The History of Video Game Consoles
In this blog post, we'll explore the major milestones, discovering how video game consoles have revolutionized the industry and entertainment to this day.
Last updated: Written by: Rafael Nogueira
Introduction
A video game console is an electronic device designed to display video games, typically played with a game controller. These consoles can be categorized into home consoles, handheld consoles, or hybrid consoles, which combine elements of both. Home consoles are usually connected to a television, while handheld consoles have their own display unit and controller functions built into the unit.
Some key characteristics of video game consoles include:
- Specialized form of a home computer geared towards video game playing
- Designed with affordability and accessibility in mind
- Lacking in raw computing power and customization
- Use of game cartridges or other simplified methods of distribution
- Capabilities to play films and music from optical media or streaming media services
The video game console market operates on a five–seven year cycle, with consoles grouped into generations based on their technical capabilities. The industry follows a razor and blades model, where manufacturers sell consoles at low prices and make a profit from licensing fees for each game sold. This model leads to planned obsolescence, driving consumers to buy the next console generation. The current market is dominated by Sony, Microsoft, and Nintendo, with previous console developers including Sega, Atari, and others.
The first video game consoles
The history of video game consoles began in the early 1970s, with the concept of playing simple games on a television screen being devised by Ralph H. Baer in 1966. This idea led to the development of the Magnavox Odyssey in 1972, which was the first commercial home video game console. The Odyssey was followed by the creation of the first successful arcade game, Pong, by Atari, Inc. in 1972, and its home version was released in 1975.
The first consoles were limited in their capabilities, with only a few built-in games. However, with the introduction of programmable consoles using swappable ROM cartridges, such as the Fairchild Channel F in 1976 and the Atari 2600 in 1977, the industry began to expand. These consoles allowed users to play a variety of games, and they paved the way for the development of more advanced consoles.
In addition to home consoles, handheld consoles also emerged in the late 1970s and early 1980s. The first handheld consoles, such as the Microvision in 1979 and the Game & Watch in 1980, were simple devices that played a single game. However, with the release of the Game Boy in 1989, handheld consoles became more sophisticated and popular.
Over time, both home and handheld consoles have become more advanced, with improvements in technology leading to increased computational power, better graphics, and new features such as digital communications and wireless networking. The industry has also seen the introduction of new media formats and digital distribution, which have changed the way games are developed, marketed, and played.
As the industry continues to evolve, the competition between console manufacturers has become increasingly fierce, leading to what is commonly referred to as the “console wars”. This phenomenon refers to the intense rivalry between major console manufacturers, such as Sony, Microsoft, and Nintendo, as they vie for market share and dominance in the gaming industry.
The console wars have driven innovation, with each company striving to outdo its competitors in terms of hardware capabilities, exclusive game titles, and online features, ultimately benefiting gamers with a wider range of choices and better products.
The console wars
The concept of console wars refers to the intense competition between video game console manufacturers, where they strive to outdo each other in terms of sales, technology, and marketing. This phenomenon has been a characteristic of the video game industry since its inception, with manufacturers constantly trying to one-up their competitors.
The term “console war” gained popularity in the late 1980s and early 1990s, particularly during the rivalry between Sega and Nintendo. Sega’s innovative marketing approach and improved hardware allowed the company to gain a significant market share with its Sega Genesis console. However, Nintendo eventually regained its footing, and Sega ceased producing home console hardware by 2001.
The video game console market has undergone significant transformations since the release of the first home console, the Magnavox Odyssey, in 1972. The industry has evolved through nine console generations, with two to three dominant manufacturers typically controlling the market. Console manufacturers have employed various marketing strategies to highlight their products’ strengths and weaknesses compared to their competitors.
In the past, manufacturers have focused on the technical specifications of their consoles, such as the size of the central processor unit, to emphasize their superiority. This aggressive marketing approach has led to the use of terms like “war” or “battle” to describe the competition between console manufacturers. Over time, the term “console war” has become synonymous with the intense rivalry between manufacturers within each console generation.
Console generations
The development of home video game consoles is driven by the continuous improvement of features and technology, with significant advancements typically occurring every five years. This cycle is influenced by Moore’s law, where processing power roughly doubles every 18 months, resulting in a ten-fold increase after five years. As a result, the video game console industry has adopted a business model where consoles are sold at a minimal profit margin, with revenue generated from game sales, and then replaced by new models every five years. This approach incorporates planned obsolescence, encouraging consumers to purchase newer models.
The synchronized release of new consoles by manufacturers, often with similar processing power and capabilities, has led to the concept of console generations. These generations categorize consoles into distinct time periods, typically starting every five years, and represent consoles with similar capabilities that compete in the same market space. Although the term “console generation” was only widely adopted in the 21st century, it has been applied retroactively to earlier consoles.
However, there is no universally accepted definition or delineation of console generations, leading to inconsistencies in how consoles are grouped and named. Different sources, including academic literature and online platforms like Wikipedia, have developed their own definitions, which can cause confusion when comparing the video game market to other consumer markets. Despite these discrepancies, researchers like Kemerer et al. have attempted to provide a comparative analysis of console generations, offering insights into the evolution of the video game industry.
First generation (1972 to 1983)
The first generation of video game consoles, which lasted from 1972 to 1983, was a pivotal time in the history of video games. This era saw the release of notable consoles such as the Odyssey series, Atari Home Pong, Coleco Telstar series, and Color TV-Game series. The games developed during this generation were often hard-wired into the consoles, and most were not contained on removable media. Consoles came with accessories and cartridges that could alter gameplay, but graphical capabilities were limited to simple geometry like dots, lines, or blocks.
In 1972, two significant developments influenced the future of the home video game market. Nolan Bushnell and Ted Dabney founded Atari, which would become a well-known video game company. Meanwhile, Magnavox released the Odyssey, the first commercial home video game console. The Odyssey was inspired by Ralph Baer’s idea of an interactive television, which he conceived in 1951. Baer and his team developed the “Brown Box” prototype, which was later refined and released as the Magnavox Odyssey.
The first generation of consoles did not contain microprocessors and were based on custom codeless state machine computers. Graphical capabilities were limited, but later consoles introduced color and more complex shapes. Audio capabilities were also slow to improve, with early consoles having no sound or only basic beeps and buzzes.
The market became saturated with consoles in the late 1970s, with many companies releasing poorly made and rushed products. This led to the video game crash of 1977, which caused many companies to leave the market. The start of the second generation of consoles, marked by the release of the Fairchild Channel F in 1976, quickly made the first generation technology obsolete. The introduction of removable game cartridges and the ability to purchase new games instead of new systems revolutionized the home console market.
Second generation (1976 to 1992)
The second generation of video game consoles, which lasted from 1976 to 1992, was a significant period in the history of video games. This era saw the introduction of several notable consoles, including the Fairchild Channel F, Atari 2600, Intellivision, Odyssey 2, and ColecoVision.
The Fairchild Channel F, released in 1976, was the first console of this generation and introduced the use of microprocessors and cartridge-based games. However, its popularity waned with the release of the Atari 2600 in 1977, which became one of the best-selling consoles of the generation with over 30 million units sold.
The Atari 2600 was followed by other consoles, such as the Intellivision, which was introduced in 1980 and featured advanced sound and graphics capabilities. The ColecoVision, released in 1982, was also a notable console, offering an experience closer to arcade games than previous consoles.
This generation also saw the rise of third-party game developers, such as Activision, which was founded in 1979 by former Atari programmers. The introduction of third-party developers led to an increase in the number of games available for consoles, but also contributed to the video game crash of 1983, which was caused by an over-saturation of consoles and games in the market.
Some key features of the second generation of consoles include:
- The use of microprocessors and cartridge-based games
- The introduction of third-party game developers
- The rise of arcade-style games and the licensing of arcade games for consoles
- The use of advanced sound and graphics capabilities
- The introduction of downloadable content and real-time human voices during gameplay
Notable games of this generation include:
- Space Invaders, which was released in 1980 for the Atari 2600
- Donkey Kong, which was packaged with the ColecoVision in 1982
- Zaxxon, which was released for the ColecoVision in 1982
Overall, the second generation of video game consoles was a significant period in the history of video games, marked by the introduction of new technologies, the rise of third-party developers, and the release of several notable consoles and games.
Third generation (1983 to 2003)
The third generation of video game consoles, also known as the 8-bit era, began on July 15, 1983, with the release of the Nintendo Family Computer (Famicom) and Sega’s SG-1000 in Japan. This generation marked a significant shift in the dominance of home video game manufacturers from the United States to Japan. The Famicom, later released as the Nintendo Entertainment System (NES) outside of Japan, became the best-selling console of this generation, followed by the Master System from Sega and the Atari 7800.
Improvements in technology led to enhanced graphical and sound capabilities, allowing for more detailed and animated game scenes. The introduction of cartridges with on-board memory and batteries enabled users to save their progress, revolutionizing the gaming experience. This innovation, first introduced by The Legend of Zelda, allowed for more expansive gaming worlds and in-depth storytelling.
The third generation saw the emergence of iconic video game franchises, including Super Mario Bros., Final Fantasy, The Legend of Zelda, and Dragon Quest. The NES dominated the North American and Japanese markets, while the Master System had more success in Europe and South America. The Atari 7800, released in 1986, was backward compatible with Atari 2600 games but failed to gain significant market share.
This era also witnessed the beginning of the children’s educational console market and the rise of console role-playing video games (RPGs). The third generation came to an end with the emergence of 16-bit systems, such as the Sega Genesis, and the discontinuation of the Famicom in 2003. However, the legacy of this generation continues to influence the video game industry, with many classic games still enjoyed by gamers today.
Fourth generation (1987 to 2004)
The fourth generation of video game consoles, also known as the 16-bit era, began on October 30, 1987, with the release of NEC’s PC Engine in Japan. This generation saw the rise of iconic consoles such as the Sega Mega Drive (known as the Sega Genesis in North America) and the Super Nintendo Entertainment System (SNES). The rivalry between Sega and Nintendo dominated the market, with each company releasing popular games and characters, including Sonic the Hedgehog and Super Mario.
Other notable consoles of this generation include the TurboGrafx-16, Atari Lynx, and Sega Game Gear. The introduction of cartridge-based handheld game consoles also became prominent during this time. The Nintendo Game Boy, in particular, was a huge success and helped establish the handheld gaming market.
The fourth generation saw significant advancements in technology, including 16-bit microprocessors, multi-button game controllers, and improved graphics and sound capabilities. Games like Mortal Kombat and Night Trap sparked controversy over video game violence, leading to the creation of the Entertainment Software Rating Board (ESRB).
The SNES ultimately became the best-selling console of this generation, with 49.10 million units sold worldwide. The Sega Genesis, however, was still a major player, especially in North America, where it outsold the SNES in some years. The Neo Geo, released by SNK in 1990, was a high-end console with impressive graphics and sound, but its expensive price tag limited its appeal to a niche market.
Add-ons and peripherals, such as the TurboGrafx CD and Sega CD, were also released during this generation. These add-ons allowed for CD-ROM playback, improved graphics, and new gameplay experiences. The Satellaview, a satellite service released in Japan, and the Super Game Boy, an adapter for playing Game Boy games on the SNES, were other notable examples.
The fourth generation also saw the rise of importing games from other regions, particularly in Europe. Due to differences in TV standards (NTSC vs. PAL), games often had to be converted or optimized for the European market, which could be a challenging and costly process. As a result, some games, especially RPGs, were not officially released in Europe, leading to a thriving import market for popular titles like Final Fantasy IV and Chrono Trigger.
Fifth generation (1993 to 2006)
The fifth generation of video game consoles, which lasted from approximately 1993 to 2006, was a significant era in the history of the video game industry. This period is also known as the 32-bit era, the 64-bit era, or the 3D era, due to the introduction of 3D polygon graphics and other technological advancements.
The best-selling home console of this generation was the Sony PlayStation, followed by the Nintendo 64, Sega Saturn, and Atari Jaguar. The PlayStation was a groundbreaking console that popularized 3D gaming and CD-ROM technology, and its success can be attributed to its strong lineup of games, including Final Fantasy VII, Tomb Raider, and Tekken.
One of the key features that distinguished fifth-generation consoles from their predecessors was the use of 3D polygon graphics, which allowed for more immersive and interactive gameplay experiences. Other notable features of this generation included optical disc game storage, CD-quality audio, and analog controllers.
The transition to 3D gaming was a major milestone in the history of the video game industry, and it paved the way for the development of more complex and engaging games. However, this transition also posed significant challenges for game developers, who had to adapt to new technologies and design principles.
The fifth generation was also marked by a debate over the use of cartridges versus CDs as a game storage medium. Nintendo’s decision to use cartridges for the Nintendo 64 was seen as a controversial move, as CDs offered greater storage capacity and lower production costs. However, Nintendo argued that cartridges provided faster load times and greater security against piracy.
Despite the challenges and controversies of this generation, the fifth generation of video game consoles played a pivotal role in shaping the industry into what it is today. The introduction of 3D gaming, CD-ROM technology, and other innovations laid the foundation for the development of more advanced consoles and games in the future.
Some of the key consoles of this generation include:
- Sony PlayStation
- Nintendo 64
- Sega Saturn
- Atari Jaguar
- 3DO Interactive Multiplayer
- Amiga CD32
- Sega 32X
- PC-FX
- Virtual Boy
The fifth generation also saw the rise of handheld gaming consoles, including the Game Boy Color, Neo Geo Pocket, and WonderSwan. These consoles offered players the ability to play games on the go, and they helped to establish the handheld gaming market as a major sector of the video game industry.
Sixth generation (1998 to 2013)
The sixth generation of video game consoles began on November 27, 1998, with the release of the Sega Dreamcast in Japan. This generation saw the introduction of several innovative consoles, including the Sony PlayStation 2, Nintendo GameCube, and Microsoft Xbox. The PlayStation 2 was the best-selling console of this generation, with over 160 million units sold, making it the best-selling console of all time.
One of the major innovations of this generation was the full utilization of the internet to allow for a fully online gaming experience. The Xbox was the first console to have an internal ethernet port and an internal hard disk drive to store game data, which led to improvements in the gaming experience, such as faster load times and the ability to download games directly from the internet.
The sixth generation also saw the introduction of handheld gaming devices, including the Bandai WonderSwan and the Nintendo Game Boy Advance. The Game Boy Advance was a major success, with many upgrades and new features over the original Game Boy.
The Dreamcast was discontinued in 2001, followed by the GameCube in 2007, Xbox in 2009, and PlayStation 2 in 2013. The seventh generation of consoles began with the release of the Xbox 360 in 2005.
Some key features of the sixth generation of consoles include:
- Sega Dreamcast: internet gaming, web browser, and a built-in modem
- Sony PlayStation 2: DVD playback, backward compatibility with PlayStation games, and a large library of games
- Nintendo GameCube: family-friendly brand image, Game Boy Advance connectivity, and a focus on local multiplayer gaming
- Microsoft Xbox: online gaming through Xbox Live, internal hard disk drive, and a focus on western markets
The sales figures for the consoles in this generation are:
- PlayStation 2: over 160 million units sold
- Xbox: over 24 million units sold
- GameCube: over 22 million units sold
- Dreamcast: over 9 million units sold
Overall, the sixth generation of video game consoles was a significant era in the history of gaming, with many innovative consoles and technologies that paved the way for future generations.
Seventh generation (2005 to 2017)
The seventh generation of video game consoles began on November 22, 2005, with the release of Microsoft’s Xbox 360. This generation saw the introduction of new technologies, including high-definition video, motion-sensing controllers, and online gaming. The Xbox 360 was followed by the release of Sony’s PlayStation 3 on November 17, 2006, and Nintendo’s Wii on November 19, 2006.
Each console had its unique features, with the Xbox 360 offering high-definition games, the PlayStation 3 featuring a built-in Blu-ray player, and the Wii introducing motion-sensing controllers. The Wii’s focus on casual gaming and innovative controller design helped it to gain a large market share, despite its lower graphics capabilities compared to the Xbox 360 and PlayStation 3.
The seventh generation also saw the release of handheld consoles, including the Nintendo DS and the PlayStation Portable. The DS featured a touch screen and built-in microphone, while the PSP used an optical disc format and had multimedia capabilities.
The generation saw the rise of online gaming, with the Xbox 360’s Xbox Live and the PlayStation 3’s PlayStation Network. The Wii also had its own online service, WiiConnect24, which allowed for online multiplayer and downloadable content.
The seventh generation came to an end with the release of the eighth generation consoles, starting with the Nintendo 3DS in 2011. The Xbox 360 and PlayStation 3 continued to receive support until their discontinuation in 2016 and 2017, respectively.
Some notable games from the seventh generation of consoles include:
- Halo 3 (Xbox 360)
- Grand Theft Auto IV (Xbox 360, PlayStation 3)
- The Legend of Zelda: Twilight Princess (Wii, GameCube)
- Wii Sports (Wii)
- Uncharted 2: Among Thieves (PlayStation 3)
- Red Dead Redemption (Xbox 360, PlayStation 3)
The seventh generation of consoles had a significant impact on the gaming industry, with the introduction of new technologies, business models, and gaming experiences. It paved the way for the current generation of consoles and the future of gaming.
Eighth generation (2012 to 2020)
The eighth generation of video game consoles began in 2012 and includes four home video game consoles: the Wii U, PlayStation 4, Xbox One, and Nintendo Switch. This generation saw few significant hardware innovations, with Sony and Microsoft producing new systems with similar designs and capabilities to their predecessors, but with improved performance.
The Wii U was released in 2012, but it substantially undersold Nintendo’s projections, selling only 13.5 million units by its discontinuation in 2017. The PlayStation 4 and Xbox One were released in 2013, with the PlayStation 4 selling an estimated 117 million units and the Xbox One selling an estimated 58 million units as of September 2023.
The Nintendo Switch was released in 2017 and has been a commercial success, with over 125 million units shipped as of March 2023. The Switch is a hybrid console that can be played both at home and on the go, and its success has helped Nintendo to recover from the commercial failure of the Wii U.
In addition to the home consoles, the eighth generation also saw the release of several handheld consoles, including the Nintendo 3DS and PlayStation Vita. However, the rise of mobile gaming has put pressure on the handheld console market, and Sony has discontinued the PlayStation Vita.
The eighth generation also saw the development of cloud gaming options, including PlayStation Now and Microsoft’s xCloud. These services allow players to stream games over the internet, rather than having to download or purchase physical copies.
Overall, the eighth generation of video game consoles has been marked by a shift towards more powerful and versatile hardware, as well as the rise of digital distribution and cloud gaming. The generation has also seen significant competition from mobile gaming, and the lines between home and handheld consoles have become increasingly blurred.
Some key features of the eighth generation consoles include:
- Improved performance and graphics capabilities
- Increased focus on digital distribution and cloud gaming
- The rise of hybrid consoles, such as the Nintendo Switch
- The decline of the handheld console market
- The development of new business models, such as subscription services and free-to-play games
Some key sales figures for the eighth generation consoles include:
- PlayStation 4: over 117 million units sold as of September 2023
- Xbox One: over 58 million units sold as of September 2023
- Nintendo Switch: over 125 million units shipped as of March 2023
- Wii U: 13.5 million units sold by its discontinuation in 2017
- Nintendo 3DS: over 75 million units sold as of September 2019
- PlayStation Vita: estimated 10 million units sold by the end of 2015
Ninth generation (2020 to present)
The ninth generation of video game consoles began in November 2020 with the release of Microsoft’s Xbox Series X and Series S, as well as Sony’s PlayStation 5. These new consoles offer significant upgrades over their predecessors, including faster computation and graphics processors, support for real-time ray tracing graphics, and output for 4K and 8K resolutions. They also feature internal solid-state drive (SSD) systems, which reduce or eliminate loading times and support in-game streaming.
The PlayStation 5, developed by Sony, was released on November 12, 2020, and features a custom SSD architecture, a fast software decompression method, and a variable frequency AMD Zen 2 system on a chip. The console comes with 16 GB of memory and has a total potential processing power of 10.28 teraflops. The PlayStation 5 was launched with two models: a base model with an optical disc reader and a cheaper Digital model without a disc reader.
Microsoft’s Xbox Series X and Series S were released on November 10, 2020, and feature an AMD Zen 2 CPU and an RDNA 2 GPU. The Series X has graphics performance estimated at 12.155 teraflops, while the Series S has lower frequencies and reduced performance. Both consoles support external game storage media and online distribution via Xbox Live, and feature full backward compatibility with Xbox One games.
The Nintendo Switch, although having weaker processing power, has also been noted as a competitor to ninth-generation consoles, particularly with the introduction of the “OLED Model” revision in 2021. New handheld personal computer devices, such as the Steam Deck, have also introduced means to play Linux games and most Windows games through Proton on-the-go, further expanding hardware competition in the generation.
The development and release of the ninth-generation consoles were impacted by the COVID-19 pandemic, which affected marketing and production. Despite this, both Microsoft and Sony were able to release their consoles on time, although with limited supplies. The ongoing global chip shortage has continued to affect console shipments, with Sony warning of lower production numbers and Nintendo’s Switch console production rates being affected.
Mid-generation revisions of the PlayStation 5 and Xbox Series X/S are expected to be released, with the PlayStation 5 Slim models announced in late 2023. These revisions will feature slimmer designs, increased internal storage, and additional USB ports. The Xbox Series X/S will also receive updates, with Microsoft encouraging third-party developers and publishers to use its Smart Delivery approach to give Xbox One games free performance upgrade patches for Xbox Series X/S.
The future of video games and trends
The future of video games is expected to be shaped by several trends and technological advancements. One of the most significant trends is the growth of cloud gaming, which allows players to access and play high-quality games on any device with an internet connection, without the need for expensive hardware. Cloud gaming services such as Google Stadia (Discontinued on January 18, 2023), Microsoft xCloud, and NVIDIA GeForce Now are already available, and they are expected to continue to improve and expand in the coming years.
Another trend that is expected to shape the future of video games is the rise of virtual and augmented reality (VR and AR) technology. VR and AR games are becoming increasingly popular, and they offer a more immersive and interactive gaming experience than traditional games. The development of standalone VR headsets such as the Oculus Quest and the Valve Index is making it easier for players to access VR games, and the introduction of AR games such as Pokémon Go has shown the potential of AR technology to create new and innovative gaming experiences.
The growth of cross-platform play is also expected to continue, allowing players to play with friends across different platforms and devices. This trend is being driven by the increasing popularity of online gaming and the desire for players to be able to play with friends regardless of the device they are using.
Artificial intelligence (AI) is also expected to play a major role in the future of video games, with the development of more sophisticated AI-powered game engines and the use of machine learning algorithms to create more realistic and dynamic game worlds. AI-powered game development tools are also expected to become more widespread, allowing developers to create games more quickly and efficiently.
The Rise of Indie Games is also expected to continue, with the growth of digital storefronts such as Steam and the Epic Games Store making it easier for independent developers to release their games to a wide audience. The development of game engines such as Godot, Unity and Unreal Engine is also making it easier for developers to create high-quality games without the need for large budgets or complex programming knowledge.
In terms of hardware, the future of video games is expected to be shaped by the development of new console generations, such as the PlayStation 5 and the Xbox Series X, which offer significant improvements in terms of processing power, graphics capabilities, and storage. The growth of PC gaming is also expected to continue, with the development of more powerful and affordable gaming PCs and the introduction of new technologies such as ray tracing and artificial intelligence.
Overall, the future of video games is expected to be shaped by a combination of technological advancements, changes in player behavior, and the growth of new business models and distribution channels. As the industry continues to evolve, we can expect to see new and innovative gaming experiences that take advantage of the latest technologies and trends.
Some of the key trends that are expected to shape the future of video games include:
- Cloud gaming: The growth of cloud gaming services is expected to continue, making it easier for players to access high-quality games on any device.
- Virtual and augmented reality: The development of VR and AR technology is expected to continue, offering more immersive and interactive gaming experiences.
- Cross-platform play: The growth of cross-platform play is expected to continue, allowing players to play with friends across different platforms and devices.
- Artificial intelligence: The use of AI-powered game engines and machine learning algorithms is expected to become more widespread, creating more realistic and dynamic game worlds.
- Indie game development: The growth of indie game development is expected to continue, with the development of digital storefronts and game engines making it easier for independent developers to release their games.
- Hardware advancements: The development of new console generations and the growth of PC gaming is expected to continue, offering significant improvements in terms of processing power, graphics capabilities, and storage.
Conclusion
With the final chapter in the history of video game consoles now written, I know you’re all excited to see what the next generation of gaming will bring. From the nostalgic charm of retro classics to the immersive experiences of modern consoles, the history of the industry is a testament to human ingenuity and creativity. Thank you for joining us on this journey through the history of video game consoles – it’s been a pleasure sharing this journey with you, and I look forward to exploring more fascinating topics in the world of gaming.