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Late 1800s Most direct progenitor to videogames. |
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1931 [David Gottlieb] First mass-produced game. Change from cue to plunger. Granddaddy of pinball machines. |
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1933 [Henry Williams] First pinball machine with electronic scoring components. |
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1947 [Harry Mabs] Inclusion of flippers. Change from luck-based to skill-based game. |
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1948 [Steven Kordek] Six flippers replaced with two. First of modern pinball machines. |
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Cathode Ray Tube (CRT) 'Game' |
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1947 [Thomas T. Goldman] Vacuum tube with electron guns and fluorescent screen. Inspired by WWII radar displays. Missile simulator. Screen overlays. |
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1951 Mathematical strategy game on machines. |
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1952 [Alexander S. Douglas] Rotary telephone dialer as controller. |
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1958 [William Higgenbotham] Modified CRT/Oscilloscope to bounce electron beam back and forth. Widely popular with Brookhaven's visitor's day. |
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1962 [Steven Russell] PDP-1 computer. Inspired hacks by other students at the universities. No AI - human opponent. Never made any profit. |
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1971 [Nolan Bushnell] Commercial failure: controls were too complex. Fiberglass cabinet: inspired the design of arcade cabinets. |
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1972 [Magnavox/Ralph Baer] First video game home console. Offered different games by using screen overlays. |
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1972 [Atari/Al Alcorn] First arcade game with widespread success. Simple gameplay and clear objective. |
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Pin Pong Dr. Pong Pong Doubles |
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1974 [Atari] Alternative Pong games created by Atari. |
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1974 [Atari] First driving video game. Didn't do too well - difficult controls and unimpressive graphics. |
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1973/1974 [Atari] Controversial - controllers were rubber balls similar to female breasts. Did ok in terms of success, but not a big success. |
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1975 Cabinet shaped like a shark mouth. Objective: Hunt Sharks |
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1975 [Midway] New graphics style. First Japanese game in US market. |
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1974 [Kee Games] Very popular game to 'compete' against Atari. |
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1976 [Atari] One of first games to have color. Designed to have reduced number of Integrated Circuits. |
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1976 [National Semiconductor] Used to make chips for Atari games. Tried to compete with Atari in game business. |
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1976 [Coleco] First game system from Coleco. FCC problems - prototype was originally unsafe. Fixed by Ralph Baer. |
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1976 [Fairchild] First game system to have unique 'controllers' and interchangeable cartridges. Games not popular but hardware caught on for future systems. |
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1976 [Exidy] First video game controversy based on content aimed at kids. Use cars to run over 'gremlins' that screamed and left crosses when killed. Very successful. |
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Video Computer System/Atari 2600 |
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1977 [Atari] First game console with joysticks. Utilized MOS Technologies 6502; 'Stella' 8-Bit processor. |
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1976 [Midway] Included periscope to shoot down ships. |
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1979 [Atari] Contains the first Easter Egg in a video game. Made by Warren Robinett |
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1978 [Taito] Very successful Japanese game in Japan and US |
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1979 [Atari] Game that utilized a trackball and caused many injuries to players. |
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1978 [Cinematronics] Arcade game made by Steven Russell |
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1979 [Atari] Successful arcade game that didn't utilize color. Vector scan. |
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1980 [Atari] Programmed by first female game designer. |
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1979 [Midway] Breakthrough in colors. |
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1980 [Atari] One of the most difficult games to beat. |
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1980 [Williams Electronics/Eugene Jarvis] First game with side-scrolling. |
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1980 [Namco] Original name 'Puck Man' Inspired by eating pizza. Intended for nonviolent gaming audience. |
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1980 [Atari/Ed Rotberg] Use of periscope to shoot tanks. Request from military to train soldiers - declined. Game with immersion; vector graphics. |
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1981 [Nintendo] Nintendo's first big success in US market. One of first games with a story and characters. |
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1982 [Midway] Modified game board. Not created by original creator. Most popular arcade game in history. |
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1982 [Atari] Games made for Christmas 1982. Poor quality and too many created. Buried in Alomogordo desert. One of causes of Great Video Game Crash |
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1982 [Activision] One of most successful Activision games. Originally for Atari 2600, ported to other systems later on. |
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1982 [Gottlieb Company] Fairly successful game. Only video game from Gottlieb Company. Well known for its sounds and character. |
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1978 [Magnavox] Odd designs for game cartridges. Poor graphics and games. Commercial failure. |
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1980 [Mattel] Decent system. Had similar games to VCS and Colecovision. |
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1982 [Coleco] Two-year development period. Arcade-quality graphics. Brighter colors and smoother animation. Very successful. |
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1982 [Atari] Never as popular as VCS/2600. Worse graphics than Colecovision. Poor controller (joystick). Did not sell well. |
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1981 [Atari/Dave Theurer] First 'First Person Shooter' |
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1979 [Atari/Eugene Jarvis] First game with sympathized speech. |
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1982 [General Consumer Electronics/ Milton Bradley Company] Console with TV included. Too expensive, preloaded games only, couldn't replace TV. Example of market flooding. |
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1982 [Purina Dog Food] Very simple maze game. Example of market flooding. |
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One-on-One: Dr. J vs. Larry Bird |
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1983 [Electronic Arts] First game to be endorsed by athletes |
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1988 [Electronic Arts] Longest running game franchise. |
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~1968/1969 [Nolan Bushnell] One of Bushnell's earliest games. Prototype AI. |
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Radar Scope Space Fever Sheriff |
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1979-1980 Nintendo games - failures at succeeding in US market. |
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Famicom (JPN) Nintendo Entertainment System (US) |
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1983 [Nintendo] First home-console for Nintendo. Redesigned for US market. |
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ROB Robotic Operating Buddy |
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1985 [Nintendo] Included with NES in order to sell system as a toy/entertainment system. Only worked with two games. |
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1985 [Nintendo] The two games compatible with ROB. |
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Duck Hunt & Hogan's Alley |
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1984-1985 [Nintendo] Two games compatible with the Zapper. Example of progression in video game graphics/visual style. |
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1968 [SEGA] First major success for SEGA. Introduced .25/play mechanic. |
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Mark III (JPN) Master System (US) |
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1986 [SEGA] First introduction into US market. Top-Loading Cartridges; joypad/dpad. |
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1987 [Nintendo] Full-screen movement Instruction booklet and call center One of first to sell 1 million cartridges |
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1987 [Nintendo] Early 1st person on console. Athletic endorsement ended after contract to uphold brand/family-friendly image. |
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1987 [Nintendo] One of first games with alternative endings based on completion/time. Precision jumping and female protagonist. |
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1987 [Konami] Immersive environment, shading, smooth motion, compelling story |
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1987 [Konami] First use of the Konami Code |
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1987; 1990 [Lucas Arts] Example of censorship and easter eggs in 3rd-party games. Explode the hamster in the microwave |
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1988 [Nintendo] Originally 'Doki Doki Panic' Released for American audience. |
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Super Mario Bros 2 (JPN) Super Mario Bros: The Lost Levels |
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1986 [Nintendo] Original sequel to SMB1 Thought to be too difficult for American players. Eventually released in US. |
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1988 [Konami] 'Rated R' game in its original release. Didn't fit Nintendo's image. |
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Zelda II: Adventure of Link |
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1988 [Nintendo] Different from original game. Side-scrolling with RPG elements. |
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1983-1984 Early Sega home consoles. Only released in Japan Forgettable. |
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1988 [Tengan/Atari] Version of Tetris made for NES using stolen/cracked 10NES Code. Removed from stores after Nintendo's threats |
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1989 [Nintendo] Nintendo's versions of Tetris. |
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1989 [SEGA] Motorola 68000 Processor Zilog Z80 Secondary Processor 64 Colors and 16-Bit |
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1989 [SEGA] Showed off Graphics of the system. Originally packaged with the Genesis. |
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1989 [SEGA] Game made by/endorsed by Michael Jackson |
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1987 (JPN)/1989 (US) [Hudson Soft and NEC] Competition in the 16-Bit war |
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1989 [Nintendo] Sold 17 million copies worldwide Example of success of 8-bit game |
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1989 [Nintendo/Gunpei Yokoi] First handheld for Nintendo Bundled with Tetris - big success |
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1991 [SEGA/Yuji Naka] Created to be SEGA's new character mascot. Focused on speed and attitude. |
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Super Famicom Super Nintendo Entertainment System |
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1990 (JPN)/1991 (US) [Nintendo] 16-Bit; 32,000 colors; Custom Processor |
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1991 [Nintendo/Miyamoto] Game packaged with SNES Shading, depth, minute details Sold all 1 million US units |
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1989 (Capcom) Decent game that showcased Okamoto's abilities. |
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--- (Konami) Game that got Okamoto fired from Konami |
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1987 (Capcom; Arcade/TurboGrafx CD) Foreground, Facial Expressions, Animation, Details Decent enough to warrant sequent |
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1991/1992 (Capcom; Arcade/SNES) Clean, ornately detailed, cartoony, colorful/humorous, brutal action, hidden moves (chain combos), bright graphics Nintendo bought exclusive home-console rights |
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1992 CD attachment for the Sega Genesis |
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1992 Games for the Sega CD One caused controversy because of gameplay and content |
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1993 PC game Crisp clean lines, atmosphere, weather elements, shadows, shapes Father of Computer Games 1st PC game to sell 1 million Sold 4 million copies |
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1993 Violent and Controversial PC Game Very Successful |
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1993 Decent PC Game Point & Click Ghost Story |
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1993 Successful fighting game Violent fatalities caused controversy |
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1993 [Atari] Marketed as 64-Bit System Unsuccessful: Too expensive Not many games produced Not really 64-bit console |
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1993 [Panasonic] RJ Mical and Dave Needle 32-Bit Console with Multimedia features: games, photos, and music. 3D graphics easier and better quality Unsuccessful: Too expensive |
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1994-95 [Sega] 32-Bit System Very Popular in Japan Hesitation to Release in US causes problems for Sega |
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1993-95 [Sega] Popular arcade game in Japan Translated well to console. One reason US players wanted Sega Saturn and were upset by delayed release. |
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1994 [Sega] Released as hardware intended to expand lifespan of Genesis as a 32-bit console Released in US instead of Saturn. Unsuccessful: Few good games developed for console. Terrible party thrown for critics. |
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1994 [Nintendo] SNES game used to show off the hardware capabilities of 'Ultra 64' console. |
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1994 [Nintendo/Rare] Very successful game - saved SNES Artistic, technological breakthrough, smooth animation Fastest selling game 1973-1994 Won Nintendo the 16-bit war |
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Seven Sega Consoles in the Market |
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Genesis Saturn Game Gear Pico CD 32x 32x CD |
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1994-1995 [Sony] Console easy to develop/program games Described as elegant, sleek, and powerful Priced $100 cheaper than Sega Saturn Received 100+ developers and 300+ games by US release |
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1995 [Nintendo] Major console failure for Nintendo Only two colors, black and red. Caused discomfort and headaches Unfounded blame on Gunpei Yokoi |
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1995-1996 [Nintendo] AKA Project Reality/Ultra 64 Included analogue controller and pressure sensitivity as innovation. Nintendo's 64-Bit/3D console. |
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1996-1997 [Nintendo/Game Freak] Big seller that kept the GameBoy alive. Contained 2 versions to encourage trading social interaction. Generated a billion-dollar franchise. |
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1997 [Rare] Popular first-person shooter for N64 Five million copies sold by 1999 Challenged Nintendo's 'Family Friendly' image. |
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1999 [Sega] Sega's final console. 3 million polygons/second. Brought change in Sega's advertising. Made obsolete before its release. |
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2000 [Sony] Capable of 60 million polygons/second. Media console. Backward compatible. Make the Dreamcast obsolete before its release. |
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2001 [Microsoft] Microsoft's first game console Kept as a secret project until its release. Stripped down Windows with ethernet card Better graphics than PS2 |
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1998-1999 [Sega] One of best selling games for Dreamcast. |
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2001 [Sony] Racing Game that was instant million seller Really helped boost hardware sales for the console. |
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2001 [Microsoft] First-person shooter that was widely successful for online multiplayer Really helped boost hardware sales for the console. |
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2001 [Nintendo] Decent game system in terms of games and technology. Limited launch titles and small library. Not seen as a 'big contender' console. |
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2005 [Microsoft] Developed from 2003-2005. Super computer of gaming. 78.2 million copies sold by 2013 |
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2006 [Nintendo] Console that was a massive academic success Seen as a 'healthy console' Advancement in technology with motion control Saves Nintendo |
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2006 [Sony] Expanded RAM w/ cell microprocessor Game-genre oriented as big selling point |
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2012 [Nintendo] Image as a family console Advertised for multiplayer, family experience Limited by lack of available games |
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2013 [Microsoft] Human interaction with console/machine as big selling point. Fear of camera/spying hurt sales Titan Falls boosting sales |
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2013 [Sony] Classic gaming for gamers as big selling point. Focus on games, community, and experience. Fastest selling console in history |
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2012 [Valve] A digital distributor of multiplatform videogames. Useful for big companies and indie games Might provoke more competition, creativity, and price wars with big game companies. |
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