2010s in video games

From Wikipedia, the free encyclopedia
2000s . 2010s in video games . 2020s
Other events: 2010s . Games timeline

The 2010s was the fifth decade in the industry's history. The decade was notable for producing the first truly "3D" games and consoles,[clarification needed] introducing cloud gaming and virtual reality to consumers, and the rising influence of tablet-based and mobile casual games. The industry remained heavily dominated by the actions of Nintendo, Sony, and Microsoft, but it remains unforeseen how their dominance will be affected by cloud gaming and the growing smartphone and tablet market.[1]

Consoles of the 2010s[]

Seventh generation consoles (2005-2012)[]

Nintendo's Wii (2006) was the best selling console of the seventh generation, selling 100.90 million units.[2]

The seventh generation of video game consoles entered the market in the mid-2000s with the release of the Xbox 360, PlayStation 3, and Wii. These three consoles dominated the video game scene throughout much of the early-2010s as well. Each console brought with them a new breakthrough in technology. The Xbox 360 offered games rendered natively at HD resolutions. In addition to HD games, Sony's PlayStation 3 featured a built in Blu-ray player. Nintendo, having opted out of the HD race, focused more on mobility and interaction. All three major consoles expanded their overall use by doubling as media centers, featuring Wi-Fi internet connectivity, and allowing the use of apps.

Regarding the handheld market, Nintendo's evolving DS series of handhelds and Sony's PlayStation Portable dominated the market throughout much of the late-2000s. The Nintendo DS introduced a dual screen, as well as touchscreen gaming. The PSP was Sony's first attempt at competing in the handheld market and featured multiple ports to other devices, improved graphics, and is known for being the first handheld video game device to use an optical disc format.

Eighth generation consoles (since 2012)[]

The seventh generation of video game consoles followed a longer than usual console cycle.[3] Nintendo was the first of the big three companies to announce their next generation console, doing so at E3 2011 with the unveiling of the Wii U, the successor to the Wii.[4] The Wii U was released in North America, Europe, Australia and New Zealand in November 2012 and in Japan the following month.[5] Reception to the console was mixed, with many reviewers criticising the limited choice of launch games available.[6]

Both Microsoft and Sony announced their offerings in the eighth generation in 2013. On May 21, just weeks before E3 2013, Microsoft revealed its "all-in-one entertainment device," the Xbox One.[7] Reaction among the press and gamers was mixed, with many gamers criticizing DRM-related restrictions and persistent internet requirements.[8] E3 in June saw Microsoft reveal a November launch date for the Xbox One[9] and Sony unveil its eighth generation console, the PlayStation 4. The PlayStation 4 received an enthusiastic response from the attendees after it was revealed it would lack DRM restrictions and online requirements and have a cheaper launch price than the Xbox One,[10] leading some commentators to declare Sony the winner of E3.[11] In the week following E3, Microsoft announced a reversal of its online and used games restrictions after substantial negative feedback.[12]

The eight generation was further elongated with the release of the PS4 Pro and the Xbox One X, both more-powerful variations of their predecessors capable of displaying video games in 4K resolution, as well as the Nintendo Switch, a hybrid portable-home video game console meant to replace the Wii U. The Wii U was discontinued following the release of the Switch in March 2017.

Handheld gaming in the eighth generation was dominated primarily by the Nintendo 3DS and the PlayStation Vita. The Nintendo 3DS is the first video game device to feature 3D gaming without the need for stereoscopic glasses.[13] Sony's Vita is the successor to the PSP. Both systems are backward compatible. Nvidia also announced its intention to market a handheld video game device.[14]

The eighth generation consoles were expected to face stiff competition from tablet and smartphone video game markets,[15] online services and dedicated consoles[16] based on cheap technology[17] and free-to-play games or low cost downloadable content[18] away from big budget blockbusters,[19] as well as an increased interest in independent games promoted by popular social networking sites.[20][21]

History[]

Impact of the Great Recession on the video game industry[]

The financial crisis that struck in the late-2000s affected the video game industry.[22][23] Many electronic gadgets, not just video games, were perceived to be a luxury item.[24] Also, market shifts towards mobile and casual gaming led to a dip in overall sales as well.[25]

New Dimensions[]

Following the release of James Cameron's long-awaited film, Avatar in 2009, utilizing stereoscopic 3D technology became a staple in the early 2010s in the production and services of television, as well as video games.[26] Nintendo released the first video game device to feature stereoscopic 3D visuals without the need for special glasses with the 3DS handheld.

In a related trend, Sony unveiled "dual-view" at E3 2011. Dual view technology provides the capability of playing multiplayer games on the same screen without splitting it by overlaying the two images on top of each other.[27]

Cloud-based and subscription gaming[]

Cloud gaming, or sometimes known as gaming on demand, is a technology in which the actual game and saved data is stored on a company's server, and users play the game over a stable internet connection. One major advantage to cloud gaming is the absence of a compact disc or cartridge required for use.[28][29] In 2010, the OnLive gaming console debuted becoming the first console to exclusively feature cloud-based gaming. As the decade progressed, even some of the major players began to look into utilizing cloud gaming on their systems.[30][31] In early 2012, it was the fastest-growing segment of the video game market.[32]

In 2013, Julie Uhrman began a Kickstarter campaign to raise funding for her cloud-based video game console, the Ouya.[33] The Ouya outdid their goal by raising over US$8.5 million, becoming that site's second-highest-earning project at the time. It operates with technology from Android, and features customization to the device's cover.[34]

During a press conference at the 2014 Consumer Electronics Show, Sony unveiled PlayStation Now,[35] a subscription-based streaming service that allows the PlayStation 4 to play previous console titles over the internet. As of February 2014, Now was in closed beta, but was planned to be released to the public later in the year.[36] Sony had recommended users to have at least a 5 Mbit/s internet connection speed for what they termed "good performance."[37]

Cloud gaming is expected, by many video game experts, to challenge the dominance of the major video game corporations, and may eventually lead to the decline of console gaming entirely.[38][39][40]

Tablet-based, smartphone, and social networking gaming[]

As transformative as the iPad was to the tablet PC industry, it also had a lasting effect on the video game world as well. Apple's high-resolution displays and mobile graphics processors set a high bar on graphical capabilities that rivaled some of the major handheld video game devices.[41] As of 2014, nearly half of the Top-25 paid applications on the iPad App Store were games.[42] Despite not having a controller, mobile devices and games continued to become a staple of the "casual gaming" market.[43]

Mobility[]

A video game is used during a physical therapy session at the Naval Health Clinic in Charleston.

Ever since Nintendo released the original Wii in 2006, mobility and interaction became a major focus to the video game world. It encouraged activity with gaming beyond the traditional controller, and expanded the market to include the elderly and those interested in physical therapy.[44][45][46][47] Microsoft and Sony did not respond to Nintendo's motion sensor technology until 2010 when they released Kinect and PlayStation Move, respectively. The Kinect took further advantage of motion control by not requiring a controller at all.[48][49][50]

In September 2012, Yosh Engineering unveiled a new immersive motion capture, virtual reality program.[51] The YEI 3-Space Sensor product line featured allows for highly accurate body and head tracking giving the wearer full freedom of mobility in a realistic virtual environment.[52] Yosh Engineering showed that the technology was both adaptable to contemporary graphic requirements[53] and that the wearer has a freedom to move about through 3D space.

In 2013, a Houston-based upstart named Virtuix began a Kickstarter campaign to develop the Omni, an omnidirectional treadmill that has potential applications for video games. Such a device, if ever released to the public, would allow a player to walk naturally in the virtual environment of a game.[54]

Growing Popularity of Let's Play videos[]

The decade also saw the growing popularity of Let's Play videos on YouTube and Twitch, where viewers could watch streamers play through games. The YouTube channels of notable streamers such as PewDiePie, who became the first person to reach 10 billion views in 2015,[55] were among the most-subscribed of the decade.

Violence debate is revived[]

In the aftermath of several mass shootings, namely the Aurora, Colorado theater shooting and the Sandy Hook Elementary School shooting, debate on whether or not there is a connection between violent video games and real-life violent acts re-emerged.[56][57][58] Former United States President Barack Obama assigned his former Vice President, Joe Biden, to head a discussion with representatives for the gun and video game lobbies in early-2013.[59][60] Several days later, Obama announced stricter legislation on guns and also proposed a $10 million study, to be headed by the CDC, on whether or not violent video games were encouraging violent behavior.[61]

Demographics[]

According to the Entertainment Software Association, the average age of a person who played video games in 2010 was 30.[62]

Notable video games of the decade[]

Notable franchises established in the 2010s[]

Notes:

  • 1Game franchises that also accompany major film or television franchises.
  • 2Game franchises that are considered spin-offs of previously established franchises.

Highest-grossing games[]

The following table lists the top ten highest-grossing video games of the decade, in terms of worldwide revenue (including buy-to-play, free-to-play, pay-to-play, digital purchases, microtransactions and subscriptions) across all platforms (including mobile, PC and console platforms). Among the top ten highest-grossing games of the decade, eight of them are free-to-play titles, and five are published or owned by Chinese conglomerate Tencent.

Highest-grossing video games of the 2010s (as of December 2019)
No. Title Gross revenue Initial release date Platform(s) Genre Publisher(s) Business model Ref
1 Dungeon Fighter Online (DFO) $12,000,000,000 August 2005[a] PC Beat 'em up Nexon / Tencent Free-to-play [b]
2 CrossFire $11,068,000,000 May 3, 2007[a] PC / Mobile First-person shooter Smilegate / Tencent Free-to-play [c]
3 League of Legends $10,601,000,000 October 27, 2009[a] PC MOBA Riot Games / Tencent Free-to-play [d]
4 Monster Strike $8,252,000,000 August 8, 2013 Mobile Physics Mixi Free-to-play [e]
5 Puzzle & Dragons $7,703,000,000 February 20, 2012 Mobile Puzzle GungHo Online Entertainment (SoftBank Group) Free-to-play [f]
6 Honor of Kings / Arena of Valor $7,099,000,000 November 26, 2015 Mobile / Switch MOBA Tencent Games (Tencent) Free-to-play [g]
7 World of Warcraft $6,849,000,000 November 23, 2004[a] PC MMORPG Blizzard Entertainment (Activision Blizzard) Subscription / pay-to-play [h]
8 Clash of Clans $6,634,200,000 August 2, 2012 Mobile Strategy Supercell (SoftBank Group / Tencent) Free-to-play [i]
9 Grand Theft Auto V / Online $6,595,000,000 September 17, 2013 Multi-platform Action-adventure Rockstar Games (Take-Two Interactive) Buy-to-play [j]
10 Candy Crush Saga $5,410,000,000 April 12, 2012 Multi-platform Puzzle King (Activision Blizzard) Free-to-play [k]

Best-selling games[]

The following table lists video games of the 2010s that have sold at least 10 million copies. The list only includes buy-to-play titles, and does not include free-to-play or subscription titles. The company that published the most number of games with over 10 million sales during the decade was Nintendo, with fifteen titles on the list.

Best-selling video games of the 2010s (as of December 2019)
No. Title Units sold Initial release date Platform(s) Genre(s) Developer(s) Publisher(s) Ref
1 Minecraft 180,000,000[l] November 18, 2011 Multi-platform Sandbox, survival Mojang Xbox Game Studios [95]
2 Grand Theft Auto V 115,000,000 September 17, 2013 Multi-platform Action-adventure Rockstar North Rockstar Games [96]
3 PlayerUnknown's Battlegrounds (PUBG) 60,000,000 December 20, 2017 Multi-platform Battle royale PUBG Corporation, Bluehole PUBG Corporation, Bluehole [97]
4 Mario Kart 8 / Deluxe 31,400,000 May 29, 2014 Multi-platform Kart racing Nintendo EAD Nintendo [m]
5 The Elder Scrolls V: Skyrim 30,000,000 November 11, 2011 Multi-platform Action role-playing Bethesda Game Studios Bethesda Softworks [100]
6 Diablo III and Reaper of Souls 30,000,000 May 15, 2012 Multi-platform Action role-playing, hack and slash, dungeon crawl Blizzard Entertainment Blizzard Entertainment [101]
7 Terraria 27,000,000[l] May 16, 2011 Multi-platform Action-adventure, sandbox Re-Logic Re-Logic, 505 Games [102]
8 Call of Duty: Modern Warfare 3 26,500,000 November 8, 2011 Multi-platform First-person shooter Infinity Ward, Sledgehammer Games Activision [103]
Red Dead Redemption 2 26,500,000 October 26, 2018 Multi-platform Action-adventure Rockstar Studios Rockstar Games [96]
10 Call of Duty: Black Ops 26,200,000 November 9, 2010 Multi-platform First-person shooter Treyarch Activision [103]
11 Call of Duty: Black Ops II 24,200,000 November 13, 2012 Multi-platform First-person shooter Treyarch Activision [103]
12 Kinect Adventures! 24,000,000 November 4, 2010 Xbox 360 Adventure, sports Good Science Studio Microsoft Game Studios [104]
FIFA 18 24,000,000 September 29, 2017 Multi-platform Sports EA Canada EA Sports [105]
14 Borderlands 2 22,000,000 September 18, 2012 Multi-platform Action-role playing, first-person shooter Gearbox Software 2K Games [106]
15 The Witcher 3: Wild Hunt 20,000,000 May 19, 2015 Multi-platform Action role-playing CD Projekt Red CD Projekt [107]
16 Call of Duty: Ghosts 19,000,000 November 5, 2013 Multi-platform First-person shooter Infinity Ward Activision [108]
17 Mario Kart 7 18,470,000 December 1, 2011 Nintendo 3DS Kart racing Nintendo EAD, Retro Studios Nintendo [109]
18 The Last of Us 17,000,000 June 14, 2013 Multi-platform Action-adventure, survival horror Naughty Dog Sony Computer Entertainment [110]
19 Pokémon X and Y 16,420,000 October 12, 2013 Nintendo 3DS Role-playing Game Freak The Pokémon Company, Nintendo [109]
20 Pokémon Sun and Moon 16,170,000 November 18, 2016 Nintendo 3DS Role-playing Game Freak The Pokémon Company, Nintendo [109]
21 The Legend of Zelda: Breath of the Wild 16,040,000 March 3, 2017 Multi-platform Action-adventure Nintendo EPD Nintendo [n]
22 Uncharted 4: A Thief's End 16,000,000 May 10, 2016 PlayStation 4 Action-adventure, third-person shooter, platformer Naughty Dog Sony Computer Entertainment [112]
23 Super Smash Bros. Ultimate 15,710,000 December 7, 2018 Nintendo Switch Fighting Bandai Namco Studios, Sora Ltd. Nintendo [99]
24 Pokémon Black and White 15,640,000 September 18, 2010 Nintendo 3DS Role-playing Game Freak The Pokémon Company, Nintendo [113]
25 Super Mario Odyssey 15,380,000 October 27, 2017 Nintendo Switch Platformer Nintendo EPD Nintendo [99]
26 Monster Hunter: World 15,000,000 January 26, 2018 Multi-platform Action role-playing Capcom Capcom [114]
27 Super Smash Bros. for Nintendo 3DS and Wii U 14,910,000 September 13, 2014 Multi-platform Fighting Bandai Namco Studios, Sora Ltd. Nintendo [o]
28 FIFA 13 14,500,000 September 25, 2012 Multi-platform Sports EA Canada EA Sports [115]
29 Pokémon Omega Ruby and Alpha Sapphire 14,230,000 November 21, 2014 Nintendo 3DS Role-playing Game Freak The Pokémon Company, Nintendo [109]
30 New Super Mario Bros. 2 13,270,000 July 28, 2012 Nintendo 3DS Platformer Nintendo EAD (Group No. 4) Nintendo [109]
31 Marvel's Spider-Man 13,200,000 September 7, 2018 PlayStation 4 Action-adventure Insomniac Games Sony Interactive Entertainment [116]
32 Super Mario 3D Land 12,600,000 November 3, 2011 Nintendo 3DS Platformer Nintendo EAD Tokyo Nintendo [109]
33 Animal Crossing: New Leaf 12,360,000 November 8, 2012 Nintendo 3DS Social simulation Nintendo EAD Nintendo [109]
34 Fallout 4 12,000,000 November 10, 2015 Multi-platform Action role-playing Bethesda Game Studios Bethesda Softworks [117]
35 Gran Turismo 5 11,940,000 November 24, 2010 PlayStation 3 Sim racing Polyphony Digital Sony Computer Entertainment [118]
36 Pokémon: Let's Go, Pikachu! and Let's Go, Eevee! 11,280,000 November 16, 2018 Nintendo Switch Role-playing Game Freak The Pokémon Company, Nintendo [99]
37 New Super Mario Bros. U / Deluxe 10,380,000 November 18, 2012 Multi-platform Platformer Nintendo EAD Nintendo [p]
38 Horizon Zero Dawn 10,000,000 February 28, 2017 PlayStation 4 Action role-playing Guerrilla Games Sony Interactive Entertainment [119]
God of War 10,000,000 April 20, 2018 PlayStation 4 Action-adventure, hack and slash Santa Monica Studio Sony Interactive Entertainment [120]

Most-played games[]

Top ten most-played video games of the decade (as of December 2019)
No. Game Player count Initial release date Platform(s) Genre Publisher(s) Business model Ref
1 Pac-Man Doodle 1,000,000,000 May 21, 2010 Browser Maze Namco / Bandai Namco Entertainment / Google Free-to-play [121]
Subway Surfers 1,000,000,000 May 24, 2012 Mobile Endless runner SYBO Games Free-to-play [122]
Pokémon Go 1,000,000,000 July 6, 2016 Mobile Augmented reality Niantic / The Pokémon Company / Nintendo Free-to-play [123]
4 Despicable Me: Minion Rush 900,000,000 June 10, 2013 Mobile Endless runner Gameloft / Vivendi Free-to-play [124]
5 PUBG Mobile 600,000,000 December 20, 2017 Mobile Battle royale PUBG Corporation / Bluehole / Tencent Games Free-to-play [125]
6 Fruit Ninja 500,000,000 April 21, 2010 Mobile Arcade Halfbrick Studios Free-to-play [126]
Temple Run 500,000,000 August 4, 2011 Mobile Endless runner Imangi Studios Free-to-play [127]
Jetpack Joyride 500,000,000 September 1, 2011 Mobile Endless runner Halfbrick Studios Free-to-play [128]
Candy Crush Saga 500,000,000 April 12, 2012 Multi-platform Puzzle King / Activision Blizzard Free-to-play [129]
10 Minecraft 480,000,000 November 18, 2011 Multi-platform Sandbox Mojang / Microsoft Game Studios Buy-to-play / free-to-play [130]

Most acclaimed games[]

The following table lists the top ten video games of the decade based on their rankings on various publications' lists of the best video games of the decade. This list was determined by Metacritic, which used a points system based on how frequently certain games appeared on these lists and their rankings within the lists.[131]

No. Title 1st place 2nd place Other rankings Points
1 The Legend of Zelda: Breath of the Wild 17 4 15 74
2 The Last of Us 3 9 13 40
3 The Witcher 3: Wild Hunt 2 2 21 31
4 The Elder Scrolls V: Skyrim 1 1 23.5 28.5
5 Dark Souls 1 1 21 26
6 Grand Theft Auto V 1 0 19.5 22.5
7 God of War 0 1 19.5 21.5
8 Minecraft 1 3 12 21
9 Mass Effect 2 0 2 17 21
10 Red Dead Redemption 2 1 2 11 18

The following table lists the top ten video games of decade based on Metacritic's aggregate review scores.[131]

No. Title Average score
1 Super Mario Galaxy 2 97
2 The Legend of Zelda: Breath of the Wild 97
3 Red Dead Redemption 2 97
4 Grand Theft Auto V 97
5 Super Mario Odyssey 97
6 Mass Effect 2 96
7 The Elder Scrolls V: Skyrim 96
8 The Last of Us 95
9 The Last of Us Remastered 95
10 Red Dead Redemption 95

Most influential games[]

The following is a partial list of games considered to be the most influential of the 2010s.

  • Amnesia: The Dark Descent (Frictional Games, 2010) - A revisioning of the survival horror genre which stripped away the ability to fight back against the threatening creatures, it helped not only to re-popularize the genre, but it helped popularize Let's Play videos on YouTube and launched the careers of YouTube streamers such as PewDiePie reacting to the jump scares in the game.[132]
  • Nier (Cavia, 2010) - Considered one of the most influential Japanese role-playing games of the decade.[133]
  • Dark Souls (From Software, 2011) - Established the idea of intentionally-difficult games that required the player to carefully learn and improve their character through repeated failed attempts, and created the idea of a "Souls-like" genre applied to other types of gameplay.[132][134]
  • Minecraft (Mojang, 2011) - A highly successful sandbox game that allowed players to be as creative as they wanted to be, which helped to further entertainment options like machinima. Minecraft also demonstrated the successful approach to early access releases.[132][134]
  • The Elder Scrolls V: Skyrim (Bethesda Game Studios, 2011) - Considered the best example of a Western computer role-playing game.[132]
  • Puzzle & Dragons (GungHo Online Entertainment, 2012) - A gacha game that established the dominant "freemium" microtransaction model used by mobile games, as well as the loot box model used by both mobile and big-budget games. It was also the first mobile game to gross over $1 billion in revenue.[135]
  • Candy Crush Saga (King, 2012) - One of the first mobile games to successfully implement a "freemium" microtransaction model, establishing this model throughout the mobile game industry. Candy Crush Saga also helped turn a significant number of people into gamers.[132]
  • The Walking Dead: Season One (Telltale Games, 2012) - Revitalized the point-and-click adventure game genre which had gone by the wayside since the 1990s, as well as establishing the episodic release approach to narrative games.[132][134]
  • BioShock Infinite (Irrational Games, 2013) - An ambitious first-person shooter set in an alternate reality of the early 20th century. The game provided not only significant themes regarding politics and religion, but also touches on meta-commentary on the nature of choice within video games.[134]
  • Destiny (Bungie, 2014) - One of the first successful implementations of a games as a service model which provided frequent new content and updates over time.[132][134]
  • P.T. (Kojima Productions, 2014) - Considered to be possibly the most important horror game of the decade.[133]
  • The Witcher 3: Wild Hunt (CD Projekt, 2015) - While an open-world role-playing game designed after Skyrim, The Witcher 3 demonstrated a means to tightly integrate a story-driven narrative within an open-world game.[132][134]
  • Pokémon Go (Niantic, 2016) - Demonstrated a successful means of augmented reality games, and the potential for games that could be played in spurts of a few minutes that fit into most players' lifestyles.[132][134]
  • The Legend of Zelda: Breath of the Wild (Nintendo, 2017) - Breath of the Wild provided an atypical Legend of Zelda experience with an open-world driven game, but still holding to the core concepts of the franchise. It was a throwback to the open-world approach of the original Zelda; rather than telling players how to complete quests, it left it to players to figure it out for themselves and craft their own experience. It is considered the killer app that helped drive Nintendo Switch sales.[134]
  • PlayerUnknown's Battlegrounds (Bluehole, 2017) - PUBG was largely responsible for establishing and popularizing the battle royale game genre, inspired by the Japanese film Battle Royale and in turn inspiring numerous battle royale games (such as Fortnite).[136] PUBG remains the most-played battle royale game in the world.[137]
  • Fortnite Battle Royale (Epic Games, 2017) - Contributed to increasing the popularity of the battle royale genre (inspired by PUBG), as well as leading a transition for some free-to-play games away from loot boxes to battle passes. Fortnite quickly exploded into the public consciousness and became prevalent throughout popular culture.[132][134]
  • Hollow Knight (Team Cherry, 2017) and Ori and the Blind Forest (Moon Studios, 2015) for greatly contributing to the popularity of the Metroidvania indie game renaissance.[138][139]

In popular culture[]

  • In the 1989 film Back to the Future Part II, protagonist Marty McFly is sent into his future 2015, enters a 1980s-themed bar and encounters two children trying to figure out how to operate an old arcade game, Wild Gunman. When Marty gets the arcade game working, the kids react negatively describing a game that requires a player to use their hands as a "baby game."[140]
  • Tron: Legacy is released in 2010, and is a sequel to the 1982 film Tron, a film that takes place within the digital world of a video game.[141]
  • The 2012 film, Wreck-It Ralph centers on a video game villain who wishes to be a hero.[142] Many references and cameos to other video games are present throughout the film.[143]
  • Frank Underwood, the protagonist in the Netflix political drama House of Cards (2013–2018) is an avid video gamer, and is often seen playing games like Call of Duty and mobile games in his spare time.[144]
  • Two films in the Jumanji franchise, Welcome to the Jungle (2017) and its sequel The Next Level (2019), were inspired by classic video games of the 1990s.[145][146]

Hardware timeline[]

The following gallery highlights hardware used to predominantly play games throughout the 2010s.

Notes[]

  1. ^ Jump up to: a b c d This list does not include revenue before 2010.
  2. ^ Dungeon Fighter Online (DFO)
    • 2012–2016 – $6.8 billion+
      • As of 2016$8.7 billion[63]
      • As of 2011$1.8 billion+[64]
    • 2017–2018 – $3.6 billion[65]
    • 2019 – $1.6 billion[66]
  3. ^ CrossFire:
    • 2011 – $1 billion[67]
    • 2012 – $1 billion[68]
    • 2013 – $1 billion[69]
    • 2014 – $1.4 billion[70]
    • 2015 – $1.11 billion[71]
    • 2016 – $1.1 billion[72]
    • 2017 – $1.605 billion
      • PC – $1.4 billion[73]
      • CrossFire Mobile$205 million[74]
    • 2018 – $1.453 billion[65]
    • 2019 – $1.4 billion[66]
  4. ^ League of Legends:
    • 2012 – $200 million[75]
    • 2013 – $624 million[76]
    • 2014 – $946 million[77]
    • 2015 – $1.628 billion[71]
    • 2016 – $1.7 billion[78]
    • 2017–2018 – $4 billion[65]
    • 2019 – $1.5 billion[66]
  5. ^ Monster Strike:
    • As of October 2018$7.2 billion[79]
    • November 2018 – $52 million+[80]
    • December 2018 – $68 million+[81]
    • 2019 – $932 million[82]
  6. ^ Puzzle & Dragons:
    • As of October 2018$7 billion[83]
    • 2019 (Japan) – ¥77.6 billion[84] ($712 million)
  7. ^ Honor of Kings / Arena of Valor
    • 2016 – $589 million[85]
    • 2017–2018 – $4.91 billion[65]
    • 2019 – $1.6 billion[66]
  8. ^ World of Warcraft:
    • 2010 – $1.23 billion[86]
    • 2011 – $1 billion[87]
    • 2012 – $986 million[88]
    • 2013 – $1.041 billion[89]
    • 2014 – $728 million[77]
    • 2015 – $814 million[71]
    • 2017–2018 – $1.05 billion[65]
  9. ^ Clash of Clans:
    • Up until March 2019 – $6.4 billion[90]
    • June 2019 – $76 million[91]
    • December 2019 – $158.2 million[92]
  10. ^ Grand Theft Auto V and Online:
    • 2013–2018 – $6 billion[93]
    • 2019 – $595 million[66]
  11. ^ Candy Crush Saga:
    • As of October 2018$3.91 billion[94]
    • 2019 – $1.5 billion[66]
  12. ^ Jump up to: a b Sales figure includes paid mobile downloads
  13. ^ Mario Kart 8 sold 8.44 million units.[98] Mario Kart 8 Deluxe sold 22.96 million units.[99]
  14. ^ The Legend of Zelda: Breath of the Wild sold 14.54 million units on Nintendo Switch[99] and 1.5 million units on Wii U[111]
  15. ^ Super Smash Bros. for Nintendo 3DS sold 9.54 million units[109] and Super Smash Bros. for Wii U sold 5.37 million units[98]
  16. ^ New Super Mario Bros. U sold 5.79 million units[98] and New Super Mario Bros. U Deluxe sold 4.59 million units[99]

References[]

  1. ^ Keith Stuart (2011-12-28). "Games in 2012: Sony, Microsoft and Nintendo consoles face crunch time | Technology". London: The Guardian. Retrieved 2012-03-09.
  2. ^ "Consolidated Sales Transition by Region" (PDF). Nintendo. 2014-01-28. Archived from the original (PDF) on 2014-02-01. Retrieved 2014-01-29.
  3. ^ Campbell, Colin (26 November 2012). "Has the longest console generation damaged gaming?". IGN. Retrieved 12 November 2013.
  4. ^ Burns, Matt (7 June 2011). "The Nintendo Wii U Won E3 2011". TechCrunch. Retrieved 20 September 2013.
  5. ^ Goldfarb, Andrew (13 September 2012). "Wii U Price, Release Date Announced". IGN. Retrieved 12 November 2013.
  6. ^ Plant, Michael (6 December 2012). "Wii U – Review of reviews from around the web". The Independent. London. Archived from the original on 25 September 2015. Retrieved 12 November 2013.
  7. ^ Guarini, Drew (21 May 2013). "Xbox One, Microsoft's Next Generation Console, Unveiled At Event In Redmond". The Huffington Post. Retrieved 20 September 2013.
  8. ^ "Xbox One: Microsoft defends pre-owned games rules". BBC News. BBC. 7 June 2013. Retrieved 12 November 2013.
  9. ^ Molina, Brett (10 June 2013). "Xbox One out this November for $499". USA Today. Retrieved 12 November 2013.
  10. ^ Tassi, Paul (11 June 2013). "PS4's Price And Policies Humiliate Microsoft's Xbox One At E3". Forbes. Retrieved 12 November 2013.
  11. ^ Stuart, Keith (11 June 2013). "E3 2013: Xbox One v PS4 heavyweight clash dominates day one". The Guardian. London. Retrieved 12 November 2013.
  12. ^ Greene, Jay (19 June 2013). "Microsoft pulls a 180, reverses Xbox One always-on DRM and used games policy". CNET. Retrieved 12 November 2013.
  13. ^ "Launch of New Portable Games Machine" (PDF). Nintendo.co.jp. Retrieved 6 October 2014.
  14. ^ "Nvidia announces own 'Shield' gaming device at CES". CNET. Archived from the original on 8 January 2013. Retrieved 6 October 2014.
  15. ^ 7 Gadgets That Won't Be Around In 2020 (18 October 2011). The Street. Retrieved 18 September 2013.
  16. ^ "8th Generation Wars: A 'Console' Challenger Appears". Gamasutra. Retrieved 6 October 2014.
  17. ^ "Online Gaming 'Reduces Likelihood Of 9th Console Generation'". Gamasutra. Retrieved 6 October 2014.
  18. ^ Ralph Barbagallo. "We Need The Greatest Generation of Gamers To Save The Future Of Gaming". Kotaku.
  19. ^ "Capcom: The Next Gen Doesn't Start With Wii U". Nintendo Life. Retrieved 6 October 2014.
  20. ^ Alpeyev, Pavel (2011-06-19). "Nintendo May Fail to Replicate Wii Success as IPhone Games Bloom". Bloomberg. Retrieved 2012-03-09.
  21. ^ "Facebook Gaming: 10 Facebook Games Stats | Digital Buzz Blog". Digitalbuzzblog.com. 2011-02-07. Retrieved 2012-03-09.
  22. ^ Richtel, Matt (2009-06-11). "Video Games Aren't Recession-Proof - NYTimes.com". Bits.blogs.nytimes.com. Retrieved 2012-03-09.
  23. ^ "So much for recession-proof: U.S. video game sales take a 17 percent dip in March". VentureBeat. 2009-04-16. Retrieved 2012-03-09.
  24. ^ "In a recession, tech gadgets become a luxury". CNN. 2009-03-02. Retrieved 2012-03-09.
  25. ^ "The Video Game Recession - 24/7 Wall St". 24/7 Wall St. 2012-01-13. Retrieved 2012-03-09.
  26. ^ Bertolucci, Jeff (2009-12-20). "Avatar: Good News for 3D TV and Blu-ray?". PC World. Retrieved 2012-03-09.
  27. ^ "Sony demos dual-view TV, allows two channels on one set simultaneously – New Tech Gadgets & Electronic Devices". Geek.com. 2011-02-22. Archived from the original on 2011-12-19. Retrieved 2012-03-09.
  28. ^ Ivan, Tom (2011-09-08). "News: Consoles to dump discs for cloud gaming, says THQ boss". ComputerAndVideoGames.com. Retrieved 2012-03-09.
  29. ^ Yin, Wesley (2011-09-08). "THQ: future consoles will dump discs News • News •". Eurogamer.net. Retrieved 2012-03-09.
  30. ^ "Sony, Microsoft and Nintendo Taking to the Cloud". GAMElitist.com. Archived from the original on 16 November 2011. Retrieved 6 October 2014.
  31. ^ Rosenberg, Dave (2010-07-13). "Nintendo chief on gaming and the cloud | Software, Interrupted - CNET News". News.cnet.com. Retrieved 2012-03-09.
  32. ^ Sassoon, Alex (2012-01-17). "Sega: Cloud gaming is market's fastest-growing segment". GameSpot.com. Retrieved 2012-03-09.
  33. ^ "How OUYA Created a Trending Brand in Less than a Day". Momentummediamarketing.com. Archived from the original on 12 November 2018. Retrieved 6 October 2014.
  34. ^ Wawro, Alex (11 July 2012). "Why Ouya Is Making A Killing On Kickstarter". PC World. Retrieved 6 October 2014.
  35. ^ "PlayStation Now game-streaming service coming summer 2014 (update)". Polygon. Retrieved 6 October 2014.
  36. ^ "Sony goes all-in on cloud with game, TV streaming". CNET. Archived from the original on 8 January 2014. Retrieved 6 October 2014.
  37. ^ "PlayStation Now Recommends 5Mb/s Connection". IGN. Retrieved 6 October 2014.
  38. ^ "OnLive on Google TV: The death of the games console?". Electricpig. 2012-01-12. Retrieved 2012-03-09.
  39. ^ "Richard Garriott predicts the death of consoles as a gaming medium". Massively. Archived from the original on 10 October 2014. Retrieved 6 October 2014.
  40. ^ "Gaikai Predicts Death Of Game Consoles". WebProNews. Retrieved 6 October 2014.
  41. ^ "The new iPad and gaming: What will change?". CNET. Retrieved 6 October 2014.
  42. ^ Caulfield, Brian (7 March 2012). "Apple's New iPad Compared To XBox 360, PlayStation 3". Forbes. Retrieved 6 October 2014.
  43. ^ "Gamers could flock to new iPad". Archived from the original on March 11, 2012.
  44. ^ [1] Archived July 16, 2012, at archive.today
  45. ^ "Video Games a Good Supplement to Physical Therapy for ICU Patients". Gamepolitics.com. Archived from the original on 9 October 2014. Retrieved 6 October 2014.
  46. ^ "Elderly gamers 'fall less'". Sciencealert.com. Retrieved 6 October 2014.
  47. ^ "Elderly gamers take to Wii system's physically active controls / LJWorld.com". Ljworld.com. Retrieved 6 October 2014.
  48. ^ ""MIT" The 50 most innovative companies 2011, MIT technological review". MIT Technology Review. Retrieved 6 October 2014.
  49. ^ Takahashi, Dean (September 5, 2009), "How many vendors does it take to make Microsoft's Project Natal game control system?", Venture Beat, retrieved January 8, 2010
  50. ^ Press, MS (March 31, 2010). "PrimeSense Supplies 3-D-Sensing Technology to Project Natal for Xbox 360". MsPress. p. MsPress. Archived from the original on 2010-06-20. Retrieved March 31, 2010.
  51. ^ "YEI creates first person virtual reality demo with full body tracking". Telepresenceoptions.com. Retrieved 6 October 2014.
  52. ^ "Take control of a Gears of War locust with this VR gaming setup". TechHive. 10 October 2012. Retrieved 6 October 2014.
  53. ^ "Full-body, real-time motion tracking achieved using 17 sensors, Unreal Engine - Games - Geek.com". @geekdotcom. Archived from the original on 25 October 2012. Retrieved 6 October 2014.
  54. ^ Tweedie, Steven (June 3, 2013). "This Virtual Reality Treadmill Could Be The 'Holy Grail' Of Video Game Controllers". Business Insider. Retrieved June 17, 2013.
  55. ^ Dewey, Caitlin (9 September 2015). "Who is PewDiePie, the first person to ever hit 10 billion YouTube views?". The Washington Post. Retrieved 16 December 2019.
  56. ^ Kris Graft. "Gamasutra - Two bills target video games following Sandy Hook tragedy". Gamasutra.com. Retrieved 6 October 2014.
  57. ^ "Guns, Violence, Video Games, Irrationalism and the NRA's Tedious New iOS App". TIME.com. 15 January 2013. Retrieved 6 October 2014.
  58. ^ LeJacq, Yannick (2012-12-21). "After Sandy Hook, Should Violent Video Games Call a Cease-Fire?". The Wall Street Journal.
  59. ^ "Will Biden target violent video games? (And should he?)". MSNBC. Retrieved 6 October 2014.
  60. ^ "ABC7 News - KGO Bay Area and San Francisco News". ABC7 San Francisco. Archived from the original on 16 January 2013. Retrieved 6 October 2014.
  61. ^ "Obama Asks Congress to Commission Violent Games Study". IGN. Retrieved 6 October 2014.
  62. ^ "The Entertainment Software Association". Theesa.com. Archived from the original on 28 November 2014. Retrieved 6 October 2014.
  63. ^ "Nexon courts Western game developers with creativity pitch". VentureBeat. March 6, 2017.
  64. ^ "FY2011 Business Overview" (PDF). Nexon. 2012-03-01. Retrieved 22 January 2020.
  65. ^ Jump up to: a b c d e Special Report: Evolution of Mobile Esports for the Mass Market (PDF). Niko Partners. August 2019. pp. 18–9. Retrieved 30 January 2021.
  66. ^ Jump up to: a b c d e f "2019 Year In Review: Digital Games and Interactive Media". SuperData Research. Nielsen Media Research. 2 January 2020. Archived from the original on 9 April 2020. Retrieved 12 January 2020.
  67. ^ "'Call of Duty' heads for China in online deal". Chicago Tribune. July 3, 2012. Archived from the original on 4 July 2012. Retrieved 22 January 2020.
  68. ^ Morris, Chris (7 June 2013). "Tapping China's Gaming Gold Mine". CNBC. Retrieved 21 January 2020.
  69. ^ Davis, Kurt (December 9, 2014). "Why the South Korean game market looks almost nothing like it did last year". Tech in Asia. Archived from the original on June 23, 2015. Retrieved May 29, 2015.
  70. ^ "Missing girl lived in Internet cafes, made money playing Crossfire". Digital Trends. November 25, 2015. Retrieved January 22, 2019.
  71. ^ Jump up to: a b c DiChristopher, Tom (January 26, 2016). "Digital gaming sales hit record $61B: Report". CNBC.
  72. ^ "Market Brief — Year in Review 2016". SuperData Research. Archived from the original on January 17, 2017. Retrieved January 17, 2017.
  73. ^ "2017 Year in Review: Digital Games and Interactive Media" (PDF). SuperData Research. January 25, 2018. Retrieved January 25, 2020.
  74. ^ Special Report: Evolution of Mobile Esports for the Mass Market (PDF). Niko Partners. August 2019. p. 19. Retrieved 30 January 2021.
  75. ^ Snider, Mike (July 11, 2013). "'League of Legends' makes big league moves". USA Today. Retrieved 22 January 2020.
  76. ^ Maiberg, Emanuel (24 January 2014). "League of Legends revenues for 2013 total $624 million [UPDATE]". GameSpot. Retrieved 26 January 2019.
  77. ^ Jump up to: a b "Hearthstone, Dota 2 can't compete with League of Legends in terms of player spending". VentureBeat. October 23, 2014.
  78. ^ "2016 YEAR IN REVIEW: DIGITAL GAMES AND INTERACTIVE MEDIA" (PDF). SuperData Research. December 2016. Retrieved 11 January 2019.
  79. ^ Spannbauer, Adam (October 23, 2018). "Monster Strike Revenue Passes $7.2 Billion, Making It the Highest Earning App of All Time". Sensor Tower.
  80. ^ Nelson, Randy (11 December 2018). "The Top Mobile Games for November 2018: Knives Out Takes Down Fortnite and PUBG Mobile". Sensor Tower. Retrieved 30 January 2021.
  81. ^ Nelson, Randy (17 January 2019). "The Top Mobile Games for December 2018: Monster Strike Stays on Top, Brawl Stars Debuts with a Bang". Sensor Tower. Retrieved 30 January 2021.
  82. ^ Forde, Matthew (December 16, 2020). "Five mobile games have made more than a billion dollars in 2020 so far". Pocket Gamer. Retrieved 16 January 2021.
  83. ^ "Monster Strike and Puzzle & Dragons have grossed more than $7 billion each". Pocket Gamer. October 24, 2018.
  84. ^ "2019年アプリ収益予測". #セルラン分析/ゲーム株『Game-i』 (in Japanese). 2020-01-12. Retrieved 2020-01-12.
  85. ^ "Tencent's Honor of Kings Led Mobile Game Revenue in 2018 with Almost $2 Billion Grossed". Sensor Tower. 10 January 2019. Retrieved 10 January 2021.
  86. ^ "2010 Annual Report". Activision. Activision Blizzard. 2011. p. 15. Retrieved 16 February 2021.
  87. ^ Peterson, Steve (3 October 2012). "Game Industry Legends: Rob Pardo". GamesIndustry.biz. Retrieved 22 January 2020.
  88. ^ "2012 Annual Report". Activision. Activision Blizzard. 2013. pp. 13–4. Retrieved 16 February 2021.
  89. ^ Pereira, Chris (July 18, 2014). "WoW Was the Top Subscription MMO in 2013, Star Wars: The Old Republic #4". GameSpot. Retrieved 1 February 2021.
  90. ^ Fogel, Stefanie (2019-03-05). "'Clash Royale' Made $2.5 Billion in Revenue in Three Years (Analyst)". Variety. Retrieved 2019-09-21.
  91. ^ Yeh, Oliver (17 July 2019). "Supercell's Clash of Clans Just Had Its Best Month in Two Years, With First-Half Revenue Up 26% Over 2018". Sensor Tower. Retrieved 15 February 2021.
  92. ^ Cowley, Ric (January 24, 2020). "Clash of Clans had its best month for revenue ever in December 2019". Pocket Gamer. Retrieved 15 February 2021.
  93. ^ Cherney, Max A. (April 9, 2018). "This violent videogame has made more money than any movie ever". MarketWatch.
  94. ^ Harris, Iain (October 9, 2018). "King's Candy Crush Saga hits $3.91 billion in lifetime revenues". pocketgamer.biz. Retrieved 2019-09-24.
  95. ^ Dent, Steve. "Minecraft player count reaches 480 million". PCGamesN. Retrieved November 11, 2019.
  96. ^ Jump up to: a b Makuch, Eddie (November 7, 2019). "Red Dead Redemption 2, GTA 5, And Borderlands 3 Reach New Sales Milestones". GameSpot. CBS Interactive. Archived from the original on November 7, 2019. Retrieved November 7, 2019.
  97. ^ Bailey, Dustin (December 16, 2019). "PUBG has sold ten million units in the past 18 months". PCGamesN. Retrieved 20 March 2020.
  98. ^ Jump up to: a b c "Sales Data - Top Selling Title Sales Units - Wii U Software". Nintendo. September 30, 2019. Archived from the original on October 31, 2019. Retrieved October 31, 2019.
  99. ^ Jump up to: a b c d e f "Sales Data - Top Selling Title Sales Units". Nintendo. December 31, 2019. Archived from the original on January 30, 2020. Retrieved January 30, 2020.
  100. ^ Suellentrop, Chris (November 21, 2016). "'Skyrim' Creator on Why We'll Have to Wait for Another 'Elder Scrolls'". Rolling Stone. Archived from the original on April 26, 2017. Retrieved April 26, 2017.
  101. ^ Sarker, Samit (August 4, 2015). "Diablo 3 lifetime sales top 30 million units". Polygon. Archived from the original on August 6, 2015. Retrieved August 5, 2015.
  102. ^ "Terraria State of the Game - May 2019". forums.terraria.org. May 14, 2019. Archived from the original on June 15, 2019. Retrieved August 2, 2019.
  103. ^ Jump up to: a b c "Call of Duty: A Short History". IGN. Archived from the original on March 3, 2016. Retrieved April 26, 2017.
  104. ^ Weinberger, Matt (September 9, 2015). "The downfall of Kinect: Why Microsoft gave up on its most promising product". Business Insider. Archived from the original on May 13, 2017. Retrieved April 26, 2017.
  105. ^ Vincent, James (September 5, 2018). "FIFA 18 sells over 24 million copies". Gamesindustry.biz. Archived from the original on September 5, 2018. Retrieved September 5, 2018.
  106. ^ Valentine, Rebehah (August 5, 2019). "Borderlands 2 has sold 22 million units to date". GamesIndustry.biz. Archived from the original on August 5, 2019. Retrieved August 5, 2019.
  107. ^ Vitale, Bryan. "The Witcher 3 is coming to Nintendo Switch this year, Witcher 3 over 20 million sold". RPG Site. Archived from the original on June 15, 2019. Retrieved June 12, 2019.
  108. ^ Briers, Michael (November 19, 2015). "Where Will Activision Take the Call of Duty Franchise Next?". PlayStation LifeStyle. Archived from the original on April 26, 2017. Retrieved April 26, 2017.
  109. ^ Jump up to: a b c d e f g h "Sales Data - Top Selling Title Sales Units - Nintendo 3DS Software". Nintendo. December 31, 2019. Archived from the original on January 30, 2020. Retrieved January 30, 2020.
  110. ^ "The Last of Us Has Sold Over 17 Million Copies". IGN. June 14, 2018. Archived from the original on June 15, 2018. Retrieved June 15, 2018.
  111. ^ "Corporate Management Policy Briefing / Nine Months Financial Results Briefing for Fiscal Year Ending March 2018" (PDF). Nintendo. Archived (PDF) from the original on October 8, 2019. Retrieved October 31, 2019.
  112. ^ Reeves, Brianna (October 14, 2019). "The Last of Us and Uncharted 4 Reach Incredible Sales Milestones". PlayStation LifeStyle. Retrieved October 14, 2019.
  113. ^ "Sales Data - Top Selling Software Sales Units - Nintendo DS Software". Nintendo. October 26, 2016. Retrieved October 26, 2016.
  114. ^ "Massive Expansion Monster Hunter World: Iceborne Ships 4 Million Units Globally!". Capcom IR. Capcom. January 15, 2020. Retrieved 17 January 2020.
  115. ^ Matulef, Jeffrey (7 May 2013). "SimCity has sold over 1.6 million units". Eurogamer. Gamer Network. Retrieved 7 May 2013.
  116. ^ "Sony Interactive Entertainment To Acquire Insomniac Games, Developer of PlayStation®4 Top-Selling Marvel's Spider-Man, Ratchet & Clank". Sony Interactive Entertainment. August 19, 2019. Retrieved August 19, 2019.
  117. ^ Makuch, Eddie. "Fallout 4 ships 12 million copies in one Day". GameSpot. GameSpot. Retrieved November 13, 2015.
  118. ^ ""Gran Turismo" Series Software Title List". Polyphony Digital. June 2008. Archived from the original on 2007-02-06. Retrieved December 4, 2008.
  119. ^ Hulst, Herman (February 28, 2019). "Horizon Zero Dawn Celebrates Second Anniversary, 10 Million Copies Sold Worldwide". PlayStation Blog. Retrieved February 28, 2019.
  120. ^ Bankhurst, Adam. "God of War Sales Have Passed 10 Million". IGN. Retrieved May 21, 2019.
  121. ^ Fricker, Martin (23 May 2010). "Google gives Pac-Man boost with over 1 billion playing Goggle Doodle game in three days". Daily Mirror. Archived from the original on May 2, 2019. Retrieved 12 January 2020.
  122. ^ Luton, Will (19 December 2019). "What we can learn from... The Future". GamesIndustry.biz. Retrieved 25 March 2020.
  123. ^ Webster, Andrew (February 28, 2019). "Pokémon Go spurred an amazing era that continues with Sword and Shield". The Verge. Archived from the original on July 15, 2019. Retrieved March 1, 2019.
  124. ^ "Minion Rush". App Store. Archived from the original on December 17, 2019. Retrieved March 9, 2019.
  125. ^ "PUBG Mobile Gets 600 Million Downloads". IGN. 3 December 2019. Retrieved 20 March 2020.
  126. ^ "Fruit Ninja, Jetpack Joyride creators Halfbrick Studios top Queensland's Entertainment Rich List". The Courier-Mail. August 21, 2013. Archived from the original on December 17, 2019. Retrieved October 28, 2018.
  127. ^ "Temple Run: Classic". App Store. Archived from the original on October 25, 2018. Retrieved October 24, 2018.
  128. ^ "Jetpack Joyride". App Store. Archived from the original on October 28, 2018. Retrieved October 27, 2018.
  129. ^ Alderman, Naomi (June 23, 2014). "Why Candy Crush Saga likes to play on your sweet tooth". The Guardian. Archived from the original on October 27, 2018. Retrieved October 26, 2018.
  130. ^ Bailey, Dustin (11 November 2019). "Minecraft player count reaches 480 million". PCGamesN. Retrieved 22 January 2020.
  131. ^ Jump up to: a b "Best Video Games of the Decade (2010-19)". Metacritic. January 4, 2020. Retrieved 14 January 2020.
  132. ^ Jump up to: a b c d e f g h i j Park, Gene; Favis, Elise; Klimentov, Mikhail (December 19, 2019). "The most influential games of the decade". The Washington Post. Archived from the original on 2019-12-20. Retrieved February 11, 2020.
  133. ^ Jump up to: a b Muncy, Julie (2019-12-28). "The Decade's 10 Most Influential Videogames". Wired. Retrieved 24 February 2020.
  134. ^ Jump up to: a b c d e f g h i "The most important games of the 2010s". The A.V. Club. November 16, 2019. Retrieved February 11, 2020.
  135. ^ Perez, Matt (December 27, 2019). "The Decade's Most Influential Video Games". Forbes. Retrieved 24 February 2020.
  136. ^ Higham, Michael (May 24, 2019). "The Most Influential Games Of The 21st Century: PlayerUnknown's Battlegrounds". GameSpot. Retrieved 24 February 2020.
  137. ^ Partleton, Kayleigh (December 12, 2019). "PUBG Mobile shoots through $1.5 billion in lifetime revenue". Pocket Gamer. Retrieved 12 January 2020.
  138. ^ Chowdhury, Faiyaz (2 May 2020). "Hollow Knight May Be The Best Metroidvania Ever". CBR. Retrieved 21 May 2020.
  139. ^ Saunders, Luke (31 Mar 2020). "Metroidvania: the 2D platformers that spawned a genre". Retrieved 21 May 2020.
  140. ^ "Back to the Future Part II (1989)". IMDb. Retrieved 6 October 2014.
  141. ^ "TRON: Legacy (2010)". IMDb. 17 December 2010. Retrieved 6 October 2014.
  142. ^ "Wreck-It Ralph (2012)". IMDb. 2 November 2012. Retrieved 6 October 2014.
  143. ^ Matt Patches (5 November 2012). "How 'Wreck-It Ralph' Unlocked Its Unbelievable Cast of Video Game Legends". Hollywood.com. Retrieved 6 October 2014.
  144. ^ Myles Tanzer (4 March 2015). "'House of Cards' just sent this indie game to the top of the App Store". The Daily Dot. Retrieved 16 November 2015.
  145. ^ "Jumanji Inspired By 1990s Video Games". Screen Rant. 13 October 2017.
  146. ^ "How Video Games From The 1990s Are Influencing Jumanji, According To The Rock". Cinema Blend. October 12, 2017. Archived from the original on 2017-12-23. Retrieved 2018-11-15.

Further reading[]

Retrieved from ""