Jump to content

Video games in the United States

From Wikipedia, the free encyclopedia

E3 at the Los Angeles Convention Center

Video gaming in the United States is one of the fastest-growing entertainment industries in the country. The American video game industry is the largest video game industry in the world. According to a 2020 study released by the Entertainment Software Association, the yearly economic output of the American video game industry in 2019 was $90.3 billion, supporting over 429,000 American jobs. With an average yearly salary of about $121,000, the latter figure includes over 143,000 individuals who are directly employed by the video game business. Additionally, activities connected to the video game business generate $12.6 billion in federal, state, and local taxes each year.[1] The World Economic Forum estimates that by 2025 the American gaming industry will reach $42.3 billion while worldwide gaming industry will possibly reach US$270 billion.[2][3] The United States is one of the nations with the largest influence in the video game industry, with video games representing a significant part of its economy.

BlizzCon in 2017

Major publishers headquartered in the United States are: Sony Interactive Entertainment, Microsoft Gaming (consist of Xbox Game Studios, Bethesda Softworks and Activision Blizzard), Electronic Arts, Take-Two Interactive, Epic Games, Valve, Warner Bros. Games, Riot Games, and others.[4] Major video game events such as BlizzCon, QuakeCon, Summer Game Fest, and PAX are held every year in the US. For many years, E3, held annually in the US, was considered the biggest gaming expo of the year in terms of its importance and impact.[5] The Game Awards, The New York Game Awards, and D.I.C.E. Awards are some of the most respected video game awards events in the video game industry. 103 million people watched The Game Awards 2022 event alone.[6] The Game Developers Conference (GDC) is still the largest and one of the most important video game conferences for video game developers.[7]

In statistics collected by The ESA for the year 2013, a reported 58% of Americans play video games and the average American household now owns at least one dedicated video game console, PC or smartphone.[8] According to estimates from Nielsen Media Research, approximately 45.7 million U.S. households in 2006 (or approximately 40 percent of approximately 114.4 million) owned a dedicated home video game console,[9][10] and by 2015, 51 percent of U.S. households owned a dedicated home video game console according to an Entertainment Software Association annual industry report.[11][12] The households that own these items play games most commonly on their console or PC. 36% of U.S. gamers play on their smartphones.[8] 43% of video game consumers believe games give them the most value for their money compared to other common forms of entertainment such as movies or music.[8] In 2011, the average American gamer spent an average of 13 hours per week playing video games.[13] In 2013, almost half of Americans who were gaming more than they did in 2010 spent less time playing board games, watching TV, going to the movies, and watching movies at home.[8] When Americans game, 62% do so with others online or in person, yet the other person is more likely to be a friend than a significant other or family member.[8] The most common reason parents play video games with their children is as a fun family activity, or because they are asked to. 52% of parents believe video games are a positive part of their child's life, and 71% of parents with children under 18 see gaming as beneficial to mental stimulation or education.[8]

Demographics

[edit]
  <18 (20%)
  18-34 (38%)
  35-44 (14%)
  45-54 (12%)
  55-64 (9%)
  65+ (7%)

The number of mobile game players in the US is higher than it has ever been at more than 191 million people, or 57.3% of the population.[14]

The average age of a U.S. gamer is 35, the average number of years a U.S. gamer has been playing games is 13.[8] In 2021, it was reported that the age distribution of U.S. gamers were 20% under the 18 years old, 38% were in between 18 and 34 years old, 14% were in between 35 and 44 years old, 12% were in between 45 and 54 years old, 9% were in between 55 and 64 years old, and 7% were 65 years old or over.[15] The American gamer population is 54% male and 46% female. Of those females, women 18 and older account for a greater portion of the population than males younger than 18.[8] The average female video game player is 44 years old, while the average male video game player is 35.[16][17]

A Marine playing a video game
US Marine playing Top Gun in 2010

Market statistics

[edit]

The best-selling console video game genres of 2022 were action, shooters, and sports. The PC gaming market's best-selling genres were role-playing, strategy, and casual. For online games, the most popular genres are puzzle/trivia, action/strategy, and casual/social games.[8] While there are many American video game developers that have been producing games for years, Japanese video games and companies have regularly been listed in the annual lists of best sellers.[18] In December 2022, American consumers spent $7.6 billion on video gaming content, hardware, and accessories, up 2% from the previous month and bringing total expenditure for the year to $56.6 billion. The unit sales growth featured a similar drop with the report of 188 million units sold from 245.9 in 2021. U.S. gaming consumers spent a total of $20.77 billion on the game industry alone and currently hard copies of video games are still dominating in sales compared to digital copies.[8] 2022 saw inexorable expansion in the gaming sector, particularly in online and mobile gaming. A fundamental shift in mentality is also occurring, with games now being viewed as venues for creativity, self-expression, and socialization. While major IT firms are developing their own meta-universes, new gaming technologies such as AR, VR, and MR are changing the industry.[19]

Best-selling video games

[edit]

The following titles are the top ten best-selling video games in the United States, according to sales figures from The NPD Group. The list covers console games and PC games, but does not include console pack-in game bundles, arcade video games, mobile games, or free-to-play titles. Among the top ten titles, six were developed or published by Japanese company Nintendo, two published by American company Activision, and two from British developer Rockstar North and American publisher Rockstar Games.

Rank Title Year Platform(s) Developer Publisher Genre Sales Ref
1 Grand Theft Auto V 2013 Multi-platform Rockstar North Rockstar Games Action-adventure Un­known [20]
2 Pokémon Red / Blue / Yellow / Green 1998 GB, GBA Game Freak Nintendo Role-playing 19,370,000 [a]
3 Wii Fit / Plus 2008 Wii Nintendo EAD Nintendo Exergaming 15,500,000 [23]
4 Call of Duty: Black Ops 2010 Multi-platform Treyarch Activision First-person shooter 14,983,459 [24]
5 Pokémon Gold / Silver / Crystal 2000 GBC, DS Game Freak Nintendo Role-playing 13,293,889 [b]
6 Wii Play 2006 Wii Nintendo EAD Nintendo Party 13,060,000 [23]
7 Mario Kart Wii 2008 Wii Nintendo EAD Nintendo Kart racing 11,300,000 [23]
8 Super Mario Bros. 3 1990 NES, GBA Nintendo R&D4 Nintendo Platformer 10,880,000 [c]
9 Guitar Hero III: Legends of Rock 2007 Multi-platform Neversoft Activision Rhythm 10,200,000 [28]
10 Grand Theft Auto: San Andreas 2004 PS2, Xbox Rockstar North Rockstar Games Action-adventure 9,800,000 [28]

Best-selling video games by year

[edit]

The following titles are the top-selling video game titles in the United States annually since 1980, with sales figures from The NPD Group since 1994.[29][30]

Among the 41 reported annual top-sellers between 1980 and 2022, thirteen were published by Nintendo, twelve by Activision Blizzard, four each by Atari and Take-Two Interactive, three by Electronic Arts, and two each by Sega and Acclaim Entertainment.

Year Top-selling title Developer Publisher Platform Ref
1980 Space Invaders Taito Atari Atari VCS [31]
1981 Space Invaders [32]
1982 Pac-Man Namco, Atari
1983 Ms. Pac-Man GCC, Midway
1986 Super Mario Bros. Nintendo R&D4 Nintendo NES [33]
1987 The Legend of Zelda [34]
1988 Super Mario Bros./Duck Hunt Nintendo [35]
1989 Super Mario Bros./Duck Hunt [36]
1990 Super Mario Bros. 3 Nintendo R&D4 [33]
1991 Sonic the Hedgehog Sonic Team Sega Genesis [37]
1992 Sonic the Hedgehog 2 Sega [38]
1993 Mortal Kombat Midway Acclaim [39]
1994 Donkey Kong Country Rare Nintendo SNES [40]
1995 Donkey Kong Country [41]
1996 Super Mario 64 Nintendo EAD N64 [29]
1997 Mario Kart 64 [29]
1998 The Legend of Zelda: Ocarina of Time [29]
1999 Pokémon Red / Blue / Yellow Game Freak Game Boy [42][43]
2000 Pokémon Gold / Silver GBC [44]
2001 Pokémon Gold / Silver / Crystal [45]
2002 Grand Theft Auto: Vice City Rockstar North Take-Two Interactive PS2 [29]
2003 Madden NFL 2004 EA Tiburon Electronic Arts [29]
2004 Grand Theft Auto: San Andreas Rockstar North Take-Two Interactive [46]
2005 Madden NFL 06 EA Tiburon Electronic Arts [47]
2006 Madden NFL 07 [48]
2007 Halo 3 Bungie Microsoft Game Studios Xbox 360 [49]
2008 Wii Play Nintendo EAD Nintendo Wii [50][51]
2009 Call of Duty: Modern Warfare 2 Infinity Ward Activision Blizzard Multi-platform [52]
2010 Call of Duty: Black Ops Treyarch [53]
2011 Call of Duty: Modern Warfare 3 Infinity Ward, Sledgehammer Games [54]
2012 Call of Duty: Black Ops II Treyarch [55]
2013 Grand Theft Auto V Rockstar North Take-Two Interactive [56]
2014 Call of Duty: Advanced Warfare Sledgehammer Games Activision Blizzard [57]
2015 Call of Duty: Black Ops III Treyarch [58]
2016 Call of Duty: Infinite Warfare Infinity Ward [59]
2017 Call of Duty: WWII Sledgehammer Games [60]
2018 Red Dead Redemption 2 Rockstar Studios Take-Two Interactive [61]
2019 Call of Duty: Modern Warfare Infinity Ward Activision Blizzard [62]
2020 Call of Duty: Black Ops Cold War Treyarch [63]
2021 Call of Duty: Vanguard Sledgehammer Games [64]
2022 Call of Duty: Modern Warfare II Infinity Ward [65]
2023 Hogwarts Legacy Avalanche Software Warner Bros. Games [66]

History

[edit]

1940s

[edit]

The beginning of video games can be traced to the year 1940, when American nuclear physicist Edward Condon designed a computer capable of playing the traditional game Nim. This device would have tens of thousands of people play it even though the computer won 90% of the time. Seven years later an American television pioneer, Thomas T. Goldsmith, Jr., patented an oscilloscope displayed device that challenged players to fire a gun at a target.[67]

1950s

[edit]

At the start of the 1950s another American, Claude Shannon, wrote basic guidelines on programming a computer.[67] Although OXO was created in England by the year 1952, the findings and inventions of the Americans described helped make it possible.[68] The U.S. military dove into the computer age with the creation of a game titled Hutspiel. Considered a war game, Hutspiel depicted NATO and Soviet commanders waging war. The IBM 701 computer received programs such as Blackjack and Checkers. A later IBM model featured a chess program that was capable of evaluating four ply ahead. The 1950s also included the largely forgotten tennis game created by Willy Higinbotham that anticipated the famous game Pong.[67]

1960s

[edit]

The military continued to take part in video gaming in the 1960s when, shortly after the Cuban Missile Crisis, the Defense Department created a war game known as STAGE (Simulation of Total Atomic Global Exchange). STAGE was created to be political propaganda that showcased how the U.S. would be victorious in a Thermonuclear war with the Soviet Union.[67] The idea of video games that were usable on televisions was conceived by the engineer Ralph Baer and with the help of a team, Baer completed two successful TV games in this decade. The first interactive media computer game, Spacewar, eventually had the future founders of Atari create an arcade game of it titled Computer Space that became the first video arcade game ever released.[67][69]

1970s

[edit]

The 1970s included the birth of the video game console. The first console released was titled Magnavox Odyssey and the foundation of Atari occurred around the same time, marking the start of Pong's development. Upon Pong's completion it became the hottest selling Christmas product of 1975. The evolution of the console was incredibly rapid. A few years after their invention, consoles received microprocessors and programmable ROM cartridge based games, allowing users the ability to change games by simply switching cartridges. Important consoles released at this time were the Telstar, Fairchild Channel F, and Atari 2600. Arcade games also received advances with the game Space Invaders, which allowed high scores to be tracked and displayed. A year later the game Asteroids built on the idea and gave high scorers the ability to enter initials by their scores.[67][69]

1980s

[edit]

The technological advances of the late 1970s led to the introduction of the Intellivision in 1980, which featured better video game graphics but a higher price tag. In two years, the Commodore 64 changed the market by not only being the most powerful console of the time but also the cheapest. With the lowered prices, popularity of the video game industry continued to grow and the first video game magazine, Electronic Games, was printed. However, attempts to copycat on the success of the Atari 2600 saturated the market, and the video game crash of 1983 decimated the industry in the United States. With the American-produced games on the downswing, Nintendo successfully launched the Nintendo Entertainment System in America in 1985, revitalizing the market with the introduction of the third and fourth generation of home consoles such as the Master System, Game Boy, Sega Genesis, Atari 7800, and the TurboGrafx-16, with systems transitioning to support 3D graphics and support for optical media rather than cartridges.[67][69]

1990s

[edit]

The 1990s saw the introduction of the Super NES, PlayStation, Nintendo 64, Tamagotchi, and Dreamcast, whose sales brought the damaged video game industry back to life. During this decade, the PlayStation was considered the most popular console when its 20 millionth unit sold. In 1993, the video game industries' first debate began and its focus was on violence found in video games. This debate fueled Senator Joseph Lieberman's desire to ban all violent games and from this investigation the Entertainment Software Rating Board was created in 1994; giving all games a printed suggested age rating on their packaging.[67][69][70]

2000s

[edit]
Xbox (2001 console)

The 2000s further increased Sony's popularity when its PlayStation 2 video game console had such a high American consumer demand that it actually affected the console's availability to be purchased during the first few shipments; the PlayStation 2 remains the best-selling console of all time in the United States and worldwide. Microsoft and Nintendo also saw this popularity with the release of their own sixth and seventh generation of consoles, the Xbox and GameCube, respectively. Mass availability of the Internet introduced online connectivity on consoles for multiplayer games as well as digital storefronts to sell games. Digital storefronts also enabled the growth of the indie game market, expanding from computers onto consoles over this decade. Motion control-enabled games, popularized by the Wii console, grew in popularity.[67][69] According to estimates from Nielsen Media Research, approximately 45.7 million U.S. households in 2006 (or approximately 40 percent of approximately 114.4 million) owned a dedicated home video game console.[71][72]

2010s

[edit]
PlayStation 4 designed by American video game designer Mark Cerny

Within the 2010s, a larger shift towards casual and mobile gaming on smartphones and tablets became significant, in part due to a wider demographic of video game players drawing in more female and older players.[73] The concept of games as a service, emerged as a trend for developers and publishers to have long-tail monetization of a game well after release. Continuing from the previous decade, a large number of independently developed video games emerged as games on par with those from major publishers, made easier to promote and distribute through digital storefronts on personal computers, consoles, and mobile store markets. All three major console manufacturers released next generation consoles: Xbox One, PlayStation 4, Wii U, and Nintendo Switch. Major developments in mixed reality games - both augmented reality and virtual reality - grew in popularity during the 2010s as the cost of required hardware dropped. Esports became a significant market in the United States after its initial popularity in Eastern Asia countries. In 2015, 51 percent of U.S. households owned a home video game console according to an Entertainment Software Association annual industry report.[74][75]

2020s

[edit]

Microsoft and Sony have released their successors to their eighth generation consoles in November 2020, the Xbox Series X/S and PlayStation 5. Both systems support high-definition graphics, real-time ray-tracing, game streaming and cloud-based gaming. Nintendo has continued with their Nintendo Switch at the beginning of this decade.

With the COVID-19 pandemic and lockdown causing people to stay in their homes, people picked up video games which caused a big boom in sales throughout 2019 all the way into 2021. The NPD Group reported that video game sales in North America in March 2020 were up 34% from those in March 2019, video game hardware up by 63%.[76] Game companies also saw this as an opportunity to expand what they could do to entertain, so Epic Games hosted the first and second ever live in-game concert through Fortnite, first with Marshmello and second with "an in-game Travis Scott concert saw over 12 million concurrent views from players".[77]

The American video game industry experienced significant resurgence in mergers and acquisitions between 2020 and 2024. Video game companies anticipated that the substantial growth observed during the pandemic would persist afterward, prompting many firms to explore mergers and acquisitions. Between 2020 and 2024, 8 out of the 20 most expensive video game acquisitions in history were made by American publishers, with major American publishers such as Microsoft Gaming, Sony Interactive Entertainment, Take-Two Interactive, and Electronic Arts each making at least one acquisition.

There have been widespread layoffs in the US video game business starting in 2023 and going into 2024.[78] The layoffs were the result of multiple causes coming together, rather than occurring all at once. The COVID-19 epidemic drove up demand for video games.[79] In anticipation of continued growth, this prompted businesses to make large investments in staff expansion, mergers, and acquisitions. But when the market recovered and the world opened up, the quick development proved unsustainable, and businesses were forced to make cuts as their operating costs ballooned. According to Mat Piscatella, Executive Director of Circana (The NPD Group), the most optimistic forecast for the American video game industry in 2024 forecasts a possible decline of roughly 2%. On the other hand, a more negative outlook would predict a 10% decrease, with an even bigger drop possible if things become much worse.[80] DDM Games reported that the industry is presently going through a "reset phase." Businesses are using layoffs, divestitures, and closures as a means of reorganizing their operations. Since the growth surge brought on by the epidemic has receded, recalibration is now necessary.[81]

Effective 12:01 am on July 26, 2024, SAG-AFTRA initiated a labor strike against all video game companies which were signed on the Internative Media Agreement due to concerns over lack of protections for video game performers, as well as the images and voices of other actors, from A.I.[82][83]

Cultural impact on the global gaming industry

[edit]

With RPG video game series such as Dungeons & Dragons, The Elder Scrolls, and Fallout, and first-person shooters series such as Doom, Halo, Half-Life, and BioShock, the American video game industry has heavily influenced the global gaming industry. Some of the best-selling and most popular video games ever made such as Call of Duty, Fortnite, World of Warcraft, Overwatch, League of Legends, Valorant, CSGO, Dota 2, Apex Legends and Roblox were made in the United States. Some of the most revolutionary video games such as Skyrim, Half-Life, and BioShock, were also made in the United States.[84][85][86] Alongside video games, American companies such as Epic Games have also contributed to the video game industry with high-technology. Unreal Engine and Unity are considered to be one of the best and most popular video game engines of all time.[87] With the rise of Steam in the mid-2010s and easy access to video game making tools and engines, it sparked the rise of Indie games.[88] The United States has some of the largest and most respected and popular video game news cites and journalists in the world. Some of them are Game Informer, Metacritic, IGN, GameSpot, GamesRadar+, The Verge, Kotaku, Polygon, and Giantbomb.[89][90] Some of the most respected video game journalists, such as Jason Schreier, are also from the United States.[90][89]

American video game personalities

[edit]
Sony Interactive Entertainment America president Shawn Layden, Xbox head Phil Spencer, and Nintendo of America president Reggie Fils-Aimé at The Game Awards 2018

Some of the most influential video directors, designers, developers, journalists and businesspeople are American. Notable American video game personalities include: Civilization creator Sid Meier; Valve and Steam founder Gabe Newell; The Elder Scrolls producer Todd Howard; Half-Life: Alyx, Firewatch, and The Walking Dead writer Sean Vanaman; The Last of Us creators Neil Druckmann and Bruce Straley; Microsoft Gaming CEO Phil Spencer; Uncharted creator Amy Hennig; Activision Blizzard former CEO Bobby Kotick; God of War and Twisted Metal co-creator David Jaffe; Double Fine founder Tim Schafer; Mortal Kombat creator Ed Boon; God of War (2018) director Cory Barlog; Crash Bandicoot co-creator Jason Rubin; God of War III and Star Wars Jedi director Stig Asmussen; video game journalist Jason Schreier; Fallout: New Vegas director Josh Sawyer; inXile Entertainment CEO Brian Fargo; Doom and Quake creators John Romero and John Carmack; BioShock creator Ken Levine; co-founder of Bungie and Halo and Destiny co-creator, Jason Jones; Gears of War creator Cliff Bleszinski; former Nintendo of America president Reggie Fils-Aimé; former Blizzard Entertainment president Mike Ybarra; and game and console designer Mark Cerny.[91]

Criticisms

[edit]

While the rise of American multiplayer games has grown the global video game industry, many video game journalists and gamers have heavily criticized some of the decisions and changes made by American companies, such as the addition of micro-transactions in video games.[92] After the release and huge success of The Legend of Zelda: Breath of the Wild in 2017, Elden Ring in 2022 and Baldur's Gate 3 in 2023, complaints started pouring in that the American gaming industry was lacking far behind and not investing enough in innovation such as Japanese and European gaming companies.[93][94][95]

Best-selling American games worldwide

[edit]

This is the list of best selling video games worldwide made by American developers, based on the best selling video games article.

Rank Title Sales Developer Publisher Ref.
1. Tetris (EA) 100,000,000 EA Mobile Electronic Arts [96]
2. The Elder Scrolls V: Skyrim 60,000,000 Bethesda Game Studios Bethesda Softworks [97]
3. Overwatch 50,000,000 Blizzard Entertainment Activision Blizzard [98]
4. Terraria 44,500,000 Re-Logic Re-Logic [99]
5. Call of Duty: Modern Warfare 30,000,000 Infinity Ward Activision Blizzard [100]
Diablo III Blizzard Entertainment [101]
Stardew Valley ConcernedApe ConcernedApe [102]
6. The Walking Dead 28,000,000 Telltale Games Telltale Games [103]
7. Borderlands 2 27,000,000 Gearbox Software Take-Two Interactive [104]
8. Call of Duty: Modern Warfare 3 26,500,000 Infinity Ward / Sledgehammer Activision Blizzard [105]
9. Call of Duty: Black Ops 26,200,000 Treyarch [105]
10. Call of Duty: Black Ops II 24,200,000 Treyarch [105]
11. Kinect Adventures! 24,000,000 Good Science Studio Xbox Game Studios [106]
12. Hogwarts Legacy 24,000,000 Avalanche Software Warner Bros. Games [107]
13. God of War 23,000,000 Santa Monica Studio Sony Interactive Entertainment [108]
14. Red Dead Redemption 23,000,000 Rockstar San Diego Take-Two Interactive [109]
15. Call of Duty: Modern Warfare 2 22,700,000 Infinity Ward Activision Blizzard [110]
16. Marvel’s Spider-Man 22,100,000 Insomniac Games Sony Interactive Entertainment [111]
17. The Last of Us 20,000,000 Naughty Dog [112]
18. Crash Bandicoot N. Sane Trilogy 20,000,000 Vicarious Visions Activision Blizzard [113]
19. Call of Duty: Ghosts 19,000,000 Infinity Ward [114]

Video game publishers

[edit]
Logos of the top 10 biggest video game publishers in the US

Some of the largest video game companies in the world are based in the United States.[115] There are 444 publishers, developers, and hardware companies in California alone.[116]

Sony Interactive Entertainment

[edit]
Sony Interactive Entertainment's San Mateo, California headquarters

Sony Interactive Entertainment is gaming company operating as an independent subsidiary and video game publishing arm of multinational conglomerate Sony Group Corporation. It has its global headquarters in San Mateo and is incorporated in Delaware. It has its own executive leadership team.[117][118] In 2016, Sony Group moved Sony Interactive Entertainment's headquarters from Tokyo to California.[119] With over 4,000 developers and 19 studios, Sony Interactive Entertainment is one of the biggest video game companies in the word. 10 out of 19 studios are American studios.[120] In 2022, Sony Interactive Entertainment made a major investment in America and acquired Bungie for $3.7 billion.[121] Sony Interactive Entertainment owns popular American video game studios such as Naughty Dog, Santa Monica Studio, Insomniac Games, Sucker Punch and franchises such as God of War, The Last of Us, and Uncharted.[122] God of War Ragnarok has sold over 5.1 million units in 1 week and 11 million units in 2 months, making it the fastest selling first-party game in PlayStation history.[123] In 2023 Marvel's Spider-Man 2 became the fastest-selling PlayStation first-party game of all time, selling 2.5 million units in 24 hours.[124]

Take-Two Interactive

[edit]

In September 1993, Ryan Brant established the American video game holding firm Take-Two Interactive Software, Inc. in New York City. Rockstar Games and 2K, two significant publishing labels owned by Take-Two Interactive, both have internal game production teams. Take-Two established the Private Division label to assist independent developer publication, and more recently revealed Intercept Games as a new inside company for the label. The business also established Ghost Story Games, rebranding Irrational Games, a former 2K firm. To establish itself in the market for mobile games, the company bought Socialpoint, Playdots, and Nordeus. Additionally, the company controls 50% of the professional esports league NBA 2K League.[125] In 2013, Grand Theft Auto V was the most popular game. Within 24 hours of its release, Take-Two Interactive sold 11.21 million copies of Grand Theft Auto V, earning a total of more than US$815 million. Three days after its debut, when sales of the game surpassed $1 billion, it set a record for fastest-selling entertainment product in history.[126] Take-Two's combined portfolio includes franchises such as BioShock, Borderlands, Grand Theft Auto, NBA 2K, Max Payne and Red Dead among others. In 2022, Take-Two Interactive acquired mobile video game company Zynga for $12.7 billion.[127]

Electronic Arts (EA)

[edit]

Electronic Arts (EA) is the world's largest independent video game publisher by revenue and market value. American video game developer Electronic Arts is based in Redwood City, California. Trip Hawkins, an Apple employee, founded the business in May 1982. It was a pioneer in the early home computer gaming market and referred to the designers and programmers behind its games as "software artists". With 12,900 video game developers, Electronic Arts is one of the biggest video game publishers in the world.[128] Respawn Entertainment, BioWare, Dice, PopCap, are some of the studies under Electronic Arts. With the success of EA Sports and game series such as FIFA, NHL, NBA Live, Madden NFL, Dragon Age, Mass Effect, Dead Space, and Star Wars Jedi, Electronic Arts became one of the biggest video game companies in the world.

Microsoft Gaming

[edit]

Microsoft Corporation's gaming division led by Phil Spencer, CEO of Microsoft Gaming. Microsoft Gaming consists of Activision Blizzard, Xbox Game Studios, and Bethesda Softworks. It is the third-largest gaming company worldwide by revenue and the largest video game employer in the United States.

Xbox Game Studios

[edit]
Xbox stand at E3 2013

Xbox Game Studios is the gaming subsidiary and video game publishing arm of American software company Microsoft. In 2001 Microsoft released its first Xbox console.[129] The most successful console released by Microsoft was the Xbox 360, which sold over 84 million units in 2005.[130] In 2014, Microsoft acquired Mojang, the developers of Minecraft, and currently the best-selling video game of all time for $2.5 billion.[131][132] In 2021, Microsoft acquired Bethesda Softworks, video game publisher and owner of major video game franchises such as The Elder Scrolls, Fallout, and Doom, for $8.1 billion.[133] In 2022, Microsoft announced that it would be acquiring American video game giant Activision Blizzard for $68.7 billion in an all-cash deal.[134] Microsoft owns 23 studios worldwide with some of the most popular video game studios including Bethesda Game Studios, Id Software, Playground Games, Ninja Theory, Rare, and Arkane Studios. In 2023, Starfield became the most played Xbox next-gen game ever. After Microsoft's acquisition of Activision Blizzard, it became the third-largest gaming company worldwide and the largest video game employer in the United States.[135] Microsoft has acquired a wide range of IPs and studios, including franchises like Call of Duty, Diablo, Warcraft, Overwatch, Starcraft, Crash Bandicoot, Spyro, Guitar Hero, Tony Hawk's, Infinity Ward, Treyarch, Sledgehammer Games, Raven Software, Toys for Bob, Activision, Blizzard Entertainment, King, and many more.

Bethesda Softworks

[edit]

Bethesda Softworks is a video game publisher headquartered in Rockville, Maryland. In 1986, Christopher Weaver established the business. Only the publishing role of Bethesda Softworks remained after the company broke off its internal development team into Bethesda Game Studios. ZeniMax was acquired by Microsoft in 2021, and Microsoft insisted that ZeniMax would continue to run as a distinct firm.[136] Bethesda Softworks has published some of the most popular and best-selling games, including The Elder Scrolls V: Skyrim, Fallout 4 and Doom Eternal. On June 15, 2023, Bethesda announced that Skyrim had sold over 60 million copies, making it the best-selling American video game ever made and 7th best-selling game of all time.[137][138] Bethesda announced that Starfield has reached over 6 million players, making it Bethesda's biggest video game launch ever.

Activision Blizzard at Gamescom 2013

Activision Blizzard

[edit]

Activision Blizzard was founded in July 2008 through the merger of two video game publishers, Activision and Blizzard Entertainment. Activision Blizzard is the company that makes and owns some of the most popular video games in the industry, including Call of Duty, Overwatch, World of Warcraft, Crash Bandicoot, Hearthstone, Candy Crush, and Diablo. Microsoft announced its intent to acquire Activision Blizzard for $68.7 billion on January 18, 2022. If approved, Activision Blizzard would become a division of Xbox Game Studios.[139] Call of Duty is the 4th best-selling video game franchise of all time, with over 430 million sales. Call of Duty series directly generated over $800 million on PlayStation in the United States alone in 2021.[140] Call of Duty: Modern Warfare II became the fastest selling and most profitable Call of Duty game of all time, grossing over $1 billion in just 10 days.[141] Diablo IV became the fastest-selling game in Blizzard Entertainment's history. Diablo IV has generated $666 million in revenue within the first 5 days of launch.[142] Microsoft completed its acquisition of Activision Blizzard on October 13, 2023, and Activision Blizzard became a subsidiary of Microsoft Gaming.[143]

Epic Games

[edit]

Epic Games is an American video game and software developer and publisher. Epic Games develops Unreal Engine, a commercially available game engine which also powers their internally developed video games. In 2014, Unreal Engine was named the "most successful video game engine" by Guinness World Records.[144] More than 7.5 million developers are using Unreal Engine according to Epic CEO Tim Sweeney.[145] Epic Games owns video game developers such as Psyonix, Mediatonic and Harmonix and popular video games such as Fortnite, Rocket League and Fall Guys.

Valve

[edit]

The American firm Valve Corporation creates, publishes, and distributes digital video games. It is the company behind Half-Life, Counter-Strike, Portal, Team Fortress, Left 4 Dead, and Dota, as well as the software distribution platform Steam. Steam is the largest digital distribution platform for PC gaming worldwide. There are over 30,000 titles on Steam, everything from AAA to indie.[146] In 2022, Steam broke a worldwide record with more than 30 million people actively using Steam at the same time.[147] Valve released the Steam Deck, a handheld console, in 2022.[148] The Steam Deck has sold over 1 million units.[149]

Warner Bros. Games

[edit]

Warner Bros. Interactive Entertainment is part of the newly formed global streaming and interactive entertainment unit of Warner Bros. Discovery. Warner Bros Games owns video game development studios such as TT Games, Rocksteady Studios, NetherRealm Studios, Monolith Productions, Avalanche Software, and WB Games Montréal, among others.[150] Warner Bros Games is also the publisher of the Batman: Arkham and Mortal Kombat video game series. Hogwarts Legacy, which was published by Warner Bros., became the best-selling and most profitable video game in Warner Bros. Games history, selling over 12 million units in 2 weeks and grossing over $850 million.[151]

Riot Games

[edit]
Riot Games Headquarters

Based in Los Angeles, California, Riot Games is an American company that creates video games and organizes esports competitions. In February 2011, Chinese video game and tech company Tencent bought 93% of Riot Games for $400 million. Tencent bought the remaining 7 percent on December 16, 2015.[152] In addition to developing various spin-off games and the unrelated popular first-person shooter game Valorant, it was created in September 2006 by Brandon Beck and Marc Merrill with the intention of creating League of Legends. Riot Games was purchased by Tencent, a Chinese corporation, in 2011. Riot Games is one of the fastest growing American video game companies with over 5,500 developers. The company had 24 offices worldwide as of 2018. League of Legends produced $1.75 billion in revenue in 2020 alone.[153][154]

Mid-size publishers

[edit]

Small publishers

[edit]

Publishers by revenue

[edit]

Epic Games and Valve are private companies and official revenue figures are not shared with the public. According to Statista's estimate, Epic Games' 2023 revenue was around $6.3 billion, Riot Games' 2022 revenue was $1.5 billion, and Warner Bros. Games' 2020 revenue was $1.6 billion.[155][156] By one estimate, Valve Corporation's 2022 revenue was $13 billion.[157]

Rank Publisher Revenue Ref
1. Sony Interactive Entertainment $26.9 billion [158]
2. Microsoft Gaming $25.1 billion (estimate) [159][160]
3. Valve Corporation $6.3-13 billion (estimate) [161]
4. Electronic Arts $7.4 billion [162]
5. Epic Games $5.6 billion (estimate) [163]
6. Take-Two Interactive $5.3 billion [164]
7. Roblox Corporation $2.2 billion [165]
8. Oculus Studios $2.16 billion [166]
9. Warner Bros. Games $1.6 billion (estimate) [167]
10. Riot Games $1.5 billion (estimate) [168]
11. Wizards of the Coast $1.0 billion [169]
12. Scopely $1.0 billion [170]
13. Niantic $328 million (estimate) [171]
14. Playstudios $310 million [172]
15. Gearbox Publishing $184 million [173]
16. Annapurna Interactive $171.3 million [174]
17. Saber Interactive $161 million [173]
18. Devolver Digital $135 million [175]
19. tinyBuild $54 million [176]

Video game mergers/acquisitions

[edit]

The history of American video game company acquisitions is a long and complex one, spanning several decades and involving many different companies. Over the years, the video game industry has undergone numerous mergers, acquisitions, and consolidations, as companies seek to gain a competitive edge, expand their offerings, and diversify their portfolios.

One of the earliest major acquisitions in the video game industry took place in 1988, when Japanese electronics giant Sony acquired Columbia Pictures, a major Hollywood studio with a burgeoning video game division. The acquisition marked the first time that a major electronics manufacturer had acquired a major film studio, and it paved the way for Sony's eventual entry into the video game console market with the launch of the original PlayStation in 1994.[177]

In the years that followed, the video game industry saw a flurry of mergers and acquisitions as companies sought to capitalize on the growing popularity of video games. In 1995, Japanese video game giant Nintendo acquired a majority stake in the British/American software company Rare, which had developed several hit games for Nintendo's consoles. In 1999, French video game publisher Atari SA acquired the U.S. company GT Interactive, which was best known for publishing the popular first-person shooter game Doom.

The early 2000s saw a wave of consolidation in the video game industry, as companies sought to cut costs and increase efficiency. In 2001, Microsoft entered the video game console market with the launch of the Xbox, and it quickly began acquiring a number of studios and developers to bolster its offerings. In 2002, Microsoft acquired Rare from Nintendo, and in 2004 it acquired the video game developer Bungie, which had created the hugely popular Halo series.[178]

Meanwhile, other companies continued to make strategic acquisitions in the video game industry. In 2003, Electronic Arts, one of the largest video game publishers in the world, acquired the sports video game developer Tiburon, which had developed the popular Madden NFL franchise. In 2004, EA acquired the racing game developer Criterion Games, which had created the popular Burnout series.[179]

The trend of consolidation in the video game industry continued through the 2010s, as companies sought to build out their portfolios and expand their reach. In 2011, Sony acquired the cloud-based gaming service Gaikai, which it later used to launch its PlayStation Now subscription service.[180] In 2012, Disney acquired the video game developer and publisher LucasArts, as part of its acquisition of Lucasfilm.[181]

The 2020s saw a massive acceleration in video game company acquisitions. ZeniMax Media (Bethesda) was acquired by Microsoft in March 2021. In January 2022, Sony Interactive Entertainment announced its Bungie acquisition.[182] Take Two Interactive's acquisition of mobile video game maker Zynga is the second most expensive video game acquisition of all time.[183] The biggest video game acquisition of all time was Microsoft's Activision Blizzard merger, announced in February 2022.[184]

The video game industry is dominated by a handful of major players, including Microsoft, Sony, Nintendo, Electronic Arts, and Activision Blizzard. These companies have grown through a combination of organic growth and strategic acquisitions, and they continue to invest heavily in the development of new games and technologies.[185]

List of most expensive American video game acquisitions

[edit]
Acquirer Target Year Deal Value Ref
Microsoft Activision Blizzard 2023 $75.4 billion [186]
Take-Two Interactive Zynga 2022 $12.7 billion [183]
Microsoft ZeniMax Media 2020 $8.1 billion [187]
Activision Blizzard King 2016 $5.9 billion [188]
Savvy Games Group Scopely 2023 $4.9 billion [189]
Sony Interactive Entertainment Bungie 2022 $3.7 billion [182]
Microsoft Mojang 2014 $2.5 billion [190]
Electronic Arts Glu Mobile 2021 $2.4 billion [191]
Meta Platforms Oculus VR 2014 $2.0 billion [192]
Zynga Peak 2020 $1.8 billion [193]

Employment

[edit]

Education training

[edit]

Video game designers are required to have a variety of skills and innate abilities that feature a vast amount of training in computer graphics, animation and software design. On top of these skills a successful designer needs a powerful imagination and knowledge of the various consoles' operating systems. Programming and hardware essentials are a must, considering games are sophisticated computer software. To get into the field many colleges offer classes, certificates, and degrees in computer programming, computer engineering, software development, computer animation, and computer graphics. Internships or apprenticeships are important to get hands on experience. If possible an aspiring American game designer should conduct freelance work. There is even the possibility of designing a game independently, using a wide array of available software. Building an independent game can be risky yet the finished product gives employers insight on what the designer is capable of; just like a portfolio.[194]

Job market

[edit]

The U.S. video game industry continues to function as a vital source of employment. Currently, video game companies directly and indirectly employ more than 120,000 people in 34 states. The average compensation for direct employees is $90,000, resulting in total national compensation of $2.9 billion.[195]

The current job market for game design in the US is extremely competitive, however it is soon[when?] expected to have a 32% increase in software publishing jobs, according to the U.S. Department of Labor.[196] An American game designer's salary depends on where the designer works, who they work for, and what kind of designer they are. A good starting place on finding average salaries is International Game Developers Association's entry level salary report that lists $50,000 to $80,000 annually; averaging $57.600. A closer comparison to what a US Game developing job could potentially start at is the Learn Direct's report of $37,000 yearly.[194]

Leading US states with direct in-state video games industry output

[edit]

List of leading the US States with direct in-state video games industry output.[197][198]

State Output Employment Top Studio/Publisher
California $22.5 billion 57,434 Sony Interactive Entertainment
Washington $5.7 billion 15,030 Microsoft Gaming
Texas $1.8 billion 9,806 Gearbox Software
Nevada $1.0 billion 4,211 1047 Games
New York $1.0 billion 4,985 Take-Two Interactive
Minnesota $0.9 billion 1,747 Glitch
Idaho $0.8 billion 1,629 Deadly Seven Games
North Carolina $0.6 billion 3,078 Epic Games
Illinois $0.2 billion 3,491 NetherRealm Studios

Game ratings and government oversight

[edit]

Prior to 1993, there was no standardized content rating body in the United States, but with games becoming more violent and with capabilities to show more realistic graphics, parents, politicians, and other concerned citizens called for government regulation of the industry. The 1993 congressional hearings on video games, putting the recently released Mortal Kombat and Night Trap in the spotlight, drew attention to the industry's lack of a standardized rating system. While individual publishers such as Sega and Nintendo had their own methods of rating games, they were not standardized and allowed discrepancies between different console systems including sales of violent games to minors. Members of Congress threatened to pass legislation that would mandate government oversight of video games if the industry did not create its own solution.[199] The industry responded in 1994 by the formation of the trade group the Interactive Digital Software Association (IDSA), today known as the Entertainment Software Association (ESA), and the creation of the voluntary Entertainment Software Ratings Board (ESRB) ratings system, a system that met the governmental concerns of the time.[200] The ESRB focused mostly on console games at its founding. Computer video game software used the Recreational Software Advisory Council (RSAC) through 1999, but transitioned to use ESRB in 1999 while the RSAC became more focused on rating online content from the Internet.[201][202]

Since 1993, several incidents of gun violence in the United States, such as the Columbine School shooting of 1999, put more blame on video games for inciting these crimes, thought there is no conclusive proof that violent video games lead to violent behavior. Under demands of parents and concerned citizens, federal and state governments have attempted to pass legislation that would enforce the ESRB rating systems for retail that would pose fines to retailers that sold mature-rated games to minors.[70][203] This came to a head in the Supreme Court of the United States case Brown v. Entertainment Merchants Association, which concluded in 2010 that video games were considered a form of protected speech, and regulation of their sales could only be mandated if the material passed the Miller test for obscene material.[70][204]

The ESRB remains a voluntary system for rating video games in the United States, though nearly all major retail outlets will refuse to sell unrated games and will typically avoid selling those listed as "AO" for adults only. Retailers are voluntarily bound by the age ratings, though the Federal Trade Commission, in 2013, found that the ESRB system had the best compliance of preventing sales of mature games to minors compared to the other American entertainment industries.[205] In addition to age ratings, the ESRB rating includes content descriptors (such as "Nudity", "Use of Drugs", and "Blood and Gore") to better describe the type of questionable material that may be in the game. The ESRB not only rates games after reviewing material submitted by the publisher, but also spot-checks games after release to make sure no additional content had been added after review, applying fines and penalties to publishers that do so. Notably, the ESRB was heavily involved over the Hot Coffee mod, a user mod of Grand Theft Auto: San Andreas that unlocked a sex scene that had been on the retail disc but otherwise inaccessible without the mod.[206] Currently 85% of American parents are aware of the ESRB rating system and many are finding parental controls on video game consoles useful.[8]

In the digital storefront space, including digital-only games and downloadable content for retail games, the ESRB does not require ratings though encourages developers and publishers to utilize the self-assessment ratings tools provided by the International Age Rating Coalition to assign their game a rating which can propagate to other national and regional ratings systems, such as the Pan European Game Information (PEGI) system.[207]

Arcade games in the United States are rated separated under a "Parental Advisory System" devised by the American Amusement Machine Association, the Amusement & Music Operators Association, and the International Association for the Leisure and Entertainment Industry, along with guidelines for where more mature games should be located in arcades and other code of conduct principles for arcade operators.[208][209]

See also

[edit]

Notes

[edit]
  1. ^ Red sold 4.9 million. Blue sold 5.03 million. Yellow sold 5.2 million.[21] FireRed and LeafGreen sold 2.12 million each.[22]
  2. ^ Gold sold 3.8 million. Silver sold 3.9 million.[25] Crystal sold 1.65 million.[22] HeartGold and SoulSilver sold 3,943,889.[24]
  3. ^ Super Mario Bros. 3 sold more than 8 million for Nintendo Entertainment System.[26][27] Super Mario Advance 4: Super Mario Bros. 3 sold 2.88 million for Game Boy Advance.[22]

References

[edit]
  1. ^ samdo (July 13, 2021). "2021 Essential Facts About the Video Game Industry". Entertainment Software Association. Retrieved December 12, 2022.
  2. ^ "What's possible for the gaming industry in the next dimension?". www.ey.com. Retrieved December 12, 2022.
  3. ^ "Asian countries make up 40% of the world's top 10 video gaming markets". World Economic Forum. August 24, 2021. Retrieved December 12, 2022.
  4. ^ "Top 10 gaming companies made $126bn revenue last year". Eurogamer.net. May 13, 2022. Retrieved June 25, 2023.
  5. ^ "E3 2019: Video game industry readies for its major annual showcase - CBS News". www.cbsnews.com. June 11, 2019. Retrieved June 25, 2023.
  6. ^ "The Game Awards 2022 Set New Viewership Record". Game Rant. December 16, 2022. Retrieved June 26, 2023.
  7. ^ Webster, Andrew (March 22, 2023). "GDC 2023: all the latest from the Game Developers Conference". The Verge. Retrieved June 26, 2023.
  8. ^ a b c d e f g h i j k 2013 Essential Facts about the Computer and Video Game Industry Archived February 17, 2014, at the Wayback Machine. N.p.: Entertainment Software Association, 2013. http://www.theesa.com. Entertainment Software Association. Web. October 9, 2013.
  9. ^ Arendt, Susan (March 5, 2007). "Game Consoles in 41% of Homes". WIRED. Condé Nast. Archived from the original on July 9, 2021. Retrieved June 29, 2021.
  10. ^ Statistical Abstract of the United States: 2008 (PDF) (Report). Statistical Abstract of the United States (127 ed.). U.S. Census Bureau. December 30, 2007. p. 52. Archived (PDF) from the original on July 9, 2021. Retrieved June 29, 2021.
  11. ^ North, Dale (April 14, 2015). "155M Americans play video games, and 80% of households own a gaming device". VentureBeat. Archived from the original on July 9, 2021. Retrieved June 29, 2021.
  12. ^ 2015 Essential Facts About the Computer and Video Game Industry (Report). Essential Facts About the Computer and Video Game Industry. Vol. 2015. Entertainment Software Association. Archived from the original on May 1, 2020. Retrieved June 29, 2021.
  13. ^ "Time spent gaming on the rise - NPD". GameSpot. Archived from the original on October 23, 2010. Retrieved May 3, 2011.
  14. ^ "The US Gaming Market". allcorrectgames.com. Retrieved April 7, 2023.
  15. ^ "U.S. video gamers age 2021". Statista. Retrieved October 11, 2022.
  16. ^ "2017 Sales, Demographic, and Usage Data: Essential Facts About the Computer and Video Game Industry" (PDF). January 12, 2018. Archived from the original (PDF) on January 12, 2018. Retrieved April 11, 2018.
  17. ^ Frank, Allegra (April 29, 2016). "Take a look at the average American gamer in new survey findings". Polygon. Retrieved April 11, 2018.
  18. ^ "Video games that get lost in translation - Technology & science - Games". NBC News. April 28, 2004. Retrieved December 1, 2012.
  19. ^ urbanemubrandon (January 17, 2023). "U.S. Consumer Video Game Spending Totaled $56.6 Billion in 2022". Entertainment Software Association. Retrieved August 8, 2023.
  20. ^ "Take-Two Interactive Software, Inc. Reports Results for Fiscal Second Quarter 2018". Take-Two Interactive Software, Inc. November 7, 2017. Retrieved November 1, 2021.
  21. ^ "Top 10 best-selling video games". The Cincinnati Enquirer. September 24, 2007. p. A5. Retrieved May 20, 2022 – via Newspapers.com. Source: The NPD Group
  22. ^ a b c "US Platinum Chart Games". The Magic Box. Archived from the original on October 9, 2021. Retrieved November 1, 2021.
  23. ^ a b c "Super Mario Galaxy Becomes Ninth Wii Game to Sell More Than 5 Million Units". Gamasutra. March 8, 2012. Retrieved November 1, 2021.
  24. ^ a b Orland, Kyle (November 8, 2011). "Black Ops Leads 2010-2011 U.S. Sales With 15M Units". Gamasutra. Retrieved November 1, 2021.
  25. ^ Lazich, Robert (July 28, 2003). "Best-Selling Video Games, 1995-2002". Market Share Reporter 2004. Cengage Gale. p. 283. ISBN 978-0-7876-7219-5. Data show units sold, in millions, from 1995 through September 2002. (...) Source: USA Today, October 30, 2002, p. 4D, from NPD Funworld TRSTS service
  26. ^ Ehrlich, Willie (January 6, 1991). "Beeping Invasion". Lancaster Eagle-Gazette. p. 13. Retrieved January 6, 2021. Super Mario Bros. 3 sold more than eight million units after its introduction last March.
  27. ^ "Good Housekeeping". Good Housekeeping. Vol. 212. Hearst Corporation. 1991. p. 152. 8 million Super Mario Bros. 3 games were sold in 1990
  28. ^ a b Thorsen, Tor (January 21, 2010). "NPD: Wii Play top US best-seller to date". GameSpot. Retrieved November 1, 2021.
  29. ^ a b c d e f "NPD Reveals List of Top Selling Games in US Annually Since 1995". GamingBolt. Retrieved August 6, 2023.
  30. ^ Stevens, Colin (November 8, 2018). "Here Are the Best-Selling Games of Each of the Last 23 Years". IGN. Retrieved August 7, 2023.
  31. ^ Kent, Steven L. The Ultimate History of Video Games: From Pong to Pokémon and Beyond (PDF). Three Rivers Press. p. 190. ISBN 978-0-7615-3643-7.
  32. ^ Cartridge Sales Since 1980. Atari Corp. Via "The Agony & The Ecstasy". Once Upon Atari. Episode 4. Scott West Productions. August 10, 2003. 23 minutes in.
  33. ^ a b "Count Down Hot 100: USA Hot 10!". Famicom Tsūshin (in Japanese). No. 226. April 16, 1993. p. 83.
  34. ^ Lindner, Richard (1990). Video Games: Past, Present and Future; An Industry Overview. United States: Nintendo of America.
  35. ^ "Tops in Toyland". U.S. News & World Report. Vol. 106. U.S. News Publishing Corporation. 1989. p. 80. Best-selling toys of 1988 (...) 1. Action set (Nintendo)
  36. ^ Asian Sources Gifts & Home Products. Vol. 9. Trade Media Limited. 1991. pp. 260–1. Toy production climbed 5.2 percent amounting to 439,900 million yen in 1989. (...) Best sellers in the United States were the Action Set, Ninja Turtle and Game Boy, all made by Nintendo.
  37. ^ Kalinske, Tom (November 24, 1992). Sonic the Hedgehog 2 Launch (Sonic 2sday). Sega of America. Event occurs at 0:32. Archived from the original on March 16, 2023. Retrieved October 2, 2021.
  38. ^ "Video Hits: 1992's top video-game sellers". Business Week. No. 3335–3338. McGraw-Hill. 1993. p. 6. 1992's top video-game sellers
    Rank   Company/Game   Millions sold
    1   Sega / Sonic The Hedgehog 2   2.0
    2   Capcom / Street Fighter II   1.0
    3   Nintendo / The Legend of Zelda   1.0
    Data: Company Reports
  39. ^ "Video game violence under attack". The Bulletin. Oregon, United States. January 16, 1994. pp. G.
  40. ^ Famighetti, Robert, ed. (1995). "Top-Selling Video Games, 1994". The World Almanac and Book of Facts, 1996. World Almanac Books. p. 259. Source: The NPD TRSTS Video Game Tracking Service, The NPD Group, Inc., Port Washington, NY; ranked by units sold
  41. ^ "Top-Selling Video Games, 1995". The World Almanac and Book of Facts, 1997. World Almanac Books. 1996. p. 293. ISBN 9780886878016. Source: The NPD TRSTS Video Game Tracking Service, The NPD Group, Inc., Port Washington, NY; ranked by units sold
  42. ^ "Nintendo Dominates Videogame Sales: A small crop of N64 games followed the pace set by Game Boy titles". IGN. January 13, 2000. Archived from the original on August 12, 2002. Retrieved October 25, 2021.
  43. ^ "Games Industry Sales Top $7.4 Billion in 1999". Spectrum: Interactive Media & Online Developer News. PC Data. February 7, 2000. Archived from the original on September 15, 2000. Retrieved October 25, 2021.
  44. ^ "TRST: Top Selling Games of 2000", IGN, January 19, 2001, retrieved October 30, 2021
  45. ^ "The top five selling videogame software titles sold in the United States for 2001" (PDF). WIPO Guide on the Licensing of Copyright and Related Rights. World Intellectual Property Organization (WIPO). 2004. p. 72. Archived from the original (PDF) on September 6, 2015.
  46. ^ "NPD: $9.9 billion worth of console games sold in 2004". GameSpot. Retrieved August 6, 2023.
  47. ^ "Top-selling console games in 2005: Madden NFL 06, Pokemon Emerald, Gran Turismo 4". ZDNET. Retrieved August 6, 2023.
  48. ^ "The Best-Selling Games Of 2006". Forbes. Retrieved August 6, 2023.
  49. ^ "NPD: 2007 game earnings nearly $18 billion, Halo 3 sells 4.82 million". GameSpot. Retrieved August 6, 2023.
  50. ^ Sinclair, Brendan (January 15, 2009). "NPD: 2008 game sales reach $21 billion, Wii Play sells 5.28M". GameSpot. Archived from the original on January 16, 2009. Retrieved January 17, 2009.
  51. ^ Brightman, James (January 15, 2009). "NPD: Nintendo Drives '08 Industry Sales Past $21 Billion". GameDaily. Archived from the original on March 31, 2009. Retrieved January 17, 2009.
  52. ^ "US 2009 game retail sales total $19.66 billion - NPD". GameSpot. Retrieved August 6, 2023.
  53. ^ "The Best Selling Games of 2010". IGN. January 14, 2011. Retrieved August 6, 2023.
  54. ^ Gilbert, Henry (January 13, 2012). "Top 10 best-selling games of 2011 worldwide includes tons of warfare and dancing". gamesradar. Retrieved August 6, 2023.
  55. ^ "NPD: Black Ops II is US top-selling game of 2012". GameSpot. Retrieved August 6, 2023.
  56. ^ Sinclair, Brendan (January 16, 2014). "Grand Theft Auto V best-selling game of 2013 - NPD". GamesIndustry.biz. Retrieved August 6, 2023.
  57. ^ "These are the best-selling games of 2014, NPD says". TechSpot. January 16, 2015. Retrieved August 6, 2023.
  58. ^ "Here Are The Best Selling Video Games of 2015". Fortune. Retrieved August 6, 2023.
  59. ^ Arox (January 20, 2017). "NPD Announces Best-Selling Games of 2016". Sports Gamers Online. Retrieved August 6, 2023.
  60. ^ "NPD 2017: The 10 best-selling games of the year". VentureBeat. January 18, 2018. Retrieved August 6, 2023.
  61. ^ Valentine, Rebekah (January 23, 2019). "NPD: US video games sales reached $43.4 billion last year". GamesIndustry.biz. Retrieved August 6, 2023.
  62. ^ Webb, Kevin. "Video game sales are down in 2019 as the industry prepares for the PlayStation 5 and Xbox Series X, but that didn't stop this year's best-sellers from setting new records". Business Insider. Retrieved August 6, 2023.
  63. ^ "Top-Selling Games And Consoles Of 2020 Revealed For The US". GameSpot. Retrieved August 6, 2023.
  64. ^ "NPD: The top 20 best-selling games of 2021 in the U.S." VentureBeat. January 18, 2022. Retrieved August 6, 2023.
  65. ^ "NPD has revealed the best-selling games of 2022 in the United States". VGC. January 16, 2023. Retrieved August 6, 2023.
  66. ^ "Hogwarts Legacy beast aellin game of 2023". Bing. Retrieved October 23, 2023.
  67. ^ a b c d e f g h i "Video Game History Timeline Archived March 1, 2014, at the Wayback Machine." ICHEG. International Center for the History of Electronic Games, n.d. Web. October 10, 2013.
  68. ^ Cohen, D. S. 'OXO Aka Noughts and Crosses - The First Video Game"[permanent dead link]," "About.com"n.d. Web. October 15, 2013. Retrieved on November 5, 2013
  69. ^ a b c d e Kudler, Amanda. "Timeline: Video Games."," Infoplease, 2007. Retrieved on November 3, 2013.
  70. ^ a b c "Video Games On Trial: Part Four -- In Summation, Looking Towards November 2". G4. Archived from the original on October 17, 2012. Retrieved May 3, 2011.
  71. ^ Arendt, Susan (March 5, 2007). "Game Consoles in 41% of Homes". WIRED. Condé Nast. Retrieved June 29, 2021.
  72. ^ Statistical Abstract of the United States: 2008 (PDF) (Report). Statistical Abstract of the United States (127 ed.). U.S. Census Bureau. December 30, 2007. p. 52. Retrieved June 29, 2021.
  73. ^ Leonov, Ievgen (December 29, 2014). "Mobile and Social Gaming Industry: 2014 Highlights". Gamasutra. Retrieved October 5, 2015.
  74. ^ North, Dale (April 14, 2015). "155M Americans play video games, and 80% of households own a gaming device". VentureBeat. Retrieved June 29, 2021.
  75. ^ 2015 Essential Facts About the Computer and Video Game Industry (Report). Essential Facts About the Computer and Video Game Industry. Vol. 2015. Entertainment Software Association. Retrieved June 29, 2021.
  76. ^ "March 2020 NPD: Animal Crossing powers March to blockbuster game sales". VentureBeat. April 21, 2020. Retrieved April 21, 2021.
  77. ^ Miceli, Max (April 27, 2020). "Fortnite's Travis Scott concert drew more than 27.7 million unique participants". Dot Esports. Retrieved April 21, 2021.
  78. ^ "59 Days Into 2024 And 8,100+ Video Game Layoffs Have Been Announced". Kotaku. January 10, 2024. Retrieved March 29, 2024.
  79. ^ Carpenter, Nicole (February 19, 2024). "What's going on with all these video game industry layoffs?". Polygon. Retrieved March 3, 2024.
  80. ^ Sinclair, Brendan (March 13, 2024). "2024 game spending down 2% is Circana analyst's "most optimistic" outlook". GamesIndustry.biz. Retrieved March 13, 2024.
  81. ^ Hayes, Dade (February 22, 2024). "Video Game Sector Will "Struggle Finding Footing" In 2024 As Growth Retreats To Pre-Covid Levels, New Report Predicts". Deadline. Retrieved March 29, 2024.
  82. ^ Parvini, Sarah (July 26, 2024). "Video game performers will go on strike over artificial intelligence concerns". Associated Press. Retrieved July 26, 2024.
  83. ^ "SAG-AFTRA Members Who Work on Video Games Go on Strike; A.I. Protections Remain the Sticking Point". SAG-AFTRA. July 26, 2024. Retrieved July 26, 2024.
  84. ^ Famularo, Jessica (October 18, 2016). "'Skyrim' Changed RPGs Forever". Inverse. Retrieved December 3, 2022.
  85. ^ McIntyre, Brandon (December 10, 2019). "Why Skyrim Is The Video Game Industry's Game Of The Decade". TheGamer. Retrieved December 3, 2022.
  86. ^ Chmielarz, Adrian (April 12, 2013). "How Bioshock Infinite Revolutionized Video Games 2". Game Developer. Retrieved December 3, 2022.
  87. ^ "What is the best game engine: is Unreal Engine right for you?". GamesIndustry.biz. January 16, 2020. Retrieved December 3, 2022.
  88. ^ Millsap, Zack (June 13, 2020). "How Digital Downloads Sparked the Rise of Indie Games". CBR. Retrieved December 3, 2022.
  89. ^ a b "Top 20 Best Video Game Review Sites - Aelieve Digital Marketing & Web Design Ranked - October". aelieve.com/. March 5, 2023. Retrieved June 26, 2023.
  90. ^ a b "The 7 Best Gaming News Sites and Game Review Sites". MUO. December 12, 2019. Retrieved June 26, 2023.
  91. ^ "Top 100 Game Creators". IGN. Retrieved June 26, 2023.
  92. ^ "Star Wars Battlefront 2's Loot Box Controversy Explained". GameSpot. Retrieved December 3, 2022.
  93. ^ "Breath of the Wild is finally influencing open-world games". Destructoid - Nintendo. February 6, 2022. Retrieved December 3, 2022.
  94. ^ Friend, Devin (December 2, 2022). "Now's The Best Time To Play Zelda: BOTW (Again)". ScreenRant. Retrieved December 3, 2022.
  95. ^ Baldur's Gate 3 is Causing Some Developers to Panic, IGN, August 10, 2023, retrieved August 10, 2023
  96. ^ "Tetris Game Surpasses 100 Million Paid Mobile Downloads, Is the Best-Selling Mobile Phone Game of All Time". Electronic Arts Inc. January 20, 2010. Retrieved August 12, 2023.
  97. ^ Jones, Ali (June 12, 2023). "Skyrim has sold 60 million copies, making it the seventh best-selling game ever". gamesradar. Retrieved August 12, 2023.
  98. ^ "Activision's Overwatch 2 Is Redefining the Sequel". Bloomberg.com. April 29, 2022. Retrieved August 12, 2023.
  99. ^ "Terraria State of the Game - May 2022". Terraria Community Forums. May 23, 2022. Retrieved August 12, 2023.
  100. ^ "Call of Duty: Modern Warfare Passes 30 Million Copies Sold". Gaming. Retrieved August 12, 2023.
  101. ^ Sarkar, Samit (August 4, 2015). "Diablo 3 lifetime sales top 30 million units". Polygon. Retrieved August 12, 2023.
  102. ^ Carcasole, David (February 26, 2024). "Stardew Valley Has Eclipsed 30 Million Copies Sold, New Update 1.6 Due Out On Consoles Following PC Release". PlayStation Universe. Retrieved February 26, 2024.
  103. ^ Kim, Matt (December 13, 2019). "Telltale Games' Shut Down and 'Revival,' Explained". IGN. Retrieved August 12, 2023.
  104. ^ "The Borderlands series has sold over five million units in the past three months". PCGamesN. August 6, 2019. Retrieved August 12, 2023.
  105. ^ a b c "Call of Duty: A Short History". Call of Duty: A Short History. Archived from the original on November 29, 2015. Retrieved August 12, 2023.
  106. ^ Weinberger, Matt. "The rise and fall of Kinect: Why Microsoft gave up on its most promising product". Business Insider. Retrieved August 12, 2023.
  107. ^ Maas, Jennifer (January 26, 2024). "Inside Warner Bros. Games' Big Live Services Push and Doubling Down on DC, 'Game of Thrones' and More Franchises". Variety. Retrieved January 26, 2024.
  108. ^ "God Of War 2018 Reaches 23 Milion Sales Worldwide". GameSpot. Retrieved August 12, 2023.
  109. ^ "GTA 5 Sells 155 Million Copies Ahead Of PS5 And Xbox Series X|S Launch In 2022". GameSpot. Retrieved August 12, 2023.
  110. ^ "Call of Duty: A Short History". IGN. February 28, 2014. Archived from the original on February 28, 2014. Retrieved August 13, 2023.
  111. ^ Awan, Salal (November 18, 2020). "Marvel's Spider-Man Has Sold More Than 20 Million Copies Worldwide". TwistedVoxel. Retrieved August 12, 2023.
  112. ^ Reeves, Brianna (October 14, 2019). "The Last of Us and Uncharted 4 Reach Incredible Sales Milestones". PlayStation LifeStyle. Retrieved August 12, 2023.
  113. ^ "Crash Bandicoot N. Sane Trilogy sales top 20 million". Gematsu. June 20, 2024. Retrieved June 22, 2024.
  114. ^ Betz, Brandy (February 16, 2014). "Why Did Activision Blizzard End Up on Top?". The Motley Fool. Retrieved August 13, 2023.
  115. ^ "Top 10 gaming companies made $126bn revenue last year". Eurogamer.net. May 13, 2022. Retrieved December 14, 2022.
  116. ^ "California (CA)". ESA Impact Map. July 20, 2017. Retrieved December 14, 2022.
  117. ^ "About Us (US)". Playstation.com. Retrieved September 1, 2023.
  118. ^ "SIE Company Profile | Sony Interactive Entertainment Inc". SIE.COM. Retrieved December 14, 2022.
  119. ^ Mochizuki, Takashi (January 26, 2016). "Sony Moves PlayStation Headquarters to California". Wall Street Journal. Retrieved December 14, 2022.
  120. ^ Totilo, Stephen (October 4, 2022). "PlayStation will make more live service games, but won't abandon roots, studio chief says". Axios. Retrieved December 14, 2022.
  121. ^ Bankhurst, Adam (July 16, 2022). "Sony Has Completed Its $3.7 Billion Deal to Acquire Bungie and Welcome It Into the PlayStation Family". IGN. Retrieved December 14, 2022.
  122. ^ "PlayStation Studios". PlayStation. Retrieved December 14, 2022.
  123. ^ Bankhurst, Adam (February 1, 2023). "God of War Ragnarok Reaches 11 Million Units Sold Milestone". IGN. Retrieved March 16, 2023.
  124. ^ Roth, Emma (October 23, 2023). "Marvel's Spider-Man 2 is now the fastest-selling PlayStation Studios game". The Verge. Retrieved October 24, 2023.
  125. ^ "Esports hits the court as players gear up for the NBA 2K League finals". CNBC. August 23, 2018. Retrieved December 14, 2022.
  126. ^ Goldfarb, Andrew (September 20, 2013). "GTA 5 Sales Hit $1 Billion in Three Days". IGN. Retrieved August 13, 2023.
  127. ^ "Take-Two Interactive acquired mobile video game company Zynga for $12.7 billion - Google Search". www.google.com. Retrieved December 14, 2022.
  128. ^ "Inline XBRL Viewer". www.sec.gov. Retrieved December 14, 2022.
  129. ^ "Xbox Arrives in New York Tonight at Toys "R" Us Times Square". Microsoft. November 14, 2001. Archived from the original on June 12, 2013. Retrieved December 14, 2022.
  130. ^ Effron, Oliver (July 17, 2020). "Gearing up for the Xbox Series X, Microsoft has stopped making the Xbox One X | CNN Business". CNN. Retrieved December 14, 2022.
  131. ^ "Minecraft sold: Microsoft buys Mojang for $2.5bn". the Guardian. September 15, 2014. Retrieved December 14, 2022.
  132. ^ "Minecraft Sold Over 176 Million Copies: All-Time Best-Selling Game?". Digital Trends. May 19, 2019. Retrieved December 14, 2022.
  133. ^ Carpenter, Nicole (September 21, 2020). "Microsoft acquires Bethesda Softworks in $7.5B deal". Polygon. Retrieved December 14, 2022.
  134. ^ Warren, Tom (January 18, 2022). "Microsoft to acquire Activision Blizzard for $68.7 billion". The Verge. Retrieved December 14, 2022.
  135. ^ Patnaik, Subrat; Mukherjee, Supantha; Mukherjee, Supantha (January 19, 2022). "Microsoft to gobble up Activision in $69 billion metaverse bet". Reuters. Retrieved October 18, 2023.
  136. ^ Warren, Tom (March 9, 2021). "Microsoft completes Bethesda acquisition, promises some Xbox and PC exclusives". The Verge. Retrieved December 14, 2022.
  137. ^ "'Skyrim' Creator Todd Howard Talks Switch, VR and Elder Scrolls Wait - Glixel". November 22, 2016. Archived from the original on November 22, 2016. Retrieved December 14, 2022.
  138. ^ "Elder Scrolls V: Skyrim Has Sold Over 60 Million Copies Globally". IGN India. June 14, 2023. Retrieved June 15, 2023.
  139. ^ Silberling, Amanda (January 18, 2022). "Microsoft to buy Activision Blizzard for $68.7 billion". TechCrunch. Retrieved December 14, 2022.
  140. ^ "Sony Accidentally Reveals That Call of Duty is Worth $800 Million to PlayStation Alone". IGN. June 28, 2023. Retrieved July 31, 2023.
  141. ^ Plant, Logan (November 7, 2022). "Call of Duty: Modern Warfare 2 Crosses $1 Billion in Sales Faster Than Any Game in the Franchise". IGN. Retrieved March 19, 2023.
  142. ^ Isaac, Mike (June 12, 2023). "Diablo IV Breaks Blizzard Records, Surpassing '$666 Million' in Sales". The New York Times. ISSN 0362-4331. Retrieved June 15, 2023.
  143. ^ Warren, Tom (October 13, 2023). "Microsoft completes Activision Blizzard acquisition, Call of Duty now part of Xbox". The Verge. Retrieved October 14, 2023.
  144. ^ "Most successful videogame engine". Guinness World Records. Retrieved December 14, 2022.
  145. ^ "Epic Games' UNREAL TOURNAMENT . . . . . . . . . . . . . . . . . . . by brandon reinhart", Postmortems from Game Developer, Routledge, pp. 102–113, April 2, 2013, doi:10.4324/9780080522159-13, ISBN 978-0-08-052215-9, retrieved December 14, 2022
  146. ^ Elad, Barry (August 16, 2022). "25+ Steam Statistics 2022 Users, Most Played Games and Market Share". Enterprise Apps Today. Retrieved December 14, 2022.
  147. ^ Coulson, Josh (October 24, 2022). "Steam Breaks Records With More Than 30 Million Players Over The Weekend". TheGamer. Retrieved December 14, 2022.
  148. ^ Gilliam, Ryan; Sarkar, Samit (July 15, 2021). "Valve announces Steam Deck handheld for PC games". Polygon. Retrieved December 14, 2022.
  149. ^ Heaton, Andrew (October 5, 2022). "Steam Deck Has Shipped More Than One Million Units". Game Rant. Retrieved December 14, 2022.
  150. ^ "WarnerBros.com | Home Entertainment | Company". www.warnerbros.com. Archived from the original on June 30, 2019. Retrieved December 14, 2022.
  151. ^ Jacobs, Julia (February 24, 2023). "Hogwarts Legacy Sells 12 Million Copies During Dispute Over Rowling". The New York Times. ISSN 0362-4331. Retrieved March 16, 2023.
  152. ^ Russell, Jon (December 17, 2015). "Tencent Takes Full Control Of 'League Of Legends' Creator Riot Games". TechCrunch. Retrieved August 4, 2023.
  153. ^ "Report: League of Legends produced $1.75 billion in revenue in 2020". Reuters. January 11, 2021. Retrieved December 14, 2022.
  154. ^ "Riot Games generated $1.75 billion in revenue in 2020 from League of Legends alone". EsportsBets.com. January 8, 2021. Retrieved December 14, 2022.
  155. ^ "Epic Games annual revenue 2025". Statista. Retrieved August 5, 2023.
  156. ^ "Warner Bros.: segmented consumer product revenue 2020". Statista. Retrieved August 5, 2023.
  157. ^ "Valve Revenue and Growth Statistics (2023) | SignHouse". www.usesignhouse.com. Retrieved August 5, 2023.
  158. ^ "PlayStation delivers record $26.9 billion revenue, operating profit drops 40%". TweakTown. May 1, 2023. Retrieved August 2, 2023.
  159. ^ "Xbox Just Had Its Best Year Of All Time Based On Revenue". GameSpot. Retrieved August 2, 2023.
  160. ^ "Activision Blizzard Announces Fourth-Quarter and 2021 Financial Results". Bloomberg.com. February 3, 2022. Retrieved November 7, 2023.
  161. ^ "Valve Revenue and Growth Statistics (2023) | SignHouse". www.usesignhouse.com. Retrieved August 8, 2023.
  162. ^ "Electronic Arts Reports Q4 FY23 Financial Results". Electronic Arts. May 9, 2023. Retrieved August 2, 2023.
  163. ^ "Epic Games annual revenue 2025". Statista. Retrieved August 8, 2023.
  164. ^ "Take-Two Interactive Software, Inc. Reports Results for Fiscal Year 2023". Yahoo Finance. May 17, 2023. Retrieved August 2, 2023.
  165. ^ Rousseau, Jeffrey (February 15, 2023). "Roblox reports a nearly $1bn net loss during 2022". GamesIndustry.biz. Retrieved August 2, 2023.
  166. ^ Hatmaker, Taylor (February 3, 2023). "Meta's Reality Labs lost $13.7 billion on VR and AR last year". TechCrunch. Retrieved December 15, 2023.
  167. ^ "Warner Bros.: segmented consumer product revenue 2020". Statista. Retrieved August 8, 2023.
  168. ^ "riot games 2022 revenue". Bing. Retrieved August 8, 2023.
  169. ^ "Wizards of the Coast Passed $1 Billion in Revenue in 2021". Gaming. Retrieved August 8, 2023.
  170. ^ Perez, Matt. "Mobile Games Publisher Scopely Hits $1 Billion In Lifetime Revenue". Forbes. Retrieved August 10, 2023.
  171. ^ "Niantic annual IAP revenue 2023". Statista. Retrieved August 10, 2023.
  172. ^ "PLAYSTUDIOS, Inc. Announces Fourth Quarter and Full Year Results". PLAYSTUDIOS, Inc. February 24, 2022. Retrieved December 15, 2023.
  173. ^ a b "Embracer Group provides estimated Adjusted EBIT for Q4 FY 2022/23". www.marketscreener.com. May 15, 2023. Retrieved August 2, 2023.
  174. ^ "Publisher: Annapurna Interactive". Video Game Insights. Retrieved January 27, 2024.
  175. ^ "Devolver Digital, Inc. Reports Earnings Results for the Full Year Ended December 31, 2022". www.marketscreener.com. April 11, 2023. Retrieved August 2, 2023.
  176. ^ Dealessandri, Marie (April 1, 2022). "TinyBuild's post-IPO profit up 64% to $12.5m". GamesIndustry.biz. Retrieved August 2, 2023.
  177. ^ Archives, L. A. Times (November 8, 1989). "Sony Completes $3.4-Billion Acquisition of Columbia". Los Angeles Times. Retrieved April 5, 2023.
  178. ^ "Nintendo confirms Rare sale". Eurogamer.net. September 23, 2002. Retrieved April 5, 2023.
  179. ^ Guth, Robert A. (July 29, 2004). "Electronic Arts Agrees to Acquire Criterion Software". The Wall Street Journal. Retrieved April 5, 2023.
  180. ^ Gaudiosi, John. "Sony Computer Entertainment Acquires Cloud Gaming Company Gaikai For $380 Million". Forbes. Retrieved April 5, 2023.
  181. ^ Patten, Dominic (December 5, 2012). "Disney-Lucasfilm Deal Cleared By Feds". Deadline. Retrieved April 5, 2023.
  182. ^ a b Bankhurst, Adam (July 16, 2022). "Sony Has Completed Its $3.7 Billion Deal to Acquire Bungie and Welcome It Into the PlayStation Family". IGN. Retrieved April 5, 2023.
  183. ^ a b "Take-Two announces acquisition of mobile games giant Zynga for $12.7bn". VGC. January 10, 2022. Retrieved April 5, 2023.
  184. ^ Warren, Tom (January 18, 2022). "Microsoft to acquire Activision Blizzard for $68.7 billion". The Verge. Retrieved April 5, 2023.
  185. ^ "Savvy Games Group to buy mobile game publisher Scopely for $4.9B". VentureBeat. April 5, 2023. Retrieved April 5, 2023.
  186. ^ SECURITIES AND EXCHANGE COMMISSION, UNITED STATES (January 30, 2024). "MICROSOFT FORM 10-Q".
  187. ^ "Microsoft to Buy Bethesda for $7.5 Billion to Boost Xbox". Bloomberg.com. September 21, 2020. Retrieved April 5, 2023.
  188. ^ Merced, Michael J. de la; Wingfield, Nick (November 3, 2015). "Bobby Kotick's Activision Blizzard to Buy King Digital, Maker of Candy Crush". The New York Times. ISSN 0362-4331. Retrieved April 5, 2023.
  189. ^ Spangler, Todd (April 5, 2023). "Mobile Games Company Scopely to Be Acquired by Saudi-Backed Savvy Games Group for $4.9 Billion". Variety. Retrieved April 5, 2023.
  190. ^ "Microsoft Buys Minecraft Maker Mojang for $2.5 Billion". Kotaku. September 15, 2014. Retrieved April 5, 2023.
  191. ^ Volkman, Eric (February 8, 2021). "Electronic Arts Acquiring GluMobile for $2.4 Billion". The Motley Fool. Retrieved April 5, 2023.
  192. ^ Kovach, Steve. "Facebook Buys Oculus VR For $2 Billion". Business Insider. Retrieved April 5, 2023.
  193. ^ Lunden, Ingrid (June 1, 2020). "Zynga acquires Turkey's Peak Games for $1.8B, after buying its card games studio for $100M in 2017". TechCrunch. Retrieved April 5, 2023.
  194. ^ a b Crosby, Tim. "How Becoming a Video Game Designer Works"," "HowStuffWorks", n.d. Retrieved on November 5, 2013
  195. ^ . "Economic Impact" Archived October 17, 2013, at the Wayback Machine, "ESA", 2010, Retrieved on November 3, 2013.
  196. ^ ""Software Developers: Job Outlook"." "U.S. Bureau of Labor Statistics", July 18, 2012, Retrieved on November 3, 2013.
  197. ^ "U.S. highest direct in-state video games industry output 2019". Statista. Retrieved September 13, 2023.
  198. ^ "U.S. highest direct in-state video game industry employment 2019". Statista. Retrieved September 13, 2023.
  199. ^ Crossley, Rob (June 2, 2014). "Mortal Kombat: Violent game that changed video games industry". BBC. Archived from the original on August 1, 2018. Retrieved October 30, 2018.
  200. ^ Buckley, Sean (June 6, 2013). "Then there were three: Sony, Microsoft, Nintendo and the evolution of the Electronic Entertainment Expo". Engadget. Archived from the original on September 9, 2017. Retrieved May 9, 2017.
  201. ^ "More Game Ratings". GamePro. No. 86. IDG. November 1995. p. 189.
  202. ^ "75 Power Players". Next Generation (11). Imagine Media: 67. November 1995.
  203. ^ Cornelius, Doug (November 4, 2010). "Violent Video Games and the Supreme Court". Wired. Retrieved May 3, 2011.
  204. ^ Kennedy, Kyle. "A Look At the Renewed National Debate On Violent Video Games." TheLedger.com. Ledger Media Group, July 20, 2013. Web. October 10, 2013.
  205. ^ "FTC Undercover Shopper Survey on Entertainment Ratings Enforcement Finds Compliance Highest Among Video Game Sellers and Movie Theaters" (Press release). Federal Trade Commission. March 25, 2013. Retrieved January 7, 2020.
  206. ^ Bangeman, Eric (January 27, 2006). "Take-Two Interactive Sued over Hot Coffee Mod". Ars Technica. Retrieved August 4, 2015.
  207. ^ "Game Makers Push to Make Ratings Consistent Across All Platforms". The Wall Street Journal. Archived from the original on April 2, 2015. Retrieved March 17, 2015.
  208. ^ Layton, Thomas (September 19, 2003). "Theater group to impose ratings on arcade games". GameSpot. Archived from the original on October 27, 2017. Retrieved October 27, 2017.
  209. ^ "Parental Advisory System". American Amusement Machine Association. September 12, 2016. Retrieved January 7, 2020.

Suziedelyte, A. (2021). Is it only a game? Video games and violence: Journal of Economic Behavior & Organization. Journal of Economic Behavior & Organization, 188, 105–125. https://doi.org/10.1016/j.jebo.2021.05.014 Roy, N., & Coll, M.-P. (2024). Exploring the impact of violence in video games: eLife. eLife, 1–2. https://doi.org/10.7554/eLife.94949

[edit]