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The 1983 crash had rippling effects across the video game industry. The crash in 1983 had the largest impact in the United States. It rippled through all sectors of the global video game market worldwide, though sales of video games still remained strong in Japan, Europe, and Canada from the beleaguered American companies. [ 56 ]
Jul 30, 2023 · Although many historians like to point at one factor over another, the reality is that there wasn’t a single primary reason the video game crash of 1983 occurred. Instead, it was caused by a combination of factors that all led to the same implosion of the industry.
Nov 19, 2023 · By the end of 1983, the booming video game market completely imploded: Overall industry revenues plunged a staggering 97% between 1983 and 1985, from $3.2 billion to just $100 million. Hundreds of manufacturers and developers declared bankruptcy, including Atari, which posted a $500 million loss.
- The 1970s -1982: The Rise of Gaming Consoles...
- 1980-1982: ...And Their Fall
- What Developers Learned from The Crash
The first generation of consoles, led by the 1972 Magnavox Odyssey, were crude by today's standards, containing a fixed library of games illuminated on TVs using simple light dots and decorative screen overlays; all the same, they pioneered a whole new field of home entertainment. The second generation of video games consoles grew alongside their c...
The first factor behind the 1983 Video Game Console Crash was the sheer glut of consoles on the market. In a sort of digital tragedy of the commons, the Atari, Intellivision, Astrocadeand other consoles were all competing for the public eye, dividing customer interest. A lack of cross-console titles also kept individual video games from standing ou...
A few companies like Atari managed to stay in business, but the Crash dealt it and competitors a severe blow. After the disappointing release of the Atari Jaguar in 1993, Atari left the console market (returning only recently with their Atari VCS entertainment system). American developers generally turned their attention to making games for the gro...
- Weak Profits Sent Shockwaves Through The Industry. In the first quarter of 1983, Atari’s then-chairman Raymond Kassar announced that Atari, which had anticipated a profit margin of 50% on their 1982 sales, had only achieved a margin of 10%.
- Yes, E.T. And Pac-Man Had An Effect. Gaming history holds that the worst video games ever made were E.T. and Pac-Man for the Atari 2600. Rushed through incredibly short development cycles to make the Christmas shopping season, these two games were the emblems of everything wrong with the pre-crash industry.
- Video Game Storytelling Was Still Primitive. The popular video games in 1982 were much the same that they had been as early as 1975: Simple single-screen games that could be played in a handful of minutes and had no real narrative or purpose in playing other than to get a high score.
- Video Game Technology Had Not Evolved. In 1982, no video game consoles other than the still-in-development Nintendo Family Computer had hardware support for scrolling.
May 26, 2024 · Industry Decline and Bankruptcy. The 1983 crash had a devastating impact on the North American video game industry. Between 1983 and 1985, the industry‘s revenue dropped by a staggering 97%, from $3.2 billion to just $100 million (Kline, Dyer-Witheford, & De Peuter, 2003).
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Dec 30, 2022 · The Video Game Crash of 1983 was a large-scale recession in the video game industry from 1983 – 1985, mostly in the United States. It was caused by each of the following factors: Overmarket saturation in the number of gaming consoles and available games. Poor quality video games.