Gaming
50 Years of Gaming History, by Revenue Stream (1970-2020)
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50 Years of Gaming History, by Revenue Stream (1970-2020)
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Every year it feels like the gaming industry sees the same stories—record sales, unfathomable market reach, and questions of how much higher the market can go.
We’re already far past the point of gaming being the biggest earning media sector, with an estimated $165 billion revenue generated in 2020.
But as our graphic above helps illustrate, it’s important to break down shifting growth within the market. Research from Pelham Smithers shows that while the tidal wave of gaming has only continued to swell, the driving factors have shifted over the course of gaming history.
1970–1983: The Pre-Crash Era
At first, there was Atari.
Early prototypes of video games were developed in labs in the 1960s, but it was Atari’s release of Pong in 1972 that helped to kickstart the industry.
The arcade table-tennis game was a sensation, drawing in consumers eager to play and companies that started to produce their own knock-off versions. Likewise, it was Atari that sold a home console version of Pong in 1975, and eventually its own Atari 2600 home console in 1977, which would become the first console to sell more than a million units.
In short order, the arcade market began to plateau. After dwindling due to a glut of Pong clones, the release of Space Invaders in 1978 reinvigorated the market.
Arcade machines started to be installed everywhere, and new franchises like Pac-Man and Donkey Kong drove further growth. By 1982, arcades were already generating more money than both the pop music industry and the box office.
1985–2000: The Tech Advancement Race
Unfortunately, the gaming industry grew too quickly to maintain.
Eager to capitalize on a growing home console market, Atari licensed extremely high budget ports of Pac-Man and a game adaptation of E.T. the Extra Terrestrial. They were rushed to market, released in poor quality, and cost the company millions in returns and more in brand damage.
As other companies also looked to capitalize on the market, many other poor attempts at games and consoles caused a downturn across the industry. At the same time, personal computers were becoming the new flavor of gaming, especially with the release of the Commodore 64 in 1982.
It was a sign of what was to define this era of gaming history: a technological race. In the coming years, Nintendo would release the Nintendo Entertainment System (NES) home console in 1985 (released in Japan as the Famicom), prioritizing high quality games and consistent marketing to recapture the wary market.
On the backs of games like Duck Hunt, Excitebike, and the introduction of Mario in Super Mario Bros, the massive success of the NES revived the console market.
Estimated Total Console Sales by Manufacturer (1970-2020)
| Manufacturer | Home Console sales | Handheld Console Sales | Total Sales |
|---|---|---|---|
| Nintendo | 318 M | 430 M | 754 M |
| Sony | 445 M | 90 M | 535 M |
| Microsoft | 149 M | - | 149 M |
| Sega | 64-67 M | 14 M | 81 M |
| Atari | 31 M | 1 M | 32 M |
| Hudson Soft/NEC | 10 M | - | 10 M |
| Bandai | - | 3.5 M | 3.5 M |
Source: Wikipedia
Nintendo looked to continue its dominance in the field, with the release of the Game Boy handheld and the Super Nintendo Entertainment System. At the same time, other competitors stepped in to beat them at their own game.
In 1988, arcade company Sega entered the fray with the Sega Mega Drive console (released as the Genesis in North America) and then later the Game Gear handheld, putting its marketing emphasis on processing power.
Electronics maker Sony released the PlayStation in 1994, which used CD-ROMs instead of cartridges to enhance storage capacity for individual games. It became the first console in history to sell more than 100 million units, and the focus on software formats would carry on with the PlayStation 2 (DVDs) and PlayStation 3 (Blu-rays).
Even Microsoft recognized the importance of gaming on PCs and developed the DirectX API to assist in game programming. That “X” branding would make its way to the company’s entry into the console market, the Xbox.
2001–Present: The Online Boom
It was the rise of the internet and mobile, however, that grew the gaming industry from tens of billions to hundreds of billions in revenue.
A primer was the viability of subscription and freemium services. In 2001, Microsoft launched the Xbox Live online gaming platform for a monthly subscription fee, giving players access to multiplayer matchmaking and voice chat services, quickly becoming a must-have for consumers.
Meanwhile on PCs, Blizzard was tapping into the Massive Multiplayer Online (MMO) subscription market with the 2004 release of World of Warcraft, which saw a peak of more than 14 million monthly paying subscribers.
All the while, companies saw a future in mobile gaming that they were struggling to tap into. Nintendo continued to hold onto the handheld market with updated Game Boy consoles, and Nokia and BlackBerry tried their hands at integrating game apps into their phones.
But it was Apple’s iPhone that solidified the transition of gaming to a mobile platform. The company’s release of the App Store for its smartphones (followed closely by Google’s own store for Android devices) paved the way for app developers to create free, paid, and pay-per-feature games catered to a mass market.
Now, everyone has their eyes on that growing $85 billion mobile slice of the gaming market, and game companies are starting to heavily consolidate.
Major Gaming Acquisitions Since 2014
| Date | Acquirer | Target and Sector | Deal Value (US$) |
|---|---|---|---|
| Apr. 2014 | Oculus - VR | $3.0 Billion | |
| Aug. 2014 | Amazon | Twitch - Streaming | $1.0 Billion |
| Nov. 2014 | Microsoft | Mojang - Games | $2.5 Billion |
| Feb. 2016 | Activision Blizzard | King - Games | $5.9 Billion |
| Jun. 2016 | Tencent | Supercell - Games | $8.6 Billion |
| Feb. 2020 | Embracer Group | Saber Interactive - Games | $0.5 Billion |
| Sep. 2020 | Microsoft | ZeniMax Media - Games | $7.5 Billion |
| Nov. 2020 | Take-Two Interactive | Codemasters - Games | $1.0 Billion |
Console makers like Microsoft and Sony are launching cloud-based subscription services even while they continue to develop new consoles. Meanwhile, Amazon and Google are launching their own services that work on multiple devices, mobile included.
After seeing the success that games like Pokémon Go had on smartphones—reaching more than $1 billion in yearly revenue—and Grand Theft Auto V’s record breaking haul of $1 billion in just three days, companies are targeting as much of the market as they can.
And with the proliferation of smartphones, social media games, and streaming services, they’re on the right track. There are more than 2.7 billion gamers worldwide in 2020, and how they choose to spend their money will continue to shape gaming history as we know it.
Technology
Ranked: The Best Selling Video Games in History
This chart shows the top ten best selling video games, ranked by software units sold. Six of them have been released in the last 12 years.
Ranked: The Best Selling Video Games in History
It’s a good time to be a video game fan. Not only is the gaming industry booming and projected to grow to $320 billion by 2026, but every year is bringing new evolutions in the medium.
2022 saw massive launches in both games (Elden Ring and God of War Ragnarök) and media based on games (the films Uncharted and Sonic the Hedgehog 2). 2023 has already seen the release of major flagship TV series based on a game, HBO’s The Last of Us, and the much-anticipated The Super Mario Bros. Movie is slated to release in April.
But which game is the best, or most successful? That debate may never end, but from company reports and sales data aggregated by Wikipedia, Samuel Parker’s chart of the most-sold video games as of March 3, 2023 can at least tell us which ones have been the most popular.
Top Ten Video Games Sold in History
The best selling video game didn’t need multimillion dollar budgets, sixty-hour narratives, or celebrity voice actors and ad spots. The independently-developed (indie) Minecraft, with its pixelated blocks, takes the top spot on this list.
| Rank | Game | Sales (units) | Year Released | Developer |
|---|---|---|---|---|
| 1 | Minecraft | 238.0M | 2011 | Mojang Studios |
| 2 | GTA 5 | 175.0M | 2013 | Rockstar |
| 3 | Tetris (EA) | 100.0M | 2006 | EA Mobile |
| 4 | Wii Sport | 82.9M | 2006 | Nintendo |
| 5 | PUBG: Battlegrounds | 75.0M | 2017 | PUBG Corp |
| 6 | Mario Kart 8 | 60.5M | 2014 | Nintendo |
| 7 | Super Mario Bros. | 58.0M | 1985 | Nintendo |
| 8 | Read Dead Redemption 2 | 50.0M | 2018 | Rockstar |
| 9 | Pokémon Red/Green/Blue/Yellow | 47.5M | 1996 | GameFreak |
| 10 | Terraria | 44.5M | 2011 | Re-Logic |
Minecraft sold more units than the combined forces of Grand Theft Auto 5 (#2) and Red Dead Redemption 2 (#8), both made by industry giant Rockstar. Its immense popularity has been credited to its simple gameplay (no goals), creative structure (build anything), and engaged community with player-run servers and additional feature creations (known as mods).
Another simple favorite, Tetris, comes in at third place with 100 million units sold of its 2006 re-release. Millennials continue to make up a large chunk of the video game playing demographic which might explain Tetris’ sales.
But newer games are making up the majority of sales records. PUBG: Battlegrounds, a battle-royale shooter game which helped popularize the genre (and eventually its competitor Fortnite) asserts its popularity at #5. That puts it well ahead of the better-known shooter Call of Duty, even despite PUBG being banned in a number of countries for the alleged impact on the mental health of gamers.
The oldest game to make the list is Super Mario Bros. (#7), apt considering it is credited with reviving the video game industry after it crashed in 1983. The original staple side-scroller has sold 58 million copies worldwide.
Developer Dominance
Though the top selling games span various series of games, a few developers managed to repeatedly find success.
| Developer | Top 20 Best-Selling Games |
|---|---|
| Nintendo | 11 |
| Rockstar | 2 |
| Others | 7 |
Japanese video game titan Nintendo developed three games (Super Mario Bros., Mario Kart, Wii Sport/Fitness) in the top 10 and another eight in the top 20. That’s not including its co-ownership of Pokémon, the world’s highest-grossing media franchise.
American publisher Rockstar Games also managed to score multiple hits, though its longer development cycle necessary to create cinematic games gives it fewer potential candidates. That might change with the much-anticipated GTA 6 reportedly in production.
Best Selling Genres
The most popular genres in the top 10 give players the freedom to impose their will upon the world and pursue objectives at their leisure:
| Genre | Games |
|---|---|
| Sandbox/Open World | 4 |
| Simulation | 2 |
| Others | 4 |
Two games (Minecraft, Terraria) are classic sandbox games, where worlds are procedurally generated and there are no gameplay goals. Another two (GTA 5, Red Dead Redemption 2) are in the adjacent open-world genre, with a combination of sandbox elements and a narrative structure.
However, with new games launching and selling millions of units every year, new entrants to the top 10 list of best selling video games of all-time seems likely. How will these developers, genres, and games fare over time?
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