A video game console is a standardized computing device tailored for video gaming. The compact size of video game consoles allows them to be easily used in a variety of locations, making them portable. [2] Video game consoles may use one or more data storage devices, such as hard disk drives, optical discs, and memory cards for downloaded content. [2]
A home video game console requires a computer monitor or television set as an output. [3] Handheld controllers are commonly used as input devices. Sanders Associates engineer Ralph H. Baer along with company employees Bill Harrison and Bill Rusch licensed their television gaming technology to contemporary major TV manufacturer Magnavox. This resulted in the 1972 release of the Magnavox Odyssey—the first commercially available video game console. [4]
A handheld game console is a lightweight device with a built-in screen, controls, speakers, [6] and has greater portability than a standard video game console. [2] It is capable of playing multiple games unlike tabletop and handheld electronic game devices. The oldest handheld game console with interchangeable cartridges is the Milton Bradley Microvision from 1979. [7] Nintendo is credited with popularizing the handheld console concept with the Game Boy's release in 1989 [8] and continued to dominate the handheld console market into the early 2000s. [9] [10]
Virtual reality headsets are head-mounted devices with built-in screens that are positioned in front of the user’s eyes. VR headsets intended to play virtual reality games may have handheld controllers and position-tracking accelerometers for user input. [11] Most of these are devices that must be connected to a game console or gaming PC, [12] but some are standalone game consoles, such as the Quest 2 released by Meta Platforms. [13]
Dedicated consoles are a subset of game consoles that are only able to play built-in games. [14] [15] Video game consoles in general are also described as "dedicated" in distinction from the more versatile personal computer and other consumer electronics. [16] [17] [18]
The following table contains video game consoles that have sold at least 1 million units worldwide either through to consumers or inside retail channels. Each console include sales from every iteration unless otherwise noted. The years correspond to when the initial iteration of the console was first released (excluding test markets).
Platform | Type | Firm | Released [2] | Units sold | Ref. |
---|---|---|---|---|---|
PlayStation 2 | Home | Sony | 2000 | >160 million | [1] |
Nintendo DS | Handheld | Nintendo | 2004 | 154.02 million | [20] |
Nintendo Switch # | Hybrid | Nintendo | 2017 | 146.04 million | [20] [note 1] |
Game Boy & Game Boy Color | Handheld | Nintendo | 1989, 1998 | 118.69 million | [20] [note 2] |
PlayStation 4 # | Home | Sony | 2013 | 117.2 million | [22] |
PlayStation | Home | Sony | 1994 | 102.49 million | [23] |
Wii | Home | Nintendo | 2006 | 101.63 million | [20] |
PlayStation 3 | Home | Sony | 2006 | 87.4 million | [24] [25] |
Xbox 360 | Home | Microsoft | 2005 | > 84 million | [note 3] |
Game Boy Advance | Handheld | Nintendo | 2001 | 81.51 million | [20] |
PlayStation Portable | Handheld | Sony | 2004 | 80 million | [1] |
Nintendo 3DS | Handheld | Nintendo | 2011 | 75.94 million | [20] |
PlayStation 5 # | Home | Sony | 2020 | 65.6 million | [33] |
Family Computer/Nintendo Entertainment System | Home | Nintendo | 1983 | 61.91 million | [20] |
Xbox One | Home | Microsoft | 2013 | ~58 million | [34] |
Super Famicom/Super Nintendo Entertainment System | Home | Nintendo | 1990 | 49.1 million | [20] |
Nintendo 64 | Home | Nintendo | 1996 | 32.93 million | [20] |
Mega Drive/Genesis | Home | Sega | 1988 | 30.75 million | [note 4] |
Atari 2600 | Home | Atari | 1977 | 30 million | [38] |
Xbox Series X/S # | Home | Microsoft | 2020 | 28.3 million | [39] |
Xbox | Home | Microsoft | 2001 | 24 million | [40] |
Nintendo GameCube | Home | Nintendo | 2001 | 21.74 million | [20] |
Quest 2 | VR headset | Reality Labs / Meta | 2020 | ~20 million | [41] |
Wii U | Home | Nintendo | 2012 | 13.56 million | [20] |
PlayStation Vita | Handheld | Sony | 2011 | 10–15 million (estimate) | [note 5] |
Master System | Home | Sega | 1986 | 10–13 million | [note 6] |
V.Smile & V.Motion | Home | VTech | 2004, 2007 | 11 million | [50] |
Game Gear | Handheld | Sega | 1990 | 10.62 million | [35] |
PC Engine/TurboGrafx-16 | Home | NEC/Hudson Soft [note 7] | 1987 | 10 million | [52] |
Sega Saturn | Home | Sega | 1994 | 9.26 million | [36] |
Dreamcast | Home | Sega | 1998 | 9.13 million | [36] [53] [54] [55] |
Master System (Brazilian variants) | Home | Tectoy | 1989 | 8 million | [56] |
Dendy (famiclone) | Home | Micro Genius | 1992 | 6 million | [57] |
Super NES Classic Edition | Dedicated | Nintendo | 2017 | 5.28 million | [58] |
Advanced Pico Beena | Home | Sega | 2005 | > 4.1 million | [59] |
NES Classic Edition | Dedicated | Nintendo | 2016 | 3.56 million | [60] [61] |
WonderSwan & WonderSwan Color | Handheld | Bandai | 1999, 2000 | 3.5 million | [note 8] |
Sega Pico | Home | Sega | 1993 | > 3.4 million | [note 9] |
Color TV-Game | Dedicated | Nintendo | 1977 | 3 million | [70] [71] |
Intellivision | Home | Mattel | 1980 | 3 million | [72] |
Mega Drive (Brazilian variants) | Home | Tectoy | 1990 | 3 million | [73] [74] |
N-Gage | Handheld | Nokia | 2003 | 3 million | [75] |
ColecoVision | Home | Coleco | 1982 | > 2 million | [note 10] |
3DO Interactive Multiplayer | Home | The 3DO Company | 1993 | > 2 million | [79] |
Neo Geo Pocket & Neo Geo Pocket Color | Handheld | SNK | 1998, 1999 | 2 million | [80] |
Magnavox Odyssey² | Home | Magnavox/Philips | 1978 | 2 million | [81] |
Sega SG-1000 | Home | Sega | 1983 | 2 million | [82] [83] |
Oculus Go | VR headset | Oculus | 2018 | 2 million (estimate) | [84] |
Mega Drive/Genesis Mini | Dedicated | Sega | 2019 | > 1.5 million | [85] |
Atari 7800 | Home | Atari | 1986 | > 1 million | [note 11] |
Atari Lynx | Handheld | Atari | 1989 | > 1 million | [note 12] |
Philips CD-i | Home | Philips | 1990 | > 1 million | [note 13] |
Telstar | Dedicated | Coleco | 1976 | > 1 million | [91] [note 14] |
Atari 5200 | Home | Atari | 1982 | 1 million | [93] |
Pegasus (famiclone) | Home | Micro Genius | 1991 | 1 million | [94] |
>Final sales are greater than the reported figure. See notes.
Coleco Industries, Inc. was an American company founded in 1932 by Maurice Greenberg as The Connecticut Leather Company. The name "COLECO" is an abbreviation derived from the company's original name which combines the first two letters of "Connecticut," "Leather," and "Company." It was a successful toy company in the 1980s, mass-producing versions of Cabbage Patch Kids dolls and its video game consoles, the Coleco Telstar dedicated consoles and ColecoVision. While the company ceased operations in 1988 as a result of bankruptcy, the Coleco brand was revived in 2005, and remains active to this day.
ColecoVision is a second-generation home video-game console developed by Coleco and launched in North America in August 1982. It was released a year later in Europe by CBS Electronics as the CBS ColecoVision.
The Game Gear is an 8-bit fourth-generation handheld game console released by Sega on October 6, 1990 in Japan, in April 1991 throughout North America and Europe, and during 1992 in Australia. The Game Gear primarily competed with Nintendo's Game Boy, the Atari Lynx, and NEC's TurboExpress. It shares much of its hardware with the Master System, and can play Master System games through the use of an adapter.
The WonderSwan is a handheld game console released in Japan by Bandai. It was developed by Gunpei Yokoi's company Koto Laboratory and Bandai, and was the last piece of hardware Yokoi developed before his death in 1997. Released in 1999 in the sixth generation of video game consoles, the WonderSwan and its two later models, the WonderSwan Color and SwanCrystal, were officially supported until being discontinued by Bandai in 2003. During its lifespan, no variation of the WonderSwan was released outside of Japan.
In the history of video games, the sixth generation era is the era of computer and video games, video game consoles, and handheld gaming devices available at the turn of the 21st century, starting on November 27, 1998. Platforms in the sixth generation include consoles from four companies: the Sega Dreamcast (DC), Sony PlayStation 2 (PS2), Nintendo GameCube (GC), and Microsoft Xbox. This era began on November 27, 1998, with the Japanese release of the Dreamcast, which was joined by the PlayStation 2 on March 4, 2000, the GameCube on September 14, 2001 and the Xbox on November 15, 2001, respectively. On March 31, 2001, the Dreamcast was among the first to be discontinued, followed by Xbox in 2006, GameCube in 2007, and PlayStation 2 in January 2013. Meanwhile, the seventh generation of consoles started on November 22, 2005, with the launch of the Xbox 360.
In the history of video games, the third generation of video game consoles, commonly referred to as the 8-bit era, began on July 15, 1983, with the Japanese release of two systems: Nintendo's Family Computer and Sega's SG-1000. When the Famicom was released outside of Japan, it was remodeled and marketed as the Nintendo Entertainment System (NES). This generation marked the end of the video game crash of 1983, and a shift in the dominance of home video game manufacturers from the United States to Japan. Handheld consoles were not a major part of this generation; the Game & Watch line from Nintendo and the Milton Bradley Microvision that were sold at the time are both considered part of the previous generation due to hardware typical of the second generation.
2003 saw many sequels and prequels in video games, such as Tony Hawk's Underground, Madden NFL 2004, NBA Live 2004, ESPN NBA Basketball, Saya no Uta: The Song of Saya, Final Fantasy X-2, Mario Kart: Double Dash, Mario & Luigi: Superstar Saga, Prince of Persia: The Sands of Time, Sonic Heroes, Postal 2, Star Wars: Knights of the Old Republic, Uru: Ages Beyond Myst, and WWE SmackDown! Here Comes the Pain. New intellectual properties included Beyond Good & Evil, Boktai: The Sun is in Your Hand, Call of Duty, Disgaea, Drakengard, Manhunt, PlanetSide, TrackMania, True Crime: Streets of LA, and Viewtiful Joe. The year's best-selling video game worldwide was Pokémon Ruby/Sapphire, the fifth time a Pokémon games was the annual worldwide top-seller.
A home video game console is a video game console that is designed to be connected to a display device, such as a television, and an external power source as to play video games. While initial consoles were dedicated units with only a few games fixed into the electronic circuits of the system, most consoles since support the use of swappable game media, either through game cartridges, optical discs, or through digital distribution to internal storage.
The history of video game consoles, both home and handheld, began in the 1970s. The first console that played games on a television set was the 1972 Magnavox Odyssey, first conceived by Ralph H. Baer in 1966. Handheld consoles originated from electro-mechanical games that used mechanical controls and light-emitting diodes (LED) as visual indicators. Handheld electronic games had replaced the mechanical controls with electronic and digital components, and with the introduction of Liquid-crystal display (LCD) to create video-like screens with programmable pixels, systems like the Microvision and the Game & Watch became the first handheld video game consoles.
2001 saw many sequels and prequels in video games, such as Madden NFL 2002, NBA Live 2002, NBA 2K2, WWF Smackdown! Just Bring It, Capcom vs. SNK 2,Dead or Alive 3, Final Fantasy X, Gran Turismo 3: A-Spec, Grand Theft Auto III, Metal Gear Solid 2: Sons of Liberty, Myst III: Exile, Crazy Taxi 2, SSX Tricky, Super Smash Bros. Melee, Sonic Adventure 2, Tony Hawk's Pro Skater 3, and Virtua Fighter 4. New intellectual properties include Ace Attorney, Advance Wars,Animal Crossing, Burnout, Gothic, Black & White, Devil May Cry, Fatal Frame, Ghost Recon,Halo, Jak and Daxter, Max Payne, Oni, Onimusha: Warlords, Operation Flashpoint, Pikmin, Pro Evolution Soccer, Red Faction, Serious Sam, and Tropico.
1996 saw many sequels and prequels in video games, such as Super Mario 64, Duke Nukem 3D, Street Fighter Alpha 2, Super Mario RPG, King's Field III, Virtua Fighter 3, along with new titles such as Blazing Heroes, NiGHTS into Dreams..., Crash Bandicoot, Pokémon Red/Green/Blue, Resident Evil, Dead or Alive, Soul Edge, Quake and Tomb Raider.
1986 saw many sequels and prequels in video games, such as Super Mario Bros. 2, along with new titles such as Arkanoid, Bubble Bobble, Castlevania, Dragon Quest, Ikari Warriors, The Legend of Zelda, Metroid, Out Run and R.B.I. Baseball. The year's highest-grossing arcade video games were Hang-On in Japan, Hang-On and Gauntlet in the United States, and Nemesis (Gradius) in London. The year's best‑selling home system was the Nintendo Entertainment System (Famicom) for the third year in a row, while the year's best-selling home video games in Western markets were Super Mario Bros. in the United States and Yie Ar Kung-Fu in the United Kingdom.
The history of the Nintendo Entertainment System (NES) spans the 1982 development of the Family Computer, to the 1985 launch of the NES, to Nintendo's rise to global dominance based upon this platform throughout the late 1980s. The Family Computer or Famicom was developed in 1982 and launched in 1983 in Japan. Following the North American video game crash of 1983, the Famicom was adapted into the NES which was launched in North America in 1985. Transitioning the company from its arcade game history into this combined global 8-bit home video game console platform, the Famicom and NES continued to aggressively compete with next-generation 16-bit consoles, including the Sega Genesis. The platform was succeeded by the Super Famicom in 1990 and the Super Nintendo Entertainment System in 1991, but its support and production continued until 1995. Interest in the NES has been renewed by collectors and emulators, including Nintendo's own Virtual Console platform.
In the history of video games, the second-generation era refers to computer and video games, video game consoles, and handheld video game consoles available from 1976 to 1992. Notable platforms of the second generation include the Fairchild Channel F, Atari 2600, Intellivision, Odyssey 2, and ColecoVision. The generation began in November 1976 with the release of the Fairchild Channel F. This was followed by the Atari 2600 in 1977, Magnavox Odyssey² in 1978, Intellivision in 1980 and then the Emerson Arcadia 2001, ColecoVision, Atari 5200, and Vectrex, all in 1982. By the end of the era, there were over 15 different consoles. It coincided with, and was partly fuelled by, the golden age of arcade video games. This peak era of popularity and innovation for the medium resulted in many games for second generation home consoles being ports of arcade games. Space Invaders, the first "killer app" arcade game to be ported, was released in 1980 for the Atari 2600, though earlier Atari-published arcade games were ported to the 2600 previously. Coleco packaged Nintendo's Donkey Kong with the ColecoVision when it was released in August 1982.
The history of Nintendo, a Japan-based international video game company, starts in 1889 when Fusajiro Yamauchi founded "Yamauchi Nintendo", producing handmade hanafuda playing cards. Since its founding, the company has been headquartered in Kyoto. Sekiryo Kaneda was company president from 1929 to 1949, and succeeded by Hiroshi Yamauchi. Hiroshi Yaumauchi's Nintendo started producing toys like the Ultra Hand and operating love hotels. In the 1970s and 80s, they made arcade games and related accessories, as well as the Color TV-Game series of home consoles and the Game & Watch series of handheld electronic games.
The 1980s was the second decade in the industry's history. It was a decade of highs and lows for video games. The decade began amidst a boom in the arcade video game business with the golden age of arcade video games, the Atari 2600's dominance of the home console market during the second generation of video game consoles, and the rising influence of home computers. However, an oversatuation of low quality games led to an implosion of the video game market that nearly destroyed the industry in North America. Most investors believed video games to be a fad that had since passed, up until Nintendo's success with its Nintendo Entertainment System revived interest in game consoles and led to a recovery of the home video game industry. In the remaining years of the decade, Sega ignites a console war with Nintendo, developers that had been affected by the crash experimented with PC games, and Nintendo released the Game Boy, which would become the best-selling handheld gaming device for the next two decades. Other consoles released in the decade included the Intellivision, ColecoVision, TurboGrafx-16 and Sega Genesis.
In the video game industry, a console war describes the competition between two or more video game console manufacturers in trying to achieve better consumer sales through more advanced console technology, an improved selection of video games, and general marketing around their consoles. While console manufacturers are generally always trying to out-perform other manufacturers in sales, these console wars engage in more direct tactics to compare their offerings directly against their competitors or to disparage the competition in contrast to their own, and thus the marketing efforts have tended to escalate in back-and-forth pushes.
popularizing the handheld console concept nintendo.
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.
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.
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.
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.
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.
Comercializado no Brasil desde setembro de 1989, o saudoso Master System já vendeu mais de 8 milhões de unidades no país, segundo a Tectoy.
On July 12, toy giant Bandai unleashed a third iteration (in stylish red and blue models) of their handheld WonderSwan system, the new-and- improved SwanCrystal, in Japan.
A new colored version of Bandai Co.'s <7967> WonderSwan handheld game machine will hit Japanese stores in early December, the Japanese game maker said Wednesday. [...] The original WonderSwan, with its black-and-white displays, has sold 1.55 million units since its debut in March 1999.
The move reflects declining sales of Bandai's WonderSwan mobile game machine. The major Japanese toy maker is looking to supply two or three software titles for the rival company's popular game machine by March next year. Bandai will shift its focus from sales of hardware to software for "multiple platforms," including personal digital assistants, Takasu told a press conference.
Base instalada: 5 milhões de Master System; 3 milhões de Mega Drive
We had 700,000 active users and we had 3 million N-Gage devices out there.
'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 is now debating whether to withdraw from electronics altogether. Colecovision still sells, but it is a shadow of its former self.
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.
The 7800 system with its enhanced graphics capabilities was introduced in 1986 and has sold more than million units to date.
Meanwhile, Nintendo, the first on the market with its black-and-white Game Boy, has sold approximately 7.5 million portable systems, analysts estimate. Sega has sold about 1.6 million units of its color Game Gear system, while Atari Inc. has sold about one million units of its $99 Lynx color portable system.
The Jaguar looked to be a winner, with popular new games and hot sales. Around June of 1994 the company decided to stop supporting the Lynx and concentrate on the Jaguar.
According to Philips, there are 1 million CD-i owners worldwide.
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.
The company has stopped producing its 5200 SuperSystem games player, more than 1 million of which were sold.
1 WonderSwan Famitsu sources
2 Release year sources
After successful test marketing in 1979, Mattel Electronics released its Intellivision system nationwide in late 1980.
So, in 1976, Coleco introduced Telstar, a Pong clone, for $50, about half Atari's price.
Bibliography