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Decline The decline of video games visualized in one infographic

Phos

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gaming-history-50-years-timeline-revenue-up2.jpg



50 Years of Gaming History, by Revenue Stream (1970-2020)

View a more detailed version of the above by clicking here

Every year it feels like the gaming industry sees the same stories—record sales, unfathomable market reach, and questions of how much higher the market can go.

We’re already far past the point of gaming being the biggest earning media sector, with an estimated $165 billion revenue generated in 2020.

But as our graphic above helps illustrate, it’s important to break down shifting growth within the market. Research from Pelham Smithers shows that while the tidal wave of gaming has only continued to swell, the driving factors have shifted over the course of gaming history.

1970–1983: The Pre-Crash Era
At first, there was Atari.

Early prototypes of video games were developed in labs in the 1960s, but it was Atari’s release of Pong in 1972 that helped to kickstart the industry.

The arcade table-tennis game was a sensation, drawing in consumers eager to play and companies that started to produce their own knock-off versions. Likewise, it was Atari that sold a home console version of Pong in 1975, and eventually its own Atari 2600 home console in 1977, which would become the first console to sell more than a million units.

In short order, the arcade market began to plateau. After dwindling due to a glut of Pong clones, the release of Space Invaders in 1978 reinvigorated the market.

Arcade machines started to be installed everywhere, and new franchises like Pac-Man and Donkey Kong drove further growth. By 1982, arcades were already generating more money than both the pop music industry and the box office.

1985–2000: The Tech Advancement Race
Unfortunately, the gaming industry grew too quickly to maintain.

Eager to capitalize on a growing home console market, Atari licensed extremely high budget ports of Pac-Man and a game adaptation of E.T. the Extra Terrestrial. They were rushed to market, released in poor quality, and cost the company millions in returns and more in brand damage.

As other companies also looked to capitalize on the market, many other poor attempts at games and consoles caused a downturn across the industry. At the same time, personal computers were becoming the new flavor of gaming, especially with the release of the Commodore 64 in 1982.

It was a sign of what was to define this era of gaming history: a technological race. In the coming years, Nintendo would release the Nintendo Entertainment System (NES) home console in 1985 (released in Japan as the Famicom), prioritizing high quality games and consistent marketing to recapture the wary market.

On the backs of games like Duck Hunt, Excitebike, and the introduction of Mario in Super Mario Bros, the massive success of the NES revived the console market.

Estimated Total Console Sales by Manufacturer (1970-2020)

Manufacturer
Home Console sales Handheld Console Sales Total Sales
Nintendo 318 M 430 M 754 M
Sony 445 M 90 M 535 M
Microsoft 149 M - 149 M
Sega 64-67 M 14 M 81 M
Atari 31 M 1 M 32 M
Hudson Soft/NEC 10 M - 10 M
Bandai - 3.5 M 3.5 M

Nintendo looked to continue its dominance in the field, with the release of the Game Boy handheld and the Super Nintendo Entertainment System. At the same time, other competitors stepped in to beat them at their own game.

In 1988, arcade company Sega entered the fray with the Sega Mega Drive console (released as the Genesis in North America) and then later the Game Gear handheld, putting its marketing emphasis on processing power.

Electronics maker Sony released the PlayStation in 1994, which used CD-ROMs instead of cartridges to enhance storage capacity for individual games. It became the first console in history to sell more than 100 million units, and the focus on software formats would carry on with the PlayStation 2 (DVDs) and PlayStation 3 (Blu-rays).

Even Microsoft recognized the importance of gaming on PCs and developed the DirectX API to assist in game programming. That “X” branding would make its way to the company’s entry into the console market, the Xbox.

2001–Present: The Online Boom
It was the rise of the internet and mobile, however, that grew the gaming industry from tens of billions to hundreds of billions in revenue.

A primer was the viability of subscription and freemium services. In 2001, Microsoft launched the Xbox Live online gaming platform for a monthly subscription fee, giving players access to multiplayer matchmaking and voice chat services, quickly becoming a must-have for consumers.

Meanwhile on PCs, Blizzard was tapping into the Massive Multiplayer Online (MMO) subscription market with the 2004 release of World of Warcraft, which saw a peak of more than 14 million monthly paying subscribers.

All the while, companies saw a future in mobile gaming that they were struggling to tap into. Nintendo continued to hold onto the handheld market with updated Game Boy consoles, and Nokia and BlackBerry tried their hands at integrating game apps into their phones.

But it was Apple’s iPhone that solidified the transition of gaming to a mobile platform. The company’s release of the App Store for its smartphones (followed closely by Google’s own store for Android devices) paved the way for app developers to create free, paid, and pay-per-feature games catered to a mass market.

Now, everyone has their eyes on that growing $85 billion mobile slice of the gaming market, and game companies are starting to heavily consolidate.

Major Gaming Acquisitions Since 2014

Date
Acquirer Target and Sector Deal Value (US$)
Apr. 2014 Facebook Oculus - VR $3 Billion
Aug. 2014 Amazon Twitch - Streaming $970 Million
Nov. 2014 Microsoft Mojang - Games $2.5 Billion
Feb. 2016 Activision Blizzard King - Games $5.9 Billion
Jun. 2016 Tencent Supercell - Games $8.6 Billion
Feb. 2020 Embracer Group Saber Interactive - Games $525 Million
Sep. 2020 Microsoft ZeniMax Media - Games $7.5 Billion
Nov. 2020 Take-Two Interactive Codemasters - Games $994 Million

Console makers like Microsoft and Sony are launching cloud-based subscription services even while they continue to develop new consoles. Meanwhile, Amazon and Google are launching their own services that work on multiple devices, mobile included.

After seeing the success that games like Pokémon Go had on smartphones—reaching more than $1 billion in yearly revenue—and Grand Theft Auto V’s record breaking haul of $1 billion in just three days, companies are targeting as much of the market as they can.

And with the proliferation of smartphones, social media games, and streaming services, they’re on the right track. There are more than 2.7 billion gamers worldwide in 2020, and how they choose to spend their money will continue to shape gaming history as we know it.

https://www.visualcapitalist.com/50-years-gaming-history-revenue-stream/
 

thesecret1

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Putting mobile and the rest in the same chart is kind of wrong, in my opinion. Those are entirely different markets.
 

DalekFlay

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PC holds its own in that chart pretty well really, compared to console. Granted a lot of that PC revenue now is Fortnite skins instead of Quake games, but hey... the multiplayer aspect of gaming always was a huge chunk I suppose, and Fortnite is also on consoles. Important thing is our revenue share remains steady and significant.

As thesecret1 says, mobile gaming really is an entirely different thing in 95% of cases and I dislike comparing them. It's like when people ask you whether Alien or Aliens is the better movie, but they're entirely different genres doing entirely different things.
 

Catacombs

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Putting mobile and the rest in the same chart is kind of wrong, in my opinion. Those are entirely different markets.

The chart works. Mobile might have shit-tier, pay-to-win games like Candy Crush and Fortnite, but it's still well within the realm of gaming revenue by platform.
 
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according to that graph, the whole "we'll focus on consoles because computer market is dead and all our money will go elsewhere" was just a gigantic amount of horseshit retards like the epic bloke were trying to convince themselves of.
 

thesecret1

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according to that graph, the whole "we'll focus on consoles because computer market is dead and all our money will go elsewhere" was just a gigantic amount of horseshit retards like the epic bloke were trying to convince themselves of.
Attempt by console makers to make a self-fulfilling prophecy. "Invest in console games, PC is dying!" -> less games for PC -> PC really starts dying. Luckily, it did not work.
 

Vorark

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Handheld market... I knew the DS/PSP era was special. :negative:

Even Nintendo had to adjust their tune a little to holdback the mobile menace and it's good they succeded. Gotta keep genuine portable gaming alive even if in spirit.
 

StaticSpine

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Even Nintendo had to adjust their tune a little to holdback the mobile menace and it's good they succeded.
Dude, Nintendo also makes mobile games. And they're just different games for different audiences/purposes. Switch games do not compete with mobile games.
Releasing successful FTP Fire Emblem on mobiles didn't prevent the new Switch entry in the series to succeed.
 

DJOGamer PT

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Can someone explain to me how in the hell is the mobile market so profitable?
I have some games on my smartphone and I didn't pay for them. In fact, none of my mates payed for the games they have on their phones

Handheld market... I knew the DS/PSP era was special. :negative:

I would say it's still alive thanks to the Switch
 

StaticSpine

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Can someone explain to me how in the hell is the mobile market so profitable?
Those games work as services and become habits. There are different mechanisms that do not allow players to freely get all the content (difficulty spikes, timers, etc). People buy cheap (or not) in-app stuff several times during their lifetime in the game or just pay weekly/monthly to be able to finish timed new content in time, to progress faster, or to compete with other players.
 

thesecret1

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Can someone explain to me how in the hell is the mobile market so profitable?
Microtransactions for the most part. There are next to no "premium" mobile games, they are all freemium. Whereas a PC gamer tends to spend $60 on a game at most, once you hook someone up on a freemium, he can easily for over hundreds or even thousands of dollars. Even those that don't fall that deep tend to spends a couple dozen bucks at least. Moreover, with freemium, you have a massive target audience – it's FREE, so shitloads more people try it out (if properly marketed) than a premium game which you have to buy first. The market is also larger, as anyone with a smartphone (which is almost everyone nowadays) is likely to have at least one game installed for when he's waiting in the subway, etc.
 
Unwanted
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Can someone explain to me how in the hell is the mobile market so profitable?
retards.
This is an oversimplification, since everyone got a smartphone that exploded into a new market. Back in the day you got your fat nerds with expensive computers running demanding games, arcade games, then consoles ate the arcade market, simple and inexpensive toy machines that you could get your kids or no life losers could play in their spare time. But smartphones, boy, that was something else. It doesn't matter where in the world you are, at which tier of society you are, you will have a smartphone on you. Even the cheapest of normalfags have one, bums have smartphones, if your dog had something better than paws he would have one too. With so many new potential customers phones had to become a big gaming platform just by the sheer scope of the audience.

So yes, retards, retards got phones and now you can sell them things on them. No distribution cost since everything is digital and a customer base of sheeple that are easily fleeced, they don't know you are just supposed to pay for a game once and that is that, you can make them pay to progress in a game and do all sorts of fun bullshit you can't get away with anywhere else. They have no standards and the potential spread of casual titles is huge.
 

mondblut

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I see arcades and handhelds dying out, how is that "decline"?

Arcades and handhelds were a hell of a lot better than mobile "games".

How is buying another try at a game intentionally programmed to kill you ASAP any different from buying another session at the game intentionally programmed to only let you play a few minutes a day?

Also, I don't remember any RPGs and strategy titles on arcades, therefore arcades are garbage.
 

DalekFlay

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according to that graph, the whole "we'll focus on consoles because computer market is dead and all our money will go elsewhere" was just a gigantic amount of horseshit retards like the epic bloke were trying to convince themselves of.

You can see on the chart where PC contracted a bit and consoles were a good bit bigger, before Steam came around and defeated piracy on a service level. It was never as bad as they acted like, no. I think a lot of it was just butthurt anger at people getting their shit for free.
 

DJOGamer PT

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I see arcades and handhelds dying out, how is that "decline"?

Fuck you, you russian bitch arcade games were awesome

Not only that but arcades allow for gaming experiences you can't get even with VR, since the arcade machine itself and it's input systems can be very unique (for example the mech cockpits)

Fortunately arcades will continue to exist as long as Japan and Korea do

How is buying another try at a game intentionally programmed to kill you ASAP any different from buying another session at the game intentionally programmed to only let you play a few minutes a day?

The trick is not to suck dick and git gud
 

Melcar

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mondblut was the shrub that would get his shit pushed at the arcades. Poor, poor mondblut. He would spend all his allowance trying to get gud but never could. SAD.
 
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Falksi

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I'm just replaying a fuck load of arcade games, and as games themselves a lot fail to hold up compared to home conversions. Simply because the difficulty is often way too tipped to coin guzzling. Whereas the home versions are re-balanced to make for a more balanced & overall fun experience.

With that said, arcades themselves were fucking brilliant. Mainly for the social aspect, competition and "sugar" rush of it all.

I'd love to see a boom in arcades again. They were a fucking blast.
 

thesecret1

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It was never as bad as they acted like, no. I think a lot of it was just butthurt anger at people getting their shit for free.
No, the reason why so many companies screeched about piracy was because it became an easy way for a studio to defend itself after a flop. "We did a good job, our game did not suck, it's a good game! The reason why it's a financial failure is because of those pesky pirates!" It's a great way to shovel the blame onto some anonymous force out there, with no easy way to prove or disprove it. Companies subsequently overreacting with draconian DRM like always online for single player games and the like was a logical consequence of that.
 

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