h i j k l m n o p Gallager, Scott; Ho Park, Seung (February 2002). "Innovation and Competition in Standard-Based Industries: A Historical Analysis of the U.S. Home Video Game Market". IEEE Transactions on Engineering Management. 49 (1): 67–82. doi:10.1109/17.985749.
  8. ^ Prieger, James; Hu, Wei-Min (November 2006). "An Empirical Analysis of Indirect Network Effects in the Home Video Game Market". SSRN Electronic Journal. doi:10.2139/ssrn.941223. S2CID 44033497.
  9. ^ Corts, Kenneth; Lenderman, Mara (March 2009). "Software exclusivity and the scope of indirect network effects in the U.S. home video game market". International Journal of Industrial Organization. 27 (2): 121–136. doi:10.1016/j.ijindorg.2008.08.002.
  10. ^ Gretz, Richard (November 2010). "Hardware quality vs. network size in the home video game industry". Journal of Economic Behavior & Organization. 76 (2): 168–183. doi:10.1016/j.jebo.2010.07.007.
  11. ^ Gretz, Richard (2010). "Console Price and Software Availability in the Home Video Game Industry". Atlantic Economic Journal. 38: 81–94. doi:10.1007/s11293-009-9209-3. S2CID 153330061.
  12. ^ Srinivasan, Arati; Venkatraman, N. (November 2010). "Indirect Network Effects and Platform Dominance in the Video Game Industry: A Network Perspective". IEEE Transactions on Engineering Management. 57 (4): 661–673. doi:10.1109/TEM.2009.2037738. S2CID 22380339.
  13. ^ Derdenger, Timothy (2014). "Technological tying and the intensity of price competition: An empirical analysis of the video game industry". Quantitative Marketing and Economics. 12 (2): 127–165. doi:10.1007/s11129-014-9143-9. S2CID 13439320.
  14. ^ Zhou, Yiyi (November 2011). Bayesian estimation of a dynamic equilibrium model of pricing and entry in two-sided markets: application to video games (Report). CiteSeerX 10.1.1.219.4966.
  15. ^ "The 8 Generations of Video Game Consoles". BBC. December 1, 2020. Retrieved December 1, 2020.
  16. ^ Lacina, Dia (November 5, 2020). "The Evolution of Game Console Design—and American Gamers". Wired. Retrieved December 1, 2020.
  17. ^ "Interview: IBM GEKKO (part II)". December 18, 2001. Retrieved January 30, 2014.
  18. ^ a b c Therrien, Carl; Picard, Martin (April 29, 2015). "Enter the bit wars: A study of video game marketing and platform crafting in the wake of the TurboGrafx-16 launch". New Media & Society. 18 (10): 2323–2339. doi:10.1177/1461444815584333. S2CID 19553739.
  19. ^ Nieborg, David B. (2014). "Prolonging the Magic: The political economy of the 7th generation console game". Eludamos. Journal for Computer Game Culture. 8 (1): 47–63. doi:10.7557/23.6155. S2CID 61110165.
  20. ^ Snider, Mike (February 27, 2020). "Before Nintendo and Atari: How a black engineer changed the video game industry forever". USA Today. Retrieved July 29, 2020.
  21. ^ Buchanan, Levi (May 31, 2007). "ODYSSEY: 35 YEARS LATER". IGN. from the original on December 1, 2016.Between 1970 and 1972, Magnavox and Baer work together to fully develop the Odyssey. The set release date: May 1972. The era of video games is about to explode.
  22. ^ a b c Herman, Leonard (2012). "Ball-and-Paddle Controllers". In Wolf, Mark J.P. (ed.). Before the Crash: Early Video Game History. Wayne State University Press. ISBN 978-0814337226.
  23. ^ Wolf, Mark J. P. (2012). Encyclopedia of Video Games: A-L. ABC-CLIO. ISBN 9780313379369.
  24. ^ Patterson, Shane (June 17, 2008). "Consoles of the '70s". GamesRadar. Retrieved July 29, 2020.
  25. ^ Barton, Matt (May 8, 2019). Vintage Games 2.0: An Insider Look at the Most Influential Games of All Time. CRC Press. p. 18. ISBN 9781000000924.
  26. ^ a b c Picard, Martin (December 2013). "The Foundation of Geemu: A Brief History of Early Japanese video games". International Journal of Computer Game Research. 13 (2). from the original on June 24, 2015. Retrieved November 19, 2016.
  27. ^ a b Sheff, David; Eddy, Andy (1999). Game Over: How Nintendo Zapped an American Industry, Captured Your Dollars, and Enslaved Your Children. GamePress. p. 27. ISBN 978-0-9669617-0-6. Nintendo entered the home market in Japan with the dramatic unveiling of Color TV-Game 6, which played six versions of light tennis. It was followed by a more powerful sequel, Color TV-Game 15. A million units total were sold. The engineering team also came up with systems that played a more complex game, called "Blockbuster," as well as a racing game. Half a million units combined of these were sold.
  28. ^ DeMaria, Rusel; Wilson, Johnny L. (2003). High Score!: The Illustrated History of Electronic Games (2nd ed.). McGraw-Hill. pp. 363, 378. ISBN 978-0-07-223172-4.
  29. ^ Joyce Bedi (January 2019). "Ralph Baer: An interactive life". Human behavior and emerging technologies. 1 (1): 18–25. doi:10.1002/HBE2.119. ISSN 2578-1863. Wikidata Q98908543.
  30. ^ "Timeline: A Look Back at 40 Years of Atari"; publisher: Wired; author name string: John Booth; publication date: 27 June 2012; retrieved: 14 August 2020.
  31. ^ Weber, Bruce (April 13, 2011). "Gerald A. Lawson, Video Game Pioneer, Dies at 70". The New York Times.
  32. ^ "Channel F | The Dot Eaters". thedoteaters.com. from the original on October 23, 2013. Retrieved November 30, 2016.
  33. ^ "CVGA Disassembled - Second Generation (1976-1984)". University of Michigan. Retrieved July 20, 2020.
  34. ^ Kent, Steven (2001). Ultimate History of Video Games. Three Rivers Press. p. 190. ISBN 0-7615-3643-4.
  35. ^ Beller, Peter (January 15, 2009). "Activision's Unlikely Hero". Forbes. from the original on August 6, 2017. Retrieved February 12, 2019.
  36. ^ . Milwaukee Journal. December 26, 1982. pp. Business 1. Archived from the original on March 12, 2016. Retrieved January 10, 2015.
  37. ^ Parish, Jeremy (August 28, 2014). "Greatest Years in Gaming History: 1983". USGamer. Retrieved September 13, 2019.
  38. ^ "The Life and Death of Atari". GamePro. No. 92. IDG. May 1996. p. 20.
  39. ^ Patterson, Shane; Brett Elston (June 18, 2008). "Consoles of the '80s". GamesRadar. Retrieved April 1, 2011.
  40. ^ "CVGA Disassembled - Third Generation (1983-1990)". University of Michigan. Retrieved July 20, 2020.
  41. ^ "PC-Engine". PC-Engine. Retrieved January 9, 2018.
  42. ^ Kent, Steven L. (2001). The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World. Roseville, California: Prima Publishing. ISBN 0-7615-3643-4.
  43. ^ "NES". Icons. Season 4. Episode 5010. December 1, 2005. G4. from the original on October 16, 2012.
  44. ^ "25 Smartest Moments in Gaming". GameSpy. July 21–25, 2003. p. 22. from the original on September 2, 2012.
  45. ^ Ramirez, Anthony (December 21, 1989). "The Games Played For Nintendo's Sales". The New York Times. Retrieved June 28, 2010.
  46. ^ Cunningham, Andrew (July 15, 2013). "The NES turns 30: How it began, worked, and saved an industry". Ars Technica. Retrieved September 21, 2018.
  47. ^ "The Nintendo Threat?". Computer Gaming World. June 1988. p. 50.
  48. ^ "COMPANY NEWS; Nintendo Suit by Atari Is Dismissed". The New York Times. May 16, 1992. Retrieved April 25, 2010.
  49. ^ a b . GameSpot.com (May 30, 2003). Retrieved on August 23, 2013.
  50. ^ a b "Fourth Generation (1988-1999)". University of Michigan. Retrieved July 21, 2020.
  51. ^ "PC-Engine". Pc-engine.co.uk. Retrieved December 25, 2017.
  52. ^ Sartori, Paul (April 2, 2013). "TurboGrafx-16: the console that time forgot (and why it's worth re-discovering)". The Guardian. Retrieved July 21, 2020.
  53. ^ Nicoll, Benjamin (2017). "Bridging the Gap: The Neo Geo, the Media Imaginary, and the Domestication of Arcade Games". Games and Culture. 12 (2): 200–221. doi:10.1177/1555412015590048. S2CID 147981978.
  54. ^ Kline, Stephen; Dyer-Witheford, Nick; de Peuter, Greig (2003). "Mortal Kombats: Console Wars and Computer Revolutions 1990–1995". Digital play: the interaction of technology, culture, and marketing. McGill Queen University Press. pp. 128–150. ISBN 077357106X.
  55. ^ Robinson, Andy (February 5, 2020). "The Road To PS5: PSOne's Betrayal And Revenge Story". Video Games Chronicle. Retrieved February 6, 2020.
  56. ^ "Philips CD-i 210/45". The Centre for Computing History. Retrieved July 22, 2020.
  57. ^ "PCs Versus Consoles". Next Generation. No. 18. Imagine Media. June 1996. p. 1.
  58. ^ "CVGA Disassembled - Fifth Generation (1993-2001)". University of Michigan. Retrieved July 22, 2020.
  59. ^ "Which Game System is the Best!?". Next Generation. No. 12. Imagine Media. December 1995. pp. 36–85.
  60. ^ Fahs, Travis (April 21, 2009). "IGN Presents the History of Sega". IGN. p. 8. from the original on November 6, 2015. Retrieved May 1, 2014.
  61. ^ Nintendo Power August, 1994 – Pak Watch. Nintendo. 1994. p. 108.
  62. ^ "Nintendo Ultra 64: The Launch of the Decade?". Maximum: The Video Game Magazine. Emap International Limited (2): 107–8. November 1995.
  63. ^ . Sony Computer Entertainment. Archived from the original on July 22, 2011. Retrieved December 12, 2012.
  64. ^ "CVGA Disassembled - Sixth Generation (1998-2009)". University of Michigan. Retrieved July 22, 2020.
  65. ^ Finn, Mark (June 2–6, 2002). Console Games in the Age of Convergence. Computer Games and Digital Cultures Conference Proceedings. Tampere, Finland.
  66. ^ Reserved., . All Rights (April 17, 2014). . canada.com. Archived from the original on August 6, 2020. Retrieved November 30, 2016.
  67. ^ Fitzpatrick, Jason. "What Was The First Video Game Console To Ship With A Modem And Online Gaming Support?". How-To Geek. Retrieved January 5, 2020.
  68. ^ "Hardware Classics: Sega Dreamcast". Nintendo Life. April 16, 2015. Retrieved January 5, 2020.
  69. ^ Dreamcast Launch Plans Unveiled - IGN, April 20, 1999, retrieved January 5, 2020
  70. ^ IGN Presents the History of Dreamcast - IGN, September 10, 2010, retrieved January 5, 2020
  71. ^ Kretschmer, Tobias; Claussen, Jörg (June 2016). "Generational Transitions in Platform Markets— The Role of Backward Compatibility". Strategy Science. 1 (2): 90–104. doi:10.1287/stsc.2015.0009.
  72. ^ "PlayStation 2 manufacture ends after 12 years". The Guardian. January 4, 2013. Retrieved January 4, 2013.
  73. ^ "Top 10 best-selling videogame consoles". Guinness World Records. December 21, 2018. Retrieved January 5, 2020.
  74. ^ a b c d e "SIE Business Development". Sony Computer Entertainment. December 31, 2020. Retrieved February 18, 2021.
  75. ^ "The making of the Xbox: How Microsoft unleashed a video game revolution (part 1)". VentureBeat. November 14, 2011. from the original on June 1, 2019. Retrieved June 1, 2019.
  76. ^ Martin Hilbert; Priscila López (April 1, 2011). "The World's Technological Capacity to Store, Communicate, and Compute Information" (PDF). Science. 332 (6025): 60–65. Bibcode:2011Sci...332...60H. doi:10.1126/science.1200970. PMID 21310967. S2CID 206531385 – via Peter Sheridan Dodds.
  77. ^ Dybwad, Barb (September 15, 2005). "Xbox 360 launch date is November 22". Engadget. Retrieved March 14, 2013.
  78. ^ Yin-Poole, Wesley (July 2, 2015). "Peter Moore recounts $1.15bn Xbox 360 Red Ring of Death saga". Eurogamer.net. Eurogamer.net. Retrieved July 2, 2015.
  79. ^ Skyrim Xbox 360/PS3 Frame-Rate Comparison, retrieved December 12, 2022
  80. ^ "What are the types of removable storage media is supported by the PlayStation 3 computer entertainment system?". Sony. Archived from the original on July 13, 2012. Retrieved July 3, 2009.
  81. ^ Ohannessian, Kevin (January 20, 2017). "With Nintendo's Switch Game Console, New Ideas Create New Experiences". Fast Company. from the original on January 20, 2017. Retrieved January 20, 2017.
  82. ^ Hollensen, Svend (2013). "The Blue Ocean that disappeared – the case of Nintendo Wii". Journal of Business Strategy. 34 (5): 25–35. doi:10.1108/JBS-02-2013-0012.
  83. ^ Görig, Carsten (May 30, 2007). "Spieler verzweifelt gesucht". Der Spiegel (in German). Retrieved June 18, 2007.
  84. ^ Seff, Micah (April 10, 2007). . IGN. Archived from the original on June 6, 2007. Retrieved June 18, 2007.
  85. ^ Johnson, Bobbie (October 26, 2007). "Q&A: Will Wright, creator of the Sims". Guardian Unlimited. London. Retrieved September 25, 2008.
  86. ^ Ackerman, Dan (May 30, 2017). "Sony PlayStation 3 ends shipments, fulfilling 10-year promise". CNET. Retrieved August 16, 2017.
  87. ^ "Wii U Sales". Retrieved September 9, 2016.
  88. ^ "Nintendo Best Selling First Party Wii U Games". Retrieved September 10, 2016.
  89. ^ . IGN. Archived from the original on September 21, 2013.
  90. ^ "Why you should wait on a Wii U (review) - GamesBeat - Games - by Rus McLaughlin". VentureBeat. November 20, 2012.
  91. ^ "Next Gen Xbox Reveal Confirmed for May 21". Den of Geek!. April 24, 2013. Retrieved April 24, 2013.
  92. ^ Parkin, Simon (December 29, 2017). "Nintendo's Switch Brings Some Magic Back". The New York Times. Retrieved July 30, 2020.
  93. ^ a b "Dedicated Video Game Sales Units". Retrieved February 7, 2023.
  94. ^ Gaming, Comicbook (August 10, 2022). "PS4 Reaches Final Sales Total". Comicbook Gaming. Retrieved November 8, 2022.
  95. ^ White, Same (November 15, 2021). "How Xbox outgrew the console: inside Phil Spencer's multi-billion dollar gamble". GQ. Retrieved November 15, 2021.
  96. ^ Leadbetter, Richard (March 16, 2020). "Inside Xbox Series X: the full specs". Eurogamer. Retrieved March 16, 2020.
  97. ^ Leadbetter, Richard (March 16, 2020). "Xbox Series X: just how big is it - and how does it compare to Xbox One X?". Eurogamer. Retrieved March 16, 2020.
  98. ^ Leadbetter, Richard (March 18, 2020). "Inside PlayStation 5: the specs and the tech that deliver Sony's next-gen vision". Eurogamer. Retrieved March 18, 2020.
  99. ^ Wales, Matt (March 20, 2020). "Sony clarifies "overwhelming majority" of PS4 games will be backward compatible on PS5". Eurogamer. Retrieved April 8, 2020.
  100. ^ Ellis, David (2004). "Dedicated Consoles". Official Price Guide to Classic Video Games. Random House. pp. 33–36. ISBN 0-375-72038-3.
  101. ^ Kent, Steven (2001). "Strange Bedfellows". Ultimate History of Video Games. Three Rivers Press. pp. 94–95. ISBN 0-7615-3643-4.
  102. ^ "AtGames to Launch Atari Flashback 4 to Celebrate Atari's 40th Anniversary!" (Press release). PR Newswire. November 12, 2012. from the original on November 27, 2012. Retrieved April 11, 2014.
  103. ^ Schrage, Michael (May 22, 1984). . The Washington Post. p. C3. ISSN 0190-8286. Archived from the original on November 4, 2013. Retrieved July 29, 2009. The company has stopped producing its 5200 SuperSystem games player, more than 1 million of which were sold.
  104. ^ Axlon To Develop New Video Games For Atari (Press Release), Atari (June 1, 1988)
  105. ^ "Editorial: Ever-Changing Atari Marketplace". Atarimagazines.com. Retrieved January 10, 2018.
  106. ^ Orlando, Greg (May 15, 2007). . Wired News. Condé Nast Publications. Archived from the original on December 23, 2008. Retrieved March 23, 2008.
  107. ^ a b Kleinfield, N. R. (July 21, 1985). "Coleco Moves Out Of The Cabbage Patch". The New York Times. p. F4. Retrieved January 13, 2014. Coleco is now debating whether to withdraw from electronics altogether. Colecovision still sells, but it is a shadow of its former self.
  108. ^ Mehegan, David (May 8, 1988). . The Boston Globe. p. A1. ISSN 0743-1791. Archived from the original on September 24, 2015. Retrieved April 23, 2014. When the game [Telstar] 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.
  109. ^ "Coleco Industries sales report" (Press release). PR Newswire. April 17, 1984. from the original on November 4, 2013. Retrieved November 3, 2013. 'First quarter sales of ColecoVision were substantial, although much less that [sic] those for the year ago quarter,' Greenberg said in a prepared statement. He said the company has sold 2 million ColecoVision games since its introduction in 1982.
  110. ^ "Coleco's Net In Sharp Rise". The New York Times. Associated Press. October 19, 1985. p. 45. ISSN 0362-4331. Retrieved January 13, 2014. Thursday, Coleco said the entire inventory of its troubled Adam personal computer has been sold, along with much of its Colecovision inventory. The company's chairman, Arnold Greenberg, said Coleco expects no more charges against earnings from the two discontinued products.
  111. ^ a b c "Dedicated Video Game Sales Units". Nintendo. December 31, 2019. Retrieved February 19, 2020.
  112. ^ "Historical Data: Consolidated Sales Transition by Region" (xlsx). Nintendo. April 27, 2017. Retrieved April 27, 2017.
  113. ^ "Magnavox Odyssey, the first video game system". Pong-Story. June 27, 1972. Retrieved November 17, 2012.
  114. ^ "Top 25 Video Game Consoles of All Time (Magnavox Odyssey 2)". IGN. from the original on September 8, 2009. Retrieved October 31, 2013.
  115. ^ Snow, Blake (July 30, 2007). . GamePro. p. 2. Archived from the original on May 8, 2007. Retrieved October 25, 2008.
  116. ^ . GameSpy. Archived from the original on October 23, 2013. Retrieved October 31, 2013.
  117. ^ Buchanan, Levi (March 20, 2009). "Genesis vs. SNES: By the Numbers". IGN. Retrieved October 31, 2013. Nintendo moved 49.1 million Super NES consoles over the course of the generation and beyond, far surpassing the Genesis, which sold a still impressive 29 million units. [...] The Master System sold an anemic 13 million to the NES count of 62 million.
  118. ^ Forster, Winnie (2005). The Encyclopedia of Game.Machines: Consoles, Handhelds, and Home Computers 1972–2005. Magdalena Gniatczynska. p. 139. ISBN 3-00-015359-4.
  119. ^ "Sega Consoles: Active installed base estimates". Screen Digest: 60. March 1995. (cf. here [1], here [2], and here [3])
  120. ^ Nihon Kōgyō Shinbunsha (1986). "Amusement". Business Japan. Nihon Kogyo Shimbun. 31 (7–12): 89. Retrieved January 24, 2012.
  121. ^ Sheff, David; Eddy, Andy (1999), Game Over: How Nintendo Conquered the World, GamePress, p. 349, ISBN 978-0-9669617-0-6, Atari sold a handful of its 5200s and 7800s, and Sega sold a total of 2 million Master Systems.
  122. ^ Azevedo, Théo (May 12, 2016). "Console em produção há mais tempo, Master System já vendeu 8 mi no Brasil" (in Portuguese). Universo Online. Retrieved May 13, 2016. Comercializado no Brasil desde setembro de 1989, o saudoso Master System já vendeu mais de 8 milhões de unidades no país, segundo a Tectoy.
  123. ^ "Yearly market report". Famitsu Weekly (in Japanese) (392): 8. June 21, 1996.
  124. ^ a b c Ernkvist, Mirko (August 21, 2012). Zackariasson, Peter; Wilson, Timothy (eds.). The Video Game Industry: Formation, Present State, and Future. Routledge. p. 158. ISBN 978-1-136-25824-4. Retrieved December 5, 2015.
  125. ^ Azevedo, Théo (July 30, 2012). "Vinte anos depois, Master System e Mega Drive vendem 150 mil unidades por ano no Brasil" (in Portuguese). UOL. Retrieved October 18, 2012. Base instalada: 5 milhões de Master System; 3 milhões de Mega Drive
  126. ^ Sponsel, Sebastian (November 16, 2015). "Interview: Stefano Arnhold (Tectoy)". Sega-16. Retrieved November 21, 2015.
  127. ^ "Sega farms out Genesis". Consumer Electronics. March 2, 1998. Archived from the original on July 9, 2012.
  128. ^ "Sega Corporation Annual Report 2001" (PDF). Sega Corporation. August 1, 2001. p. 14. Retrieved November 2, 2015. A total of 3.39 million hardware units and 23.87 million software units were sold worldwide during fiscal 2001, for respective totals of 8.20 million units and 51.63 million units since Dreamcast was first brought to market.
  129. ^ (PDF). Sega Corporation. October 23, 2001. p. 4. Archived from the original (PDF) on July 26, 2015. Retrieved November 2, 2015. Regarding sales of Dreamcast hardware from inventory resulting from the withdrawal from Dreamcast production [...] the Company exceeded initial targets with domestic sales of 130,000 units and U.S. sales of 530,000 units for the first half. Consequently, at the end of the half, Dreamcast inventories totaled 40,000 units domestically and 230,000 units for the United States, and we anticipate being able to sell all remaining units by the holiday season as initially planned.
  130. ^ "Sega Corporation Annual Report 2002" (PDF). Sega Corporation. July 1, 2002. p. 6. Retrieved November 2, 2015. The year ended March 31, 2002 was a turning point for Sega. We exited the hardware business, ceasing production of Dreamcast and selling through the remaining inventory.
  131. ^ Nutt, Christian. "Stalled engine: The TurboGrafx-16 turns 25". Gamasutra. from the original on January 1, 2016. Retrieved August 13, 2016.
  132. ^ Phillips, Tom (April 11, 2012). "SNES celebrates 20th birthday in UK". Eurogamer. from the original on April 13, 2012. Retrieved April 2, 2014.
  133. ^ Life, Nintendo (May 9, 2015). "Feature: What NEC And Hudson Did Next: The Disasterous [sic] Story Of The PC-FX". Nintendo Life. Retrieved May 14, 2019.
  134. ^ . Sony Computer Entertainment. Archived from the original on May 24, 2011. Retrieved October 31, 2013.
  135. ^ . Sony Computer Entertainment. Archived from the original on June 30, 2013. Retrieved October 28, 2013.
  136. ^ . Sony Computer Entertainment. Archived from the original on April 24, 2015. Retrieved April 30, 2015.
  137. ^ Makuch, Eddie (February 6, 2014). "PS4 helps Sony's game division rise, but PS3 sales see "significant decrease"". GameSpot. Retrieved December 13, 2015.
  138. ^ Stuart, Keith (January 4, 2013). "PlayStation 2 manufacture ends after 12 years". The Guardian. Retrieved November 22, 2013.
  139. ^ Ackerman, Dan (May 30, 2017). "At long last, end of the line for the Sony PlayStation 3". CNET. from the original on March 12, 2019. Retrieved April 26, 2019.
  140. ^ . Xbox.com. May 10, 2006. Archived from the original on July 9, 2007. Retrieved September 5, 2007.
  141. ^ Makuch, Eddie (June 9, 2014). . GameSpot. Archived from the original on October 13, 2014. Retrieved August 12, 2014.
  142. ^ Porter, Matt (April 20, 2016). "Xbox 360 Production Has Ended". IGN. from the original on March 22, 2018. Retrieved August 12, 2014.
  143. ^ . Microsoft. December 3, 2014. Archived from the original on November 30, 2016. Retrieved January 31, 2015. Finally, our gaming business is thriving with the Xbox One hitting 10 million units sold. I am thrilled to welcome Mojang and Minecraft community to Microsoft.
  144. ^ Futter, Mike (October 22, 2015). "[Update] Microsoft Will Focus Primarily On Xbox Live Usership, Not Console Shipments". Game Informer. Retrieved October 22, 2015.
  145. ^ Haigh, Marilyn (October 8, 2019). "Why Japanese gamers don't buy Xbox". CNBC. from the original on October 31, 2019. Retrieved November 1, 2019.
  146. ^ Nunneley, Stephany (February 11, 2021). "Xbox Series X/S, PS5 sales about the same at launch as Xbox One and PS4 so far - report". VG247. Retrieved February 18, 2021.

home, video, game, console, generations, video, game, industry, market, home, video, game, consoles, frequently, been, segmented, into, generations, grouping, consoles, that, considered, have, shared, competitive, marketspace, since, first, home, consoles, 197. In the video game industry the market for home video game consoles has frequently been segmented into generations grouping consoles that are considered to have shared in a competitive marketspace Since the first home consoles in 1972 there have been nine defined home console generations A US Sega Saturn console shown with type 2 controller A new console generation typically has occurred approximately every five years in keeping pace with Moore s law for technology though more recent generations have had extended periods due to the use of console revisions rather than completely new designs Not all home consoles are defined as part of these generations only those considered to be significant competitive consoles are classed into generations and systems such as microconsoles are often omitted from these generations Contents 1 Background and origins 1 1 Console generation timeline 2 Console generation overview 3 History 3 1 First generation 1972 1980 3 2 Second generation 1976 1992 3 3 Third generation 1983 2003 3 4 Fourth generation 1987 2004 3 5 Fifth generation 1993 2006 3 6 Sixth generation 1998 2013 3 7 Seventh generation 2005 2017 3 8 Eighth generation 2012 2020 3 9 Ninth generation 2020 present 4 Sales comparison 5 Notes 6 ReferencesBackground and origins EditLike most consumer electronics home video game consoles are developed based on improving the features offered by an earlier product with advances made by newer technology For video game consoles these improvements typically occur every five years following a Moore s law progression where a rough aggregate measure of processing power doubles every 18 months or increases ten fold after five years 1 2 3 This cyclic market has resulted in an industry wide adoption of the razorblade model in selling consoles at minimal profit margin while making revenue from the sale of games produced for that console and then transitioning users to the next console model at the fifth year as the successor console enters the market This approach incorporates planned obsolescence into the products to continue to bring consumers towards purchasing the newer models 4 Because of the industry dynamics many console manufacturers release their new consoles in roughly the same time period with their consoles typically offering similar processing power and capabilities as their competitors This systematic market has created the nature of console generations categorizing the primary consoles into these segmented time periods that represent consoles with similar capabilities and which shared the same competitive space Like consoles these generations typically start five years after its prior one though may have long tails as popular consoles remain viable well beyond five years 5 6 The use of the generation label came after the start of the 21st century as console technology started to mature with the terminology applied retroactively to earlier consoles However no exact definition and delineation of console generations was consistently developed in the industry or academic literature since that point Some schemes have been based on direct market data including a seminal work published in an IEEE journal in 2002 7 while others are based on technology shifts Wikipedia itself has been noted for creating its own version of console generation definitions that differ from other academic sources the definitions from Wikipedia has been adopted by other sources but without having any true rationale behind it 5 The discrepancies between how consoles are grouped into generations and how these generations are named have caused confusion when trying to compare shifts in the video game marketplace compared to other consumer markets 5 Kemerer et al 2017 5 provide a comparative analysis of these different generations through systems released up to 2010 as shown below Comparative timeline of organization of video game console generations from various sources based on year of console introduction adapted from Kemerer et al 2017 5 Dates given for console introductions are based on first release in any market typically either Japan or North America Cited references from Kemerer at al are as follows Gallagher and Park 2002 7 Hu and Prieger 2006 8 Corts and Lederman 2008 9 Gretz 2010 10 Gretz 2010a 11 Srinivasan and Venkatraman 2010 12 Derdenger 2011 13 Zhou 2011 14 Console generation timeline Edit For purposes of organization the generations described here and subsequent pages maintain the Wikipedia breakdown of generation generally breaking consoles apart by technology features whenever possible and with other consoles released in that same period incorporated within that same generation and starting with the Odyssey and Pong style home consoles as the first generation an approach that has generally been adopted and extended by video game journalism 15 16 In this approach the generation starts with the release of the first console considered to have those features and considered to end with the known last discontinuation of a console in that generation For example the third generation is considered to end in 2003 with the formal discontinuation of the Nintendo Entertainment System that year This can create years with overlaps between multiple generations as shown This approach uses the concepts of bits or the size of individual word length handled by the processors on the console for the earlier console generations Longer word lengths generally led to improved gameplay concepts graphics and audio capabilities than shorter ones 17 The use of bits to market consoles to consumers started with the TurboGrafx 16 a console that used an 8 bit central processing unit similar to the Nintendo Entertainment System NES but included a 16 bit graphical processing unit NEC the console s manufacturer took to market the console as a 16 bit system over the NES 8 bit to establish it as a superior system Other advertisers followed suit creating a period known as the bit wars that lasted through the fifth generation where console manufactures tried to outsell each other simply on the bit count of their system 18 Aside from some 128 Bit advertising slogans at the beginning of the sixth generation marketing with bits largely stopped after the fifth generation Though the bit terminology was no longer used in newer generations the use of bit count helped to establish the idea of console generations and the earlier generations gained alternate names based on the dominant bit count of the major systems of that era such as the third generation being the 8 bit era or generation 18 Later console generations are based on groupings of release dates rather than common hardware as base hardware configurations between consoles have greatly diverged generally following trends in generation definition given by video game and mainstream journalism Handheld consoles and other gaming systems and innovations are frequently grouped within the release years associated with the home console generations for example the growth of digital distribution is associated with the seventh generation 6 19 Overview of the console generations including generation overlaps Major consoles of each generation are given for each Console generation overview EditThe following table provides an overview of the major hardware technical specifications of the consoles of each major generations by central processor unit CPU graphics processor unit GPU memory game media and other features 7 Generation Time period Primary consoles CPU GPU Memory Game media Other common featuresFirst 1972 1980 Magnavox OdysseyAtari PongColeco Telstar series Discretediode transistor logictransistor transistor logic custom printed circuit boardsSecond 1976 1992 Fairchild Channel FAtari 2600Mattel IntellivisionColecoVision 8 bit 1 2 MHz 2 16 KB Game cartridgesThird 8 bit generation 1983 2003 Nintendo Entertainment SystemSega Master SystemAtari 7800 8 bit 2 4 MHz 3 24 KB Game cartridgesFourth 16 bit generation 1987 2004 TurboGrafx 16Sega GenesisNeo GeoSuper Nintendo Entertainment System 8 bit and 16 bit 4 8 MHz 8 128 KB Game cartridges CD ROM add onsFifth 32 bit generation 1993 2006 Sega SaturnSony PlayStationNintendo 64 32 and 64 bit 12 100 MHz 2 4 5 MB Game cartridges Optical mediaSixth 1998 2013 Sega DreamcastSony PlayStation 2Nintendo GameCubeMicrosoft Xbox 32 and 64 bit 200 733 MHz 100 233 MHz 16 64 MB Optical media Online connectivityConfluence with common personal computer hardware x86 hardware Seventh 2005 2017 Microsoft Xbox 360Sony PlayStation 3Nintendo Wii 32 and 64 bit 729 MHz 3 3 GHz 243 550 MHz 88 512 MB Optical media digital distribution Internet services motion controls HD resolutionsEighth 2012 present Nintendo Wii USony PlayStation 4Microsoft Xbox OneNintendo Switch 32 and 64 bit 1 0 2 3 GHz 307 1172 MHz 2 12 GB Game cartridges Optical media digital distribution Internet services 4K resolutionNinth 2020 present Microsoft Xbox Series X SSony PlayStation 5 64 bit 3 5 3 8 GHz 1565 2233 MHz 10 16 GB Optical media digital distribution Internet services motion controls 4K resolution SSD internal memory cachingHistory EditThe development of video game consoles primarily follows the history of video gaming in the North American and Japanese markets Few other markets saw any significant console development on their own such as in Europe where personal computers tended to be favored alongside imports of video game consoles The clones of video game consoles in less developed markets like China and Russia are not considered here First generation 1972 1980 Edit Main article First generation of video game consoles See also Early history of video games and List of first generation home video game consoles The Magnavox Odyssey was the first video game console released in 1972 The first generation of home consoles were generally limited to dedicated consoles with just one or two games pre built into the console hardware with a limited means to alter gameplay factors In the case of the Odyssey while it did ship with game cards these did not have any programmed games on them but instead acted as jumpers to alter the existing circuitry pathway and did not extend the capabilities of the console 20 Unlike most other future console generations the first generation of consoles were typically built in limited runs rather than as an ongoing product line The first home console was the Magnavox Odyssey in September 1972 based on Baer s Brown Box design 21 Originally built from solid state circuits Magnavox transitioned to integrated circuit chips that were inexpensive and developed a new line of consoles in the Odyssey series from 1975 to 1977 At the same Atari had successfully launched Pong as an arcade game in 1972 and began work to make a home console version in late 1974 which they eventually partnered with Sears to the new home Pong console by the 1975 Christmas season Pong offered several technological advantages over the Odyssey including an internal sound chip and the ability to track score Baer who was struggling with Magnavox management on how to market the console gave his colleague Arnold Greenberg of Coleco a heads up of a new low cost chip ideal for home consoles which led Coleco to develop the first Telstar console in 1976 22 53 59 With Magnavox Atari and Coleco all vying in the console space by 1976 and further cost reductions in key processing chips from General Instruments numerous third party manufacturers entered the console market by 1977 most simply cloning Pong or other games and of poor quality 23 147 24 This led to market saturation by 1977 with several hundreds of consoles on the market 25 and the industry s first market crash 22 81 89 Atari and Coleco attempted to make dedicated consoles with wholly new games to remain competitive including Atari s Video Pinball series and Coleco s Telstar Arcade but by this point the first steps of the market s transition to the second generation of consoles had begun making these units obsolete near release 22 53 59 The Japanese market for gaming consoles followed a similar path at this point Nintendo had already been a business partner with Magnavox by 1971 and helped to design the early light guns for the console Dedicated home game consoles in Japan appeared in 1975 with Epoch Co s TV Tennis Electrotennis which it had made in partnership with Magnavox as well As in the United States numerous clones of these dedicated consoles began to appear most made by the large television manufacturers like Toshiba and Sharp and these games would be called TV geemu or terebi geemu TV game as the designation for video games in Japan 26 Nintendo became a major player when Mitsubishi having lost their manufacturer Systek due to bankruptcy turned to the company to help continue to build their Color TV Game line which went on to sell about 1 5 million units across five different units between 1977 and 1980 26 27 28 Console note 1 Introduced Discontinued Units SoldJapan North America EuropeMagnavox Odyssey 1972 350 000 29 Home Pong series 1975 200 000 30 TV Tennis Electrotennis 1975 10 000Coleco Telstar 1976 1 000 000Color TV Game 1977 1980 1 500 000 note 2 Only well documented consoles of this generation are listed Collective sales across four modelsSecond generation 1976 1992 Edit Main article Second generation of video game consoles The Atari 2600 became the most popular game console of the second generation The second generation of home consoles was distinguished by the introduction of the game cartridge where the game s code is stored in read only memory ROM within the cartridge When the cartridge is slotted into the console the electrical connections allow the main console s processors to read the game s code from the ROM While ROM cartridges had been used in other computer applications prior the ROM game cartridge was first implemented in the Fairchild Video Entertainment System VES in November 1976 31 32 Additional consoles during this generation all which used cartridge based systems included the Atari 2600 known as the Atari Video Computer System VCS at launch the Magnavox Odyssey 2 Mattel Electronics Intellivision and the ColecoVision In addition to consoles newer processor technology allowed games to support up to 8 colors and up to 3 channel audio effects 33 With the introduction of cartridge based consoles came the need to develop a wide array of games for them Atari was one of the forefronts in development for its Atari 2600 Atari marketed the console across multiple regions including into Japan 26 and retained control of all development aspects of the games Game developments coincided with the Golden age of arcade video games that started in 1978 1979 with the releases of Space Invaders and Asteroids and home versions of these arcade games were ideal targets The Atari 2600 version of Space Invaders released in 1980 was considered the killer app for home video game consoles helping to quadruple the console s sales that year 34 Similarly Coleco had beaten Atari to a key licensing deal with Nintendo to bring Donkey Kong as a pack in game for the Colecovision helping to drive its sales 7 Main article Video game crash of 1983 Dug up copies of E T and Centipede for the Atari 2600 from the Atari video game burial in New Mexico photographed in 2014 The Atari burial to dispose of unsold stock was created in September 1983 and seen as an iconic element of the 1983 video game crash At the same time Atari has been acquired by Warner Communications and internal policies led to the departure of four key programmers David Crane Larry Kaplan Alan Miller and Bob Whitehead who went and formed Activision Activision proceeded to develop their own Atari 2600 games as well as games for other systems Atari attempted legal action to stop this practice but ended up settling out of court with Activision agreeing to pay royalties but otherwise able to continue game development making Activision the first third party game developer 35 Activision quickly found success with titles like Pitfall and were able to generate US 50 million in revenue from about US 1 million in startup funds within 18 months 7 Numerous other companies saw Activision s success and jumped into game development to try to make fast money on the rapidly expanding North America video game market This led to a loss of publishing control and dilution of the game market by the early 1980s 36 Additionally in following on the success of Space Invaders Atari and other companies had remained eager for licensed video game possibilities Atari had banked heavily on commercial sales of E T the Extra Terrestrial in 1982 but it was rushed to market and poorly received and failed to make Atari s sales estimates Along with competition from inexpensive home computers the North American home console market crashed in 1983 7 37 For the most part the 1983 crash signaled the end of this generation as Nintendo s introduction of the Famicom the same year brought the start of the third generation When Nintendo brought the Famicom to North America under the name Nintendo Entertainment System it helped to revitalize the industry and Atari now owned by Jack Tramiel pushed on sales of the previously successful Atari 2600 under new branding to keep the company afloat for many more years while he transitioned the company more towards the personal computer market 38 The Atari 2600 stayed in production until 1992 marking the end of the second generation 39 Console Introduced Discontinued Units SoldJapan North America EuropeFairchild Channel F 1977 1976 1983 250 000Atari 2600 1983 1977 1978 1992 30 000 000Magnavox Odyssey 1982 1979 1978 1984 2 000 000Intellivision 1982 1980 1982 1990 3 000 000ColecoVision 1982 1983 1985 2 000 000Atari 5200 1982 1984 1 400 000Third generation 1983 2003 Edit Main article Third generation of video game consoles The NES made home console video games popular again in America after the 1983 crash Frequently called the 8 bit generation the third generation s consoles used 8 bit processors which allowed up to five bits of color 25 or 32 colors five audio channels and more advanced graphics capability including sprites and tiles rather than block based graphics of the second generation Further the third console saw the market dominance shift from the United States to Japan as a result of the 1983 crash 40 Both the Sega SG 1000 and the Nintendo Famicom launched near simultaneously in Japan in 1983 41 The Famicom after some initial technical recalls soon gained traction and became the best selling console in Japan by the end of 1984 42 By that point Nintendo wanted to bring the console to North America but recognized the faults that the video game crash had caused It took several steps to redesign the console to make it look less like a game console and rebranded it as the Nintendo Entertainment System NES for North America to avoid the video game label stigma 43 44 The company also wanted to avoid the loss of publishing control that had occurred both in North America as well as in Asia after the Famicom s release and created a lockout system that required all game cartridges to be manufactured by Nintendo to include a special chip If this chip was not present the console would fail to play the game This further gave Nintendo direct control on the titles published for the system rejecting those it felt were too mature 45 46 The NES launched in North America in 1985 and helped to revitalize the video game market there 47 Sega attempted to compete with the NES with its own Master System released later in 1985 in both the US and Japan but did not gain traction to compete Similarly Atari s attempts to compete with the NES via the Atari 7800 in 1987 failed to knock the NES from its dominant position 48 The NES remained in production until 2003 when it was discontinued along with its successor the Super Nintendo Entertainment System 49 Console Introduced Discontinued Units SoldJapan North America EuropeFamicom NES 1983 1985 1986 2003 61 910 000Mark III Master System 1985 1986 1987 1996 13 000 000Atari 7800 1986 1987 1992 3 770 000Atari XEGS 1987 1987 1992 100 000Fourth generation 1987 2004 Edit Main article Fourth generation of video game consoles Nintendo Super Famicom The fourth generation of consoles also known as the 16 bit generation further advanced core console technology with 16 bit processors improving the available graphics and audio capabilities of games 50 NEC s TurboGrafx 16 or PC Engine as released in Japan first released in 1987 51 is considered the first fourth generation console even though it still had an 8 bit CPU The console s 16 bit graphics processor gave it capabilities comparable to the other fourth generation systems and NEC s marketing had pushed the console being an advancement over the NES as a 16 bit system 18 52 Both Sega and Nintendo entered the fourth generation with true 16 bit systems in the 1988 Sega Genesis MegaDrive in Japan and the 1990 Super Nintendo Entertainment System SNES Super Famicom in Japan SNK also entered the competition with a modified version of their Neo Geo MVS arcade system into the Neo Geo released in 1990 which attempted to bridge the gap between arcade and home console systems with the shared use of common game cartridges and memory cards 53 This generation was notable for the so called console wars between Nintendo and Sega primarily in North America Sega to try to challenge Nintendo s dominant position created the mascot character Sonic the Hedgehog who exhibited cool personality to appeal to the Western youth in contrast to Nintendo s Mario and bundled the Genesis with the game of the same name The strategy succeeded with Sega becoming the dominant player in North America until the mid 1990s 54 The Sega CD add on mounted below the Sega Genesis During this generation the technology costs of using optical discs in the form of CD ROMs has dropped sufficiently to make them desirable to be used for shipping computer software including for video games for personal computers CD ROMs offered more storage space than game cartridges and could allow for full motion video and other detailed audio video works to be used in games 7 Console manufacturers adapted by creating hardware add ons to their consoles that could read and play CD ROMs including NEC s TurboGrafx CD add on as well as the integrated TurboDuo system in 1988 and the Sega CD add on for the Genesis in 1991 and the Neo Geo CD in 1994 Costs of these add ons were generally high nearing the same price as the console itself and with the introduction of disc based consoles in the fifth generation starting in 1993 these fell by the wayside 7 Nintendo had initially worked with Sony to develop a similar add on for the SNES the Super NES CD ROM but just before its introduction business relationships between Nintendo and Sony broke down and Sony would take its idea on to develop the fifth generation PlayStation 55 Additionally Philips attempted to enter the market with a dedicated CD ROM format the CD i also released in 1990 that included other uses for the CD ROM media beyond video games but the console never gained traction 56 The fourth generation had a long tail that overlapped with the fifth generation with the SNES s discontinuation in 2003 marking the end of the generation 49 To keep their console competitive with the new fifth generation ones Nintendo took to the use of coprocessors manufactured into the game cartridges to enhance the capabilities of the SNES This included the Super FX chip which was first used in the game Star Fox in 1993 generally considered one of the first games to use real time polygon based 3D rendering on consoles 50 Console Introduced Discontinued Units SoldJapan North America EuropePC Engine TurboGrafx 16 1987 1989 1989 1994 5 800 000Mega Drive Genesis 1988 1989 1990 1997 30 750 000Neo Geo 1990 1991 1994 1997 980 000Super Famicom Super NES 1990 1991 1992 2003 49 100 000Sega CD Mega CD 1991 1992 1993 1996 2 240 000CD i 1992 1991 1992 1998 1 000 000Neo Geo CD 1994 1996 1994 1997 570 000Fifth generation 1993 2006 Edit Main article Fifth generation of video game consoles The Sony PlayStation became the most popular system of the fifth generation consoles eventually selling over 100 million systems During this time home computers gained greater prominence as a way of playing video games The video game console industry nonetheless continued to thrive alongside home computers due to the advantages of much lower prices easier portability circuitry specifically dedicated towards video games the ability to be played on a television set which PCs of the time could not do in most cases and intensive first party software support from manufacturers who were essentially banking their entire future on their consoles 57 Besides the shift to 32 bit processors the fifth generation of consoles also saw most companies excluding Nintendo shift to dedicated optical media formats instead of game cartridges given their lower cost of production and higher storage capacity 58 Initial consoles of the fifth generation attempted to capitalize on the potential power of CD ROMs which included the Amiga CD32 3DO and the Atari Jaguar in 1993 59 However early in the cycle these systems were far more expensive than existing fourth generation models and has much smaller game libraries 7 Further Nintendo s use of co processors in late SNES games further kept the SNES as one of the best selling systems over new fifth generation ones 7 Two of the key consoles of the fifth generation were introduced in 1995 the Sega Saturn and the Sony PlayStation both which challenged the SNES ongoing dominance While the Saturn sold well it did have a number of technical flaws but established Sega for a number of key game series going forward 60 The PlayStation in addition to using optical media also introduced the use of memory cards as to save the state of a game Though memories cards had been used by Neo Geo to allow players to transfer game information between home and arcade systems the PlayStation s approach allowed games to have much longer gameplay and narrative elements leading to highly successful role playing games like Final Fantasy VII 7 By 1996 the PlayStation became the best selling console over the SNES 7 Nintendo released their next console the Nintendo 64 in late 1996 Unlike other fifth generation units it still used game cartridges as Nintendo believed the load time advantages of cartridges over CD ROMs was still essential as well as their ability to continue to use lockout mechanisms to protect copyrights 61 62 The system also included support for memory cards as well and Nintendo developed a strong library of first party titles for the game including Super Mario 64 and The Legend of Zelda Ocarina of Time that helped to drive its sales While the Nintendo 64 did not match the PlayStation s sales it kept Nintendo a key competitor in the home console market alongside Sony and Sega 7 As with the transition from the fourth to fifth generation the fifth generation has a long overlap with the sixth console generation with the PlayStation remaining in production until 2005 63 Console Introduced Discontinued Units SoldJapan North America EuropeFM Towns Marty 1993 1995 45 000Amiga CD32 1994 1993 1994 100 000Atari Jaguar 1994 1993 1994 1996 250 0003DO 1994 1993 1994 1996 2 000 000PC FX 1994 1998 400 000Sega 32X 1994 1994 1995 1996 665 000Sega Saturn 1994 1995 1995 2000 9 260 000PlayStation 1994 1995 1995 2005 102 490 000Nintendo 64 1996 1996 1997 2002 32 930 000Apple Pippin 1996 1996 1997 42 000Sixth generation 1998 2013 Edit Main article Sixth generation of video game consoles With more than 155 million units sold the Sony PlayStation 2 is the best selling video game console in history The Dreamcast was the last system released by Sega who became a third party software publisher By the sixth generation console technology began to catch up to performance of personal computers of the time and the use of bits as their selling point fell by the wayside The console manufactures focused on the individual strengths of their game libraries as marketing instead The consoles of the sixth generation saw further adoption of optical media expanding into the DVD format for even greater data storage capacity additional internal storage solutions to function as memory cards as well as adding support either directly or through add ons to connect to the Internet for online gameplay 64 Consoles began to move towards a convergence of features of other electronic living room devices and moving away from single feature systems 65 By this point there were only three major players in the market Sega Sony and Nintendo Sega got an early lead with the Dreamcast first released in Japan in 1998 66 It was the first home console to include a modem to allow players to connect to the Sega network and play online games 7 However Sega found several technical issues that had to be resolved before its Western launch in 1999 67 68 69 Though its Western release was more successful than in Japan 70 the console was soon outperformed by Sony s PlayStation 2 released in 2000 The PlayStation 2 was the first console to add support for DVD playback in addition to CD ROM as well as maintaining backward compatibility with games from the PlayStation library which helped to draw consumers that remained on the long tail of the PlayStation 7 While other consoles of the sixth generation had not anticipated this step the PlayStation 2 s introduction of backwards compatibility became a major design consideration of future generations 71 Along with a strong game library the PlayStation 2 went on to sell 155 million units before it was discontinued in 2013 72 and as of 2020 update remains the best selling home console of all time 73 74 Unable to compete with Sony Sega discontinued the Dreamcast in 2001 and left the hardware market instead focusing on its software properties 7 Nintendo s entry in the sixth generation was the GameCube in 2001 its first system to use optical discs based on the miniDVD format A special Game Boy Player attachment allowed the GameCube to use any of the GameBoy cartridges as well and adapters were available to allow the console to connect to the Internet via broadband or modem At this point Microsoft also entered the console market with its first Xbox system released in 2001 Microsoft considered the PlayStation 2 s success as a threat to the personal computer in the living room space and had developed the Xbox to compete As such the Xbox was designed based more on Microsoft s experience from personal computers using an operating system built out from its Microsoft Windows and DirectX features utilizing a hard disk for save game store built in Ethernet functionality and created the first console online service Xbox Live to support multiplayer games 75 Console Introduced Discontinued Units SoldJapan North America EuropeDreamcast 1998 1999 1999 2001 9 130 000PlayStation 2 2000 2000 2000 2013 155 000 000GameCube 2001 2001 2002 2007 21 740 000Xbox 2002 2001 2002 2009 24 000 000Seventh generation 2005 2017 Edit Main article Seventh generation of video game consoles With more than 101 million units sold the Wii is the best selling home video game console in the seventh generation The release of the Xbox 360 began the seventh generation Video game consoles had become an important part of the global IT infrastructure by the mid 2000s It was estimated that video game consoles represented 25 of the world s general purpose computational power in the year 2007 76 By the seventh generation Sony Microsoft and Nintendo had all developed consoles designed to interface with the Internet adding networking support for either wired and wireless connections online services to support multiplayer games digital storefronts for digital purchases of games and both internal storage and support for external storage on the console for these games These consoles also added support for digital television resolutions through HDMI interfaces but as the generation occurred in the midst of the High definition optical disc format war between Blu ray and HD DVD a standard for high definition playback was yet to be fixed A further innovation came by the use of motion controllers either built into the console or offered as an add on afterwards Microsoft entered the seventh generation first with the Xbox 360 in 2005 77 The Xbox 360 saw several hardware revisions over its lifetime which became a standard practice for Microsoft going forward these revisions offered different features such as a larger internal hard drive or a fast processor clarification needed at a higher price point As shipped the Xbox 360 supported DVD discs and Microsoft had opted to support the HD DVD format with an add on for playback of HD DVD films However this format ended up as deprecated compared to Blu ray The Xbox 360 was backward compatible with about half of the original Xbox library Through its lifetime the Xbox 360 was troubled by a consistent hardware fault known as the Red Ring of Death RROD and Microsoft spent over 1 billion correcting the problem 78 Sony s PlayStation 3 was released in 2006 The PlayStation 3 represented a shift of the internal hardware from Sony s Emotion Engine to a novel processor named CELL that would require use of new parallel processing programming paradigms to use efficiently The CELL had a notoriety of being hard to develop for which would cause issues with many multi platform game released for the PS3 79 Initial PlayStation 3 shipped with a special Emotion Engine daughterboard that allowed for backwards compatibility of PlayStation 2 games but later revisions of the unit removed this leaving software based emulation for PlayStation games available Sony banked on the Blu ray format which was included from the start With the PlayStation 3 Sony introduced the PlayStation Network for its online services and storefront 80 Nintendo introduced the Wii in 2006 around the same time as the PlayStation 3 Nintendo lacked the same manufacturing capabilities and relationships with major hardware supplies as Sony and Microsoft 81 and to compete diverged on a feature for feature approach and instead developed the Wii around the novel use of motion controls in the Wii Remote This blue ocean strategy releasing a product where there was no competition was considered part of the unit s success 82 and which drove Microsoft and Sony to develop their own motion control accessors to compete Nintendo provided various online services that the Wii could connect too including the Virtual Console where players could purchase emulated games from Nintendo s past consoles as well as games for the Wii The Wii used regular sized DVDs for its game medium but also directly supported GameCube discs The Wii was generally considered a surprising success that many developers had initially overlooked 83 84 85 Based on the success of the Wii Remote controller both Microsoft and Sony released similar motion detection controllers for their consoles Microsoft introduced the Kinect motion controller device for the Xbox 360 which served as both a camera microphone and motion sensor for numerous games Sony released the PlayStation Move a system consisting of a camera and lit handheld controllers which worked with its PlayStation 3 The seventh generation concluded with the discontinuation of the PlayStation 3 in 2017 86 Console Introduced Discontinued Units SoldJapan North America EuropeXbox 360 2005 2005 2005 2016 84 700 000PlayStation 3 2006 2006 2007 2017 87 400 000Wii 2006 2006 2006 2017 101 630 000Eighth generation 2012 2020 Edit Main article Eighth generation of video game consoles The Wii U was Nintendo s worst selling home console selling around 13 56 million units before being discontinued but some of Nintendo s first party games for the system have sold around half the install base of the system telling that Nintendo has a very dedicated fanbase 87 88 The original Xbox One Microsoft s eighth generation console which has since been superseded by two upgraded models the Xbox One S and the Xbox One X Aside from the usual hardware enhancements consoles of the eighth generation focus on further integration with other media and increased connectivity 89 Hardware improvements pushed for higher frame rates at up to 4k resolutions The Wii U introduced in 2012 was considered by Nintendo to be a successor to the Wii but geared to more serious players The console supported backward compatibility with the Wii including its motion controls and introduced the Wii U GamePad a tablet controller hybrid that acted as a second screen Nintendo further refined its network offerings to develop the Nintendo Network service to combine storefront and online connectivity services The Wii U did not sell as well as Nintendo had planned as they found people mistook the GamePad to be a tablet they could take with them away from the console and the console struggled to draw the third party developers as the Wii had 90 Both the PlayStation 4 and Xbox One came out in 2013 Both were similar improvements over the previous generation s respective consoles providing more computational power to support up to 60 frames per seconds at 1080p resolutions for some games Each unit also saw a similar set of revisions and repackaging to develop high and low end cost versions In the case of the Xbox One the console s initially launch had included the Kinect device but this became highly controversial in terms of potential privacy violations and lack of developer support and by its mid generation refresh the Kinect had been dropped and discontinued as a game device 91 Later in the eighth generation citation needed Nintendo released the Nintendo Switch in 2017 The Switch is considered the first hybrid game console It uses a special CPU GPU combination that can run at different clock frequencies depending on how it is used It can be placed into a special docking unit that is hooked to a television and a permanent power supply allowing faster clock frequencies to be used to be played at higher resolutions and frame rates and thus more comparable to a home console Alternatively it can be removed and used either with the attached Joy Con controllers as a handheld unit or can be even played as a tablet like system via its touchscreen In these modes the CPU GPU run at lower clock speeds to conserve battery power and the graphics are not as robust as in the docked version A larger suite of online services was added through the Nintendo Switch Online subscription including several free NES and SNES titles replacing the past Virtual Console system The Switch was designed to address many of the hardware and marketing faults around the Wii U s launch and has become one of the company s fastest selling consoles after the Wii 92 Console Introduced Discontinued Units SoldJapan North America EuropeWii U 2012 2012 2012 2017 13 560 000Nintendo Switch 2017 2017 2017 Active 122 550 000 93 As of Dec 31 2022PlayStation 4 2014 2013 2013 Active 117 200 000 94 As of March 31 2022Xbox One 2014 2013 2013 2020 51 000 000 95 Ninth generation 2020 present Edit Main article Ninth generation of video game consoles Both Microsoft and Sony released successors to their home consoles in November 2020 Both console families target 4K and 8K resolution televisions at high frame rates support for real time ray tracing rendering and the use of high performance solid state drives SSD as internal high speed memory the latter feature greatly decreasing loading times and allowing game content to be delivered much faster than when reading from optical disc or standard hard drives thus making open world games for example appear seamless Microsoft released the fourth generation of Xbox with the Xbox Series X and Series S on November 10 2020 The Series X has a base performance target of 60 frames per second at 4K resolution to be four times as powerful as the Xbox One X One of Microsoft s goals with both units was to assure backward compatibility with all games supported by the Xbox One including those original Xbox and Xbox 360 titles that are backward compatible with the Xbox One allowing the Xbox Series X and Series S to support four generations of games 96 97 Sony s PlayStation 5 was released on November 12 2020 and also is a similar performance boost over the PlayStation 4 The PlayStation 5 uses a custom SSD solution with much higher input output rates comparable to RAM chip speeds significantly improving rendering and data streaming speeds The chip architecture is comparable to the PlayStation 4 allowing backwards compatible with most of the PlayStation 4 library while select games will need chip timing tweaking to make them compatible 98 99 Console Introduced Discontinued Units SoldJapan North America EuropePlayStation 5 2020 2020 2020 Active 17 300 000As of Dec 31 2021Xbox Series X and Series S 2020 2020 2020 Active 12 000 000 est As of Dec 31 2021Sales comparison EditFurther information List of best selling game consoles Below is a timeline of each generation with the top three home video consoles of each generation based on worldwide sales For a complete list of home video consoles released in each generation please see the respective article of each generation Table key Current A current generation console being manufactured and sold on the market First place Home console with the highest sales of its generation Second place Home console with the second highest sales of its generation Third place Home console with the third highest sales of its generation Remaining places Manufacturer released a home console but it was not one of the top three best selling home consoles of its generation No entry Manufacturer did not release a home console Manufacturer Generation Ref s First 1972 1980 Second 1976 1992 Third 1983 2003 Fourth 1987 2004 Fifth 1993 2006 Sixth 1998 2013 Seventh 2005 2017 Eighth 2012 present Ninth 2020 present Atari Home Pong 150 000 Atari 2600 30 million note 1 Atari 7800 1 million note 2 Atari Jaguar 250 000 note 3 Coleco Telstar 1 million ColecoVision 2 million note 4 Nintendo Color TV Game series 1 5 million NES 61 91 million Super NES 49 1 million Nintendo 64 32 93 million GameCube 21 74 million Wii 101 63 million Nintendo Switch 122 55 million 93 note 5 note 6 Magnavox Philips Odyssey 330 000 Odyssey 2 million Videopac G7400 N A CD i 570 000 note 7 Mattel Electronics Intellivision 3 million note 8 Sega Master System 10 13 million note 9 Sega Genesis 33 75 million Sega Saturn 9 26 million Dreamcast 9 13 million note 10 NEC TurboGrafx 16 10 million PC FX 100 000 note 11 Sony PlayStation 102 49 million PlayStation 2 gt 155 million PlayStation 3 gt 87 4 million PlayStation 4 117 2 million PlayStation 5 17 3 million note 12 Microsoft Xbox gt 24 million Xbox 360 gt 84 million Xbox One est 46 9 million Xbox Series X S est 12 million note 13 gt Final sales are greater than the reported figure See notes Notes Edit The Atari 2600 sold 30 million units during its life cycle Atari also released a second home console during the second generation known as the Atari 5200 which sold 1 million units The Atari 7800 sold 1 million units Atari also released the Atari XEGS during the third generation which sold 100 000 units Home Pong sold 150 000 units 100 101 Atari 2600 sold 30 million 102 Atari 5200 and Atari 7800 sold 1 million units each 103 104 Atari XEGS sold 100 000 units 105 and the Atari Jaguar sold 250 000 units 106 Telestar 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 107 almost bankrupting the company 108 ColecoVision 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 109 107 with most inventory gone by October 1985 110 As of December 2022 the Nintendo Switch has sold 122 55 million units 111 Nintendo also released the Wii U during the eighth generation which sold 13 56 million units during its lifecycle 111 Color TV Game series sold 3 million units 27 NES Super NES Nintendo 64 GameCube and Wii sales figures 112 Wii U and Switch sales figures 111 Magnavox Odyssey 113 Magnavox Odyssey 114 Philips CD i 115 Intellivision sold 3 million units 116 The Sega Master System sold 10 13 million units Sega also released the SG 1000 during the third generation which sold 160 000 units Master System 10 13 million not including recent Brazil sales figures 117 118 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 Germany at 700 thousand the Netherlands at 200 thousand Spain at 550 thousand the United Kingdom at 1 35 million 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 119 1 million were sold in Japan as of 1986 120 2 million were sold in the United States 121 8 million were sold by Tectoy in Brazil as of 2016 122 Sega Genesis 30 75 million sold by Sega worldwide as of March 1996 123 124 not including third party sales In addition Tec Toy sold 3 million in Brazil 125 126 and Majesco Entertainment projected it would sell 1 5 million in the United States 127 Sega Saturn 9 26 million units sold 124 Dreamcast 9 13 million units sold 124 128 129 130 The TurboGrafx 16 was designed by Hudson and manufactured and marketed by NEC 131 The TurboGrafx 16 managed to sell 10 million units 132 The PC FX sold less than 100 000 after a year on sale 133 PlayStation Sony corporate data reports 102 49 million units sold as of March 31 2007 134 Sony stopped divulging individual platform sales starting with 2012 fiscal reports 135 136 and continues to sporadically 137 PlayStation 2 155 million units sold as of March 31 2012 74 It was discontinued worldwide on January 4 2013 138 PlayStation 3 Sony corporate data reports 87 4 million sold as of March 31 2017 74 PS3 shipments to Japanese retailers the last country Sony was selling units to ceased by May 139 PlayStation 4 Sony corporate data reports 114 9 million units sold as of December 31 2020 74 PlayStation 5 Sony corporate data reports 4 5 million units sold as of December 31 2020 74 Xbox More than 24 million units sold as of May 10 2006 140 Xbox 360 Sold 84 million as of June 2014 141 Production ended in 2016 142 Xbox One Microsoft CEO Satya Nadella unveiled at a December 3 2014 shareholder presentation that 10 million units were sold 143 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 of success 144 International Data Corporation estimated 46 9 million sold worldwide through the second quarter of 2019 145 Xbox Series X S Ampere Anylytics estimated about 2 8 million units sold as of the end of 2020 146 References Edit Babb Jeffry Terry Neil Dana Kareem 2013 The Impact Of Platform On Global Video Game Sales International Business amp Economics Research Journal 12 10 1273 1288 Conley James Andros Ed Chinai Priti Lipkowitz Elise Perez David Spring 2004 Use of a Game Over Emulation and the Video Game Industry A White Paper Northwestern Journal of Technology and Intellectual Property 2 2 261 Orland Kyle November 11 2013 Does the power of today s consoles keep up with historical trends Ars Technica Retrieved July 3 2021 Ding Yifei Hicks Daniel Ju Jiandong July 2011 Competing with your own products Endogenous planned obsolescence in the video game industry Report University of Oklahoma a b c d e Kemerer Chris F Dunn Brian Kimball Janansefat Shadi February 2017 Winners Take Some Dynamics in Digital Platform Markets A Reexamination of the Video Game Console Wars PDF Report University of Pittsburgh Retrieved July 23 2020 a b Maley Mike 2019 Video Games and Esports The Growing World of Gamers Greenhaven Publishing pp 20 22 ISBN 978 1534568211 a b c d e f g h i j k l m n o p Gallager Scott Ho Park Seung February 2002 Innovation and Competition in Standard Based Industries A Historical Analysis of the U S Home Video Game Market IEEE Transactions on Engineering Management 49 1 67 82 doi 10 1109 17 985749 Prieger James Hu Wei Min November 2006 An Empirical Analysis of Indirect Network Effects in the Home Video Game Market SSRN Electronic Journal doi 10 2139 ssrn 941223 S2CID 44033497 Corts Kenneth Lenderman Mara March 2009 Software exclusivity and the scope of indirect network effects in the U S home video game market International Journal of Industrial Organization 27 2 121 136 doi 10 1016 j ijindorg 2008 08 002 Gretz Richard November 2010 Hardware quality vs network size in the home video game industry Journal of Economic Behavior amp Organization 76 2 168 183 doi 10 1016 j jebo 2010 07 007 Gretz Richard 2010 Console Price and Software Availability in the Home Video Game Industry Atlantic Economic Journal 38 81 94 doi 10 1007 s11293 009 9209 3 S2CID 153330061 Srinivasan Arati Venkatraman N November 2010 Indirect Network Effects and Platform Dominance in the Video Game Industry A Network Perspective IEEE Transactions on Engineering Management 57 4 661 673 doi 10 1109 TEM 2009 2037738 S2CID 22380339 Derdenger Timothy 2014 Technological tying and the intensity of price competition An empirical analysis of the video game industry Quantitative Marketing and Economics 12 2 127 165 doi 10 1007 s11129 014 9143 9 S2CID 13439320 Zhou Yiyi November 2011 Bayesian estimation of a dynamic equilibrium model of pricing and entry in two sided markets application to video games Report CiteSeerX 10 1 1 219 4966 The 8 Generations of Video Game Consoles BBC December 1 2020 Retrieved December 1 2020 Lacina Dia November 5 2020 The Evolution of Game Console Design and American Gamers Wired Retrieved December 1 2020 Interview IBM GEKKO part II December 18 2001 Retrieved January 30 2014 a b c Therrien Carl Picard Martin April 29 2015 Enter the bit wars A study of video game marketing and platform crafting in the wake of the TurboGrafx 16 launch New Media amp Society 18 10 2323 2339 doi 10 1177 1461444815584333 S2CID 19553739 Nieborg David B 2014 Prolonging the Magic The political economy of the 7th generation console game Eludamos Journal for Computer Game Culture 8 1 47 63 doi 10 7557 23 6155 S2CID 61110165 Snider Mike February 27 2020 Before Nintendo and Atari How a black engineer changed the video game industry forever USA Today Retrieved July 29 2020 Buchanan Levi May 31 2007 ODYSSEY 35 YEARS LATER IGN Archived from the original on December 1 2016 Between 1970 and 1972 Magnavox and Baer work together to fully develop the Odyssey The set release date May 1972 The era of video games is about to explode a b c Herman Leonard 2012 Ball and Paddle Controllers In Wolf Mark J P ed Before the Crash Early Video Game History Wayne State University Press ISBN 978 0814337226 Wolf Mark J P 2012 Encyclopedia of Video Games A L ABC CLIO ISBN 9780313379369 Patterson Shane June 17 2008 Consoles of the 70s GamesRadar Retrieved July 29 2020 Barton Matt May 8 2019 Vintage Games 2 0 An Insider Look at the Most Influential Games of All Time CRC Press p 18 ISBN 9781000000924 a b c Picard Martin December 2013 The Foundation of Geemu A Brief History of Early Japanese video games International Journal of Computer Game Research 13 2 Archived from the original on June 24 2015 Retrieved November 19 2016 a b Sheff David Eddy Andy 1999 Game Over How Nintendo Zapped an American Industry Captured Your Dollars and Enslaved Your Children GamePress p 27 ISBN 978 0 9669617 0 6 Nintendo entered the home market in Japan with the dramatic unveiling of Color TV Game 6 which played six versions of light tennis It was followed by a more powerful sequel Color TV Game 15 A million units total were sold The engineering team also came up with systems that played a more complex game called Blockbuster as well as a racing game Half a million units combined of these were sold DeMaria Rusel Wilson Johnny L 2003 High Score The Illustrated History of Electronic Games 2nd ed McGraw Hill pp 363 378 ISBN 978 0 07 223172 4 Joyce Bedi January 2019 Ralph Baer An interactive life Human behavior and emerging technologies 1 1 18 25 doi 10 1002 HBE2 119 ISSN 2578 1863 Wikidata Q98908543 Timeline A Look Back at 40 Years of Atari publisher Wired author name string John Booth publication date 27 June 2012 retrieved 14 August 2020 Weber Bruce April 13 2011 Gerald A Lawson Video Game Pioneer Dies at 70 The New York Times Channel F The Dot Eaters thedoteaters com Archived from the original on October 23 2013 Retrieved November 30 2016 CVGA Disassembled Second Generation 1976 1984 University of Michigan Retrieved July 20 2020 Kent Steven 2001 Ultimate History of Video Games Three Rivers Press p 190 ISBN 0 7615 3643 4 Beller Peter January 15 2009 Activision s Unlikely Hero Forbes Archived from the original on August 6 2017 Retrieved February 12 2019 Stream of video games is endless Milwaukee Journal December 26 1982 pp Business 1 Archived from the original on March 12 2016 Retrieved January 10 2015 Parish Jeremy August 28 2014 Greatest Years in Gaming History 1983 USGamer Retrieved September 13 2019 The Life and Death of Atari GamePro No 92 IDG May 1996 p 20 Patterson Shane Brett Elston June 18 2008 Consoles of the 80s GamesRadar Retrieved April 1 2011 CVGA Disassembled Third Generation 1983 1990 University of Michigan Retrieved July 20 2020 PC Engine PC Engine Retrieved January 9 2018 Kent Steven L 2001 The Ultimate History of Video Games The Story Behind the Craze that Touched our Lives and Changed the World Roseville California Prima Publishing ISBN 0 7615 3643 4 NES Icons Season 4 Episode 5010 December 1 2005 G4 Archived from the original on October 16 2012 25 Smartest Moments in Gaming GameSpy July 21 25 2003 p 22 Archived from the original on September 2 2012 Ramirez Anthony December 21 1989 The Games Played For Nintendo s Sales The New York Times Retrieved June 28 2010 Cunningham Andrew July 15 2013 The NES turns 30 How it began worked and saved an industry Ars Technica Retrieved September 21 2018 The Nintendo Threat Computer Gaming World June 1988 p 50 COMPANY NEWS Nintendo Suit by Atari Is Dismissed The New York Times May 16 1992 Retrieved April 25 2010 a b Nintendo to end Famicom and Super Famicom production GameSpot com May 30 2003 Retrieved on August 23 2013 a b Fourth Generation 1988 1999 University of Michigan Retrieved July 21 2020 PC Engine Pc engine co uk Retrieved December 25 2017 Sartori Paul April 2 2013 TurboGrafx 16 the console that time forgot and why it s worth re discovering The Guardian Retrieved July 21 2020 Nicoll Benjamin 2017 Bridging the Gap The Neo Geo the Media Imaginary and the Domestication of Arcade Games Games and Culture 12 2 200 221 doi 10 1177 1555412015590048 S2CID 147981978 Kline Stephen Dyer Witheford Nick de Peuter Greig 2003 Mortal Kombats Console Wars and Computer Revolutions 1990 1995 Digital play the interaction of technology culture and marketing McGill Queen University Press pp 128 150 ISBN 077357106X Robinson Andy February 5 2020 The Road To PS5 PSOne s Betrayal And Revenge Story Video Games Chronicle Retrieved February 6 2020 Philips CD i 210 45 The Centre for Computing History Retrieved July 22 2020 PCs Versus Consoles Next Generation No 18 Imagine Media June 1996 p 1 CVGA Disassembled Fifth Generation 1993 2001 University of Michigan Retrieved July 22 2020 Which Game System is the Best Next Generation No 12 Imagine Media December 1995 pp 36 85 Fahs Travis April 21 2009 IGN Presents the History of Sega IGN p 8 Archived from the original on November 6 2015 Retrieved May 1 2014 Nintendo Power August 1994 Pak Watch Nintendo 1994 p 108 Nintendo Ultra 64 The Launch of the Decade Maximum The Video Game Magazine Emap International Limited 2 107 8 November 1995 PlayStation Cumulative Production Shipments of Hardware Sony Computer Entertainment Archived from the original on July 22 2011 Retrieved December 12 2012 CVGA Disassembled Sixth Generation 1998 2009 University of Michigan Retrieved July 22 2020 Finn Mark June 2 6 2002 Console Games in the Age of Convergence Computer Games and Digital Cultures Conference Proceedings Tampere Finland Reserved All Rights April 17 2014 Press Start Sega s failed Dreamcast console has actually outsold Nintendo s Wii U sort of canada com Archived from the original on August 6 2020 Retrieved November 30 2016 Fitzpatrick Jason What Was The First Video Game Console To Ship With A Modem And Online Gaming Support How To Geek Retrieved January 5 2020 Hardware Classics Sega Dreamcast Nintendo Life April 16 2015 Retrieved January 5 2020 Dreamcast Launch Plans Unveiled IGN April 20 1999 retrieved January 5 2020 IGN Presents the History of Dreamcast IGN September 10 2010 retrieved January 5 2020 Kretschmer Tobias Claussen Jorg June 2016 Generational Transitions in Platform Markets The Role of Backward Compatibility Strategy Science 1 2 90 104 doi 10 1287 stsc 2015 0009 PlayStation 2 manufacture ends after 12 years The Guardian January 4 2013 Retrieved January 4 2013 Top 10 best selling videogame consoles Guinness World Records December 21 2018 Retrieved January 5 2020 a b c d e SIE Business Development Sony Computer Entertainment December 31 2020 Retrieved February 18 2021 The making of the Xbox How Microsoft unleashed a video game revolution part 1 VentureBeat November 14 2011 Archived from the original on June 1 2019 Retrieved June 1 2019 Martin Hilbert Priscila Lopez April 1 2011 The World s Technological Capacity to Store Communicate and Compute Information PDF Science 332 6025 60 65 Bibcode 2011Sci 332 60H doi 10 1126 science 1200970 PMID 21310967 S2CID 206531385 via Peter Sheridan Dodds Dybwad Barb September 15 2005 Xbox 360 launch date is November 22 Engadget Retrieved March 14 2013 Yin Poole Wesley July 2 2015 Peter Moore recounts 1 15bn Xbox 360 Red Ring of Death saga Eurogamer net Eurogamer net Retrieved July 2 2015 Skyrim Xbox 360 PS3 Frame Rate Comparison retrieved December 12 2022 What are the types of removable storage media is supported by the PlayStation 3 computer entertainment system Sony Archived from the original on July 13 2012 Retrieved July 3 2009 Ohannessian Kevin January 20 2017 With Nintendo s Switch Game Console New Ideas Create New Experiences Fast Company Archived from the original on January 20 2017 Retrieved January 20 2017 Hollensen Svend 2013 The Blue Ocean that disappeared the case of Nintendo Wii Journal of Business Strategy 34 5 25 35 doi 10 1108 JBS 02 2013 0012 Gorig Carsten May 30 2007 Spieler verzweifelt gesucht Der Spiegel in German Retrieved June 18 2007 Seff Micah April 10 2007 Take Two Grows Hungry for Wii IGN Archived from the original on June 6 2007 Retrieved June 18 2007 Johnson Bobbie October 26 2007 Q amp A Will Wright creator of the Sims Guardian Unlimited London Retrieved September 25 2008 Ackerman Dan May 30 2017 Sony PlayStation 3 ends shipments fulfilling 10 year promise CNET Retrieved August 16 2017 Wii U Sales Retrieved September 9 2016 Nintendo Best Selling First Party Wii U Games Retrieved September 10 2016 Next Gen Consoles Too much connectivity Blog by flavi0 IGN IGN Archived from the original on September 21 2013 Why you should wait on a Wii U review GamesBeat Games by Rus McLaughlin VentureBeat November 20 2012 Next Gen Xbox Reveal Confirmed for May 21 Den of Geek April 24 2013 Retrieved April 24 2013 Parkin Simon December 29 2017 Nintendo s Switch Brings Some Magic Back The New York Times Retrieved July 30 2020 a b Dedicated Video Game Sales Units Retrieved February 7 2023 Gaming Comicbook August 10 2022 PS4 Reaches Final Sales Total Comicbook Gaming Retrieved November 8 2022 White Same November 15 2021 How Xbox outgrew the console inside Phil Spencer s multi billion dollar gamble GQ Retrieved November 15 2021 Leadbetter Richard March 16 2020 Inside Xbox Series X the full specs Eurogamer Retrieved March 16 2020 Leadbetter Richard March 16 2020 Xbox Series X just how big is it and how does it compare to Xbox One X Eurogamer Retrieved March 16 2020 Leadbetter Richard March 18 2020 Inside PlayStation 5 the specs and the tech that deliver Sony s next gen vision Eurogamer Retrieved March 18 2020 Wales Matt March 20 2020 Sony clarifies overwhelming majority of PS4 games will be backward compatible on PS5 Eurogamer Retrieved April 8 2020 Ellis David 2004 Dedicated Consoles Official Price Guide to Classic Video Games Random House pp 33 36 ISBN 0 375 72038 3 Kent Steven 2001 Strange Bedfellows Ultimate History of Video Games Three Rivers Press pp 94 95 ISBN 0 7615 3643 4 AtGames to Launch Atari Flashback 4 to Celebrate Atari s 40th Anniversary Press release PR Newswire November 12 2012 Archived from the original on November 27 2012 Retrieved April 11 2014 Schrage Michael May 22 1984 Atari Introduces Game In Attempt for Survival The Washington Post p C3 ISSN 0190 8286 Archived from the original on November 4 2013 Retrieved July 29 2009 The company has stopped producing its 5200 SuperSystem games player more than 1 million of which were sold Axlon To Develop New Video Games For Atari Press Release Atari June 1 1988 Editorial Ever Changing Atari Marketplace Atarimagazines com Retrieved January 10 2018 Orlando Greg May 15 2007 Console Portraits A 40 Year Pictorial History of Gaming Wired News Conde Nast Publications Archived from the original on December 23 2008 Retrieved March 23 2008 a b Kleinfield N R July 21 1985 Coleco Moves Out Of The Cabbage Patch The New York Times p F4 Retrieved January 13 2014 Coleco is now debating whether to withdraw from electronics altogether Colecovision still sells but it is a shadow of its former self Mehegan David May 8 1988 Putting Coleco Industries Back Together The Boston Globe p A1 ISSN 0743 1791 Archived from the original on September 24 2015 Retrieved April 23 2014 When the game Telstar 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 Coleco Industries sales report Press release PR Newswire April 17 1984 Archived from the original on November 4 2013 Retrieved November 3 2013 First quarter sales of ColecoVision were substantial although much less that sic those for the year ago quarter Greenberg said in a prepared statement He said the company has sold 2 million ColecoVision games since its introduction in 1982 Coleco s Net In Sharp Rise The New York Times Associated Press October 19 1985 p 45 ISSN 0362 4331 Retrieved January 13 2014 Thursday Coleco said the entire inventory of its troubled Adam personal computer has been sold along with much of its Colecovision inventory The company s chairman Arnold Greenberg said Coleco expects no more charges against earnings from the two discontinued products a b c Dedicated Video Game Sales Units Nintendo December 31 2019 Retrieved February 19 2020 Historical Data Consolidated Sales Transition by Region xlsx Nintendo April 27 2017 Retrieved April 27 2017 Magnavox Odyssey the first video game system Pong Story June 27 1972 Retrieved November 17 2012 Top 25 Video Game Consoles of All Time Magnavox Odyssey 2 IGN Archived from the original on September 8 2009 Retrieved October 31 2013 Snow Blake July 30 2007 The 10 Worst Selling Consoles of All Time GamePro p 2 Archived from the original on May 8 2007 Retrieved October 25 2008 Intellivision Intelligent Television GameSpy Archived from the original on October 23 2013 Retrieved October 31 2013 Buchanan Levi March 20 2009 Genesis vs SNES By the Numbers IGN Retrieved October 31 2013 Nintendo moved 49 1 million Super NES consoles over the course of the generation and beyond far surpassing the Genesis which sold a still impressive 29 million units The Master System sold an anemic 13 million to the NES count of 62 million Forster Winnie 2005 The Encyclopedia of Game Machines Consoles Handhelds and Home Computers 1972 2005 Magdalena Gniatczynska p 139 ISBN 3 00 015359 4 Sega Consoles Active installed base estimates Screen Digest 60 March 1995 cf here 1 here 2 and here 3 Nihon Kōgyō Shinbunsha 1986 Amusement Business Japan Nihon Kogyo Shimbun 31 7 12 89 Retrieved January 24 2012 Sheff David Eddy Andy 1999 Game Over How Nintendo Conquered the World GamePress p 349 ISBN 978 0 9669617 0 6 Atari sold a handful of its 5200s and 7800s and Sega sold a total of 2 million Master Systems Azevedo Theo May 12 2016 Console em producao ha mais tempo Master System ja vendeu 8 mi no Brasil in Portuguese Universo Online Retrieved May 13 2016 Comercializado no Brasil desde setembro de 1989 o saudoso Master System ja vendeu mais de 8 milhoes de unidades no pais segundo a Tectoy Yearly market report Famitsu Weekly in Japanese 392 8 June 21 1996 a b c Ernkvist Mirko August 21 2012 Zackariasson Peter Wilson Timothy eds The Video Game Industry Formation Present State and Future Routledge p 158 ISBN 978 1 136 25824 4 Retrieved December 5 2015 Azevedo Theo July 30 2012 Vinte anos depois Master System e Mega Drive vendem 150 mil unidades por ano no Brasil in Portuguese UOL Retrieved October 18 2012 Base instalada 5 milhoes de Master System 3 milhoes de Mega Drive Sponsel Sebastian November 16 2015 Interview Stefano Arnhold Tectoy Sega 16 Retrieved November 21 2015 Sega farms out Genesis Consumer Electronics March 2 1998 Archived from the original on July 9 2012 Sega Corporation Annual Report 2001 PDF Sega Corporation August 1 2001 p 14 Retrieved November 2 2015 A total of 3 39 million hardware units and 23 87 million software units were sold worldwide during fiscal 2001 for respective totals of 8 20 million units and 51 63 million units since Dreamcast was first brought to market Revisions to Annual Results Forecasts PDF Sega Corporation October 23 2001 p 4 Archived from the original PDF on July 26 2015 Retrieved November 2 2015 Regarding sales of Dreamcast hardware from inventory resulting from the withdrawal from Dreamcast production the Company exceeded initial targets with domestic sales of 130 000 units and U S sales of 530 000 units for the first half Consequently at the end of the half Dreamcast inventories totaled 40 000 units domestically and 230 000 units for the United States and we anticipate being able to sell all remaining units by the holiday season as initially planned Sega Corporation Annual Report 2002 PDF Sega Corporation July 1 2002 p 6 Retrieved November 2 2015 The year ended March 31 2002 was a turning point for Sega We exited the hardware business ceasing production of Dreamcast and selling through the remaining inventory Nutt Christian Stalled engine The TurboGrafx 16 turns 25 Gamasutra Archived from the original on January 1 2016 Retrieved August 13 2016 Phillips Tom April 11 2012 SNES celebrates 20th birthday in UK Eurogamer Archived from the original on April 13 2012 Retrieved April 2 2014 Life Nintendo May 9 2015 Feature What NEC And Hudson Did Next The Disasterous sic Story Of The PC FX Nintendo Life Retrieved May 14 2019 PlayStation Cumulative Production Shipments of Hardware Sony Computer Entertainment Archived from the original on May 24 2011 Retrieved October 31 2013 Business Development Hardware Sony Computer Entertainment Archived from the original on June 30 2013 Retrieved October 28 2013 Business Development Unit Sales of Hardware FY2013 Sony Computer Entertainment Archived from the original on April 24 2015 Retrieved April 30 2015 Makuch Eddie February 6 2014 PS4 helps Sony s game division rise but PS3 sales see significant decrease GameSpot Retrieved December 13 2015 Stuart Keith January 4 2013 PlayStation 2 manufacture ends after 12 years The Guardian Retrieved November 22 2013 Ackerman Dan May 30 2017 At long last end of the line for the Sony PlayStation 3 CNET Archived from the original on March 12 2019 Retrieved April 26 2019 Gamers Catch Their Breath as Xbox 360 and Xbox Live Reinvent Next Generation Gaming Xbox com May 10 2006 Archived from the original on July 9 2007 Retrieved September 5 2007 Makuch Eddie June 9 2014 E3 2014 399 Xbox One Out Now Xbox 360 Sales Rise to 84 million GameSpot Archived from the original on October 13 2014 Retrieved August 12 2014 Porter Matt April 20 2016 Xbox 360 Production Has Ended IGN Archived from the original on March 22 2018 Retrieved August 12 2014 Microsoft Annual Meeting of Shareholders Microsoft December 3 2014 Archived from the original on November 30 2016 Retrieved January 31 2015 Finally our gaming business is thriving with the Xbox One hitting 10 million units sold I am thrilled to welcome Mojang and Minecraft community to Microsoft Futter Mike October 22 2015 Update Microsoft Will Focus Primarily On Xbox Live Usership Not Console Shipments Game Informer Retrieved October 22 2015 Haigh Marilyn October 8 2019 Why Japanese gamers don t buy Xbox CNBC Archived from the original on October 31 2019 Retrieved November 1 2019 Nunneley Stephany February 11 2021 Xbox Series X S PS5 sales about the same at launch as Xbox One and PS4 so far report VG247 Retrieved February 18 2021 Retrieved from https en wikipedia org w index php title Home video game console generations amp oldid 1148983403, wikipedia, wiki, book, books, library,

article

, read, download, free, free download, mp3, video, mp4, 3gp, jpg, jpeg, gif, png, picture, music, song, movie, book, game, games.