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Arcade video game
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==History== {{Main|History of arcade video games}} {{See also|History of arcade games}} [[File:Signed_Pong_Cabinet.jpg|thumb|upright|''[[Pong]]'' is the first commercially successful arcade video game.]] [[Game of skill|Games of skill]] were popular [[amusement park|amusement-park]] [[midway (fair)|midway]] attractions from the 19th century on. With the introduction of electricity and coin-operated machines, they facilitated a viable [[Industry classification|business]]. When [[pinball]] machines with electric lights and displays were introduced in 1933 (but without the user-controller [[Flipper (pinball)|flippers]] which would not be invented until 1947) these machines were seen as [[game of luck|games of luck]]. Numerous states and cities treated them as amoral playthings for rebellious young people, and banned them into the 1960s and 1970s.<ref name=":0">{{Cite book|title=Coin-Operated Americans: Rebooting Boyhood at the Video Game Arcade|last= Kocurek|first= Carly|year= 2015|isbn=9780816691821|pages=91|publisher= University of Minnesota Press}}</ref> [[Electro-mechanical game]]s (EM games) appeared in [[Amusement arcade|arcade]]s in the mid-20th century. Following [[Sega]]'s EM game [[Periscope (arcade game)|''Periscope'']] (1966), the arcade industry experienced a "technological renaissance" driven by "audio-visual" EM novelty games, establishing the arcades as a suitable environment for the introduction of commercial video games in the early 1970s.<ref name="Smith">{{cite book |last1=Smith |first1=Alexander |title=They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. I: 1971-1982 |date=19 November 2019 |publisher=[[CRC Press]] |isbn=978-0-429-75261-2 |pages=119β20, 188β91 |url=https://books.google.com/books?id=Cxy_DwAAQBAJ&pg=PT119 |access-date=21 May 2021 |archive-date=17 January 2023 |archive-url=https://web.archive.org/web/20230117222408/https://books.google.com/books?id=Cxy_DwAAQBAJ&pg=PT119 |url-status=live }}</ref> In the late 1960s, college student [[Nolan Bushnell]] had a part-time job at an arcade where he became familiar with EM games such as [[Chicago Coin]]'s [[racing game]] ''Speedway'' (1969), watching customers play and helping to maintain the machinery, while learning the game business.<ref name="NGen23">{{cite magazine |title=The Great Videogame Swindle? |magazine=[[Next Generation (magazine)|Next Generation]] |issue=23 |publisher=[[Imagine Media]] |date= November 1996 |pages=211β229 |url= https://archive.org/details/NextGeneration23Nov1996P2/page/n72}}</ref> The [[early mainframe game]] ''[[Spacewar!]]'' (1962) inspired the first commercial arcade video game, ''[[Computer Space]]'' (1971), created by Nolan Bushnell and [[Ted Dabney]] and released by [[Nutting Associates]].<ref name="verge history">{{cite web | url = https://www.theverge.com/2013/1/16/3740422/the-life-and-death-of-the-american-arcade-for-amusement-only | title = For Amusement Only: the life and death of the American arcade | first = Laura | last = June | date = January 16, 2013 | access-date = August 13, 2020 | work = [[The Verge]] | archive-date = 6 October 2014 | archive-url = https://web.archive.org/web/20141006081005/http://www.theverge.com/2013/1/16/3740422/the-life-and-death-of-the-american-arcade-for-amusement-only | url-status = live }}</ref> It was demonstrated at the Amusement & Music Operators Association (AMOA) show in October 1971.<ref name="TCW129135">{{cite book |title=They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry |volume=1: 1971 β 1982 |last=Smith |first=Alexander |publisher=[[CRC Press]] |date= November 27, 2019 |isbn=978-1-138-38990-8 |pages=129β135}}</ref> Another ''Spacewar''-inspired coin-operated video game, ''[[Galaxy Game]]'', was demonstrated at [[Stanford University]] in November 1971. Bushnell and Dabney followed their ''Computer Space'' success to create - with the help of [[Allan Alcorn]] - a table-tennis game, ''[[Pong]]'', released in 1972. ''Pong'' became a commercial success, leading numerous other coin-op manufacturers to enter the market.<ref name="verge history"/> {{Main|Golden age of arcade video games}} The video game industry transitioned from discrete integrated circuitry to programmable [[microprocessor]]s in the mid-1970s, starting with ''[[Gun Fight]]'' in 1975. The arcade industry entered a "Golden Age" in 1978 with the release of [[Taito]]'s ''[[Space Invaders]]'', which introduced many novel [[gameplay]] features - including a [[scoreboard]]. From 1978 to 1982, several other major arcade-games from Namco, Atari, Williams Electronics, Stern Electronics, and Nintendo were all considered [[Blockbuster (entertainment)|blockbuster]]s, particularly Namco's ''[[Pac-Man]]'' (1980), which became a fixture in [[popular culture]]. Across North America and Japan, dedicated video-game arcades appeared and arcade-game cabinets appeared in many smaller storefronts. By 1981, the arcade video-game industry was worth {{USD|8 billion}} in the US.<ref>{{cite news |title= Can Lasers Save Video Arcades? |url= http://nl.newsbank.com/nl-search/we/Archives?p_product=PI&s_site=philly&p_multi=PI&p_theme=realcities&p_action=search&p_maxdocs=200&p_topdoc=1&p_text_direct-0=0EB29715971BCAA2&p_field_direct-0=document_id&p_perpage=10&p_sort=YMD_date:D&s_trackval=GooglePM |newspaper= [[The Philadelphia Inquirer]] |date= 3 February 1984 |quote= Last year, arcade game revenues were approximately $5 billion, compared to $8 billion in 1981 and $7 billion in 1982. |access-date= 17 April 2012 |archive-date= 14 May 2013 |archive-url= https://web.archive.org/web/20130514005512/http://nl.newsbank.com/nl-search/we/Archives?p_product=PI&s_site=philly&p_multi=PI&p_theme=realcities&p_action=search&p_maxdocs=200&p_topdoc=1&p_text_direct-0=0EB29715971BCAA2&p_field_direct-0=document_id&p_perpage=10&p_sort=YMD_date:D&s_trackval=GooglePM |url-status= live }}</ref> The novelty of arcade games waned sharply after 1982 due to several factors, including [[market saturation]] of arcades and arcade games, a [[moral panic]] over video games (similar to fears raised over pinball machines in the decades prior), and the [[1983 video game crash]] as the home-console market impacted arcades. The arcade market had recovered by 1986, with the help of software-conversion kits, the arrival of popular [[beat 'em up]] games (such as [[Kung-Fu Master (video game)|''Kung-Fu Master'']] (1984) and [[Renegade (video game)|''Renegade'']] (1986-1987)), and advanced [[motion simulator]] games (such as Sega's "taikan" games including ''[[Hang-On]]'' (1985), ''[[Space Harrier]]'' (1985), and ''[[Out Run]]'' (1986)). However, the growth of home video-game systems such as the [[Nintendo Entertainment System]] led to another brief arcade decline toward the end of the 1980s.<ref name="replaymag">{{cite web |title=Coin-Op history β 1975 to 1997 β from the pages of RePlay |url= http://replaymag.com/history.htm |website=RePlay |year=1998 |url-status=dead |archive-url= https://web.archive.org/web/19980428063132/http://replaymag.com/history.htm |archive-date= 28 April 1998 |access-date=April 21, 2021 }}</ref> Arcade games continued to improve with the development of technology and of gameplay. In the early 1990s, the release of [[Capcom]]'s ''[[Street Fighter II]]'' established the modern style of [[fighting game]]s and led to a number of similar games such as ''[[Mortal Kombat]]'', ''[[Fatal Fury]]'', ''[[Killer Instinct]]'', ''[[Virtua Fighter]]'', and ''[[Tekken]]'', creating a new renaissance in the arcades.<ref>{{cite book |title=Gamers: writers, artists & programmers on the pleasures of pixels| first= Shanna | last= Compton|publisher= [[Soft Skull Press]]|year= 2004|isbn= 1-932360-57-3|page= 119|url= https://books.google.com/books?id=-sCO-gODwy4C&pg=PA119}}</ref><ref>{{cite web |title=Insert Coin Here: Getting a Fighting Chance|first=Jay | last=Carter|magazine=[[Electronic Games]]|date=July 1993|issue=10|url= https://archive.org/stream/Electronic-Games-1993-07/Electronic%20Games%201993-07#page/n15/mode/2up}}</ref> Another factor was realism,<ref name="GW">{{cite magazine |last1= Perry |first1= Dave |author1-link=Dave Perry |title=Arcades: Ready for a Renaissance? |magazine= [[Games World]] |date= November 1994 |issue=7 (January 1995) |publisher=[[Paragon Publishing]] |page= 6 |url=https://archive.org/details/games-world-07/page/n5}}</ref> including the "3D Revolution" from [[2D graphics|2D]] and [[pseudo-3D]] graphics to "true" [[Real-time computer graphics|real-time]] [[3D computer graphics|3D polygon graphics]].<ref name="Williams">{{cite book |last1=Williams |first1=Andrew |title=History of Digital Games: Developments in Art, Design and Interaction |date=16 March 2017 |publisher=[[CRC Press]] |isbn= 978-1-317-50381-1 |pages=143β6, 152β4}}</ref><ref name="tao2">{{cite web | last = Spencer | first = Spanner | url = http://www.eurogamer.net/articles/a_taoofbeatemups_pt2_retro | title = The Tao of Beat-'em-ups (part 2) | archive-url= https://web.archive.org/web/20110715094144/http://www.eurogamer.net/articles/a_taoofbeatemups_pt2_retro | archive-date= July 15, 2011 | work = [[Eurogamer]] | date = February 12, 2008 | access-date = March 18, 2009}}</ref> This was largely driven by a technological [[arms race|arms-race]] between [[Sega]] and [[Namco]].<ref name="RG127">{{cite magazine |last1=Thorpe |first1=Nick |title=The 90s: The Decade of Rivalries |magazine=[[Retro Gamer]] |date=March 2014 |issue=127 |pages=32β5 |url= https://archive.org/details/retro_gamer/RetroGamer_127/page/34/mode/2up}}</ref> During the early 1990s games such as Sega's ''[[Virtua Racing]]'' and ''[[Virtua Fighter]]'' popularized 3D-polygon technology in arcades. 3D graphics later became popular in console and computer games by the mid-1990s,<ref name=vracing>{{cite web|title= Virtua Racing β Arcade (1992) |url=http://www.gamespot.com/gamespot/features/video/15influential/p13_01.html |work=15 Most Influential Games of All Time |publisher=[[GameSpot]] |date=14 March 2001|url-status=dead |archive-url= https://web.archive.org/web/20111213013602/http://www.gamespot.com/gamespot/features/video/15influential/p13_01.html |archive-date=13 December 2011}}</ref> though arcade systems such as the [[Sega Model 3]] remained considerably more advanced than home systems in the late 1990s.<ref name="VF3">{{cite magazine|title=News: Virtua Fighter 3|magazine=[[Computer and Video Games]]|date=May 1996| issue=174|pages=10β1}}</ref><ref name="thg">{{cite web |url=http://www.thg.ru/smoke/19991022/print.html |title=Second Hand Smoke β One up, two down |publisher=[[Tom's Hardware Guide]] |date=October 22, 1999 |access-date=2018-01-08 |archive-date=22 February 2015 |archive-url=https://web.archive.org/web/20150222220103/http://www.thg.ru/smoke/19991022/print.html |url-status=live }}</ref> Until about 1996, arcade video-games had remained the largest segment of the global [[video-game industry]]. Arcades declined in the late 1990s, surpassed by the console market for the first time around 1997β1998.<ref name="vgmarket">{{cite web | url = https://www.bloomberg.com/news/articles/2019-01-23/peak-video-game-top-analyst-sees-industry-slumping-in-2019 | title = Peak Video Game? Top Analyst Sees Industry Slumping in 2019 | first = Yuki | last = Naramura | date = January 23, 2019 | access-date = January 29, 2019 | work = [[Bloomberg L.P.]] | url-access = subscription | archive-url = https://web.archive.org/web/20190130053850/http://www.bloomberg.com/news/articles/2019-01-23/peak-video-game-top-analyst-sees-industry-slumping-in-2019 | archive-date = 30 January 2019 | url-status = live }}</ref> Since the 2000s, arcade games have taken different routes globally. In the United States, arcades have become niche markets as they compete with the home-console market, and they have adapted other business models, such as providing other entertainment options or adding prize redemptions.<ref name="socialarcades">{{cite web |last= Fuller|first= Brad|title= Awakening the Arcade|url= http://blogs.oreilly.com/digitalmedia/2005/11/awakening-the-arcade.html |access-date=21 September 2007 |archive-url= https://web.archive.org/web/20111003012240/http://blogs.oreilly.com/digitalmedia/2005/11/awakening-the-arcade.html |archive-date= 3 October 2011 |url-status= dead}}</ref> In Japan, where arcades continue to flourish, games like ''[[Dance Dance Revolution]]'' and ''[[The House of the Dead]]'' aim to deliver tailored experiences that players cannot easily have at home.<ref>{{Cite web|url= https://kotaku.com/why-arcades-havent-died-in-japan-1792338461|title= Why Arcades Haven't Died in Japan|last= Ashcraft|first= Brian|website= Kotaku|date= 15 February 2017|language= en-US|access-date= 2022-07-25|quote= What has remained constant is that Japanese arcades have always aimed to offer experiences that players could not get at home. This is a constant throughout Japanese arcade history.|archive-date= 22 April 2019|archive-url= https://web.archive.org/web/20190422182306/https://kotaku.com/why-arcades-havent-died-in-japan-1792338461|url-status= live}}</ref>
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