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==Market== ===Distribution=== [[File:BEST-SELLING GAME CONSOLES VIS2.svg|thumb|Visualization of the Best-Selling game consoles from 1977 to 2024.]] Consoles may be shipped in a variety of configurations, but typically will include one base configuration that include the console, one controller, and sometimes a [[pack-in game]]. Manufacturers may offer alternate [[stock keeping unit]] (SKUs) options that include additional controllers and accessories or different pack-in games. Special console editions may feature unique cases or faceplates with art dedicated to a specific video game or series and are bundled with that game as a special incentive for its fans. Pack-in games are typically first-party games, often featuring the console's primary [[video game mascot|mascot characters]].<ref name="geemu"/> The more recent console generations have also seen multiple versions of the same base console system either offered at launch or presented as a mid-generation refresh. In some cases, these simply replace some parts of the hardware with cheaper or more efficient parts, or otherwise streamline the console's design for production going forward; the [[PlayStation 3 technical specifications|PlayStation 3]] underwent several such hardware refreshes during its lifetime due to technological improvements such as significant reduction of the [[Semiconductor device fabrication|process node]] size for the CPU and GPU.<ref>{{cite magazine | url = https://www.wired.com/2009/08/sony-drops-price-of-playstation-3-unveils-slim-model/ | title = Sony Drops Price of PlayStation 3, Unveils Slim Model | first = Gus | last = Mastrapa | date = August 19, 2009 | access-date = August 15, 2020 | magazine = [[Wired (magazine)|Wired]] | archive-date = April 15, 2021 | archive-url = https://web.archive.org/web/20210415131736/https://www.wired.com/2009/08/sony-drops-price-of-playstation-3-unveils-slim-model/ | url-status = live }}</ref> In these cases, the hardware revision model will be marked on packaging so that consumers can verify which version they are acquiring.<ref>{{cite web | url = https://www.polygon.com/2019/8/13/20803700/nintendo-switch-new-model-number-release-date-battery-how-to-find-guide | title = Updated Nintendo Switch with better battery life now in stores | first = Michael | last = McWhertor | date = August 13, 2019 | access-date = August 15, 2020 | work = [[Polygon (website)|Polygon]] | archive-date = July 20, 2021 | archive-url = https://web.archive.org/web/20210720055545/https://www.polygon.com/2019/8/13/20803700/nintendo-switch-new-model-number-release-date-battery-how-to-find-guide | url-status = live }}</ref> In other cases, the hardware changes create multiple lines within the same console family. The base console unit in all revisions share fundamental hardware, but options like internal storage space and RAM size may be different. Those systems with more storage and RAM would be marked as a higher performance variant available at a higher cost, while the original unit would remain as a budget option. For example, within the [[Xbox One]] family, Microsoft released the mid-generation [[Xbox One X]] as a higher performance console, the [[Xbox One S]] as the lower-cost base console, and a special [[Xbox One S All-Digital Edition]] revision that removed the optical drive on the basis that users could download all games digitally, offered at even a lower cost than the Xbox One S. In these cases, developers can often optimize games to work better on the higher-performance console with patches to the retail version of the game.<ref>{{cite web | url = https://www.ign.com/articles/2019/04/16/microsoft-unveils-xbox-one-s-all-digital-edition-console | title = Microsoft Unveils Xbox One S All-Digital Edition Console | first = Brandin | last = Tyrrel | date = April 16, 2019 | access-date = August 15, 2020 | work = [[IGN]] | archive-date = April 19, 2021 | archive-url = https://web.archive.org/web/20210419205637/https://www.ign.com/articles/2019/04/16/microsoft-unveils-xbox-one-s-all-digital-edition-console | url-status = live }}</ref> In the case of the [[Nintendo 3DS]], the [[New Nintendo 3DS]], featured upgraded memory and processors, with new games that could only be run on the upgraded units and cannot be run on an older base unit.<ref name="New N3DS at Polygon">{{cite web |title=Nintendo reveals the New Nintendo 3DS |first=Emily |last=Gera |date=August 29, 2014 |url=http://www.polygon.com/2014/8/29/6082241/nintendo-reveals-the-new-nintendo-3ds |website=[[Polygon (website)|Polygon]] |access-date=August 29, 2014 |archive-date=October 31, 2021 |archive-url=https://web.archive.org/web/20211031134231/https://www.polygon.com/2014/8/29/6082241/nintendo-reveals-the-new-nintendo-3ds |url-status=live }}</ref> There have also been a number of "slimmed-down" console options with significantly reduced hardware components that significantly reduced the price they could sell the console to the consumer, but either leaving certain features off the console, such as the [[Wii Mini]] that lacked any online components compared to the [[Wii]], or that required the consumer to purchase additional accessories and wiring if they did not already own it, such as the [[New-Style NES]] that was not bundled with the required RF hardware to connect to a television.<ref>{{cite web | url = https://www.theverge.com/circuitbreaker/2019/7/11/20690011/nintendo-switch-lite-game-console-redesign-xbox-playstation | title = A Brief History Of Cutdown Game Consoles | first = Sam | last = Byford | date = July 11, 2019 | access-date = November 9, 2020 | work = [[The Verge]] | archive-date = February 25, 2021 | archive-url = https://web.archive.org/web/20210225144433/https://www.theverge.com/circuitbreaker/2019/7/11/20690011/nintendo-switch-lite-game-console-redesign-xbox-playstation | url-status = live }}</ref> ===Pricing=== {| class="wikitable" align="right" style="text-align:center; font-size:small;" ! colspan="5" | Console release prices (in [[United States dollar|U.S. Dollars]]) and total sales<ref name="arstech console price">{{cite web | url = https://arstechnica.com/gaming/2020/02/is-the-us-market-ready-to-embrace-a-500-game-console/ | title = Is the US market ready to embrace a $500 game console? | first = Kyle | last = Orland | date = February 20, 2020 | access-date = August 1, 2020 | work = [[Ars Technica]] | archive-date = October 19, 2021 | archive-url = https://web.archive.org/web/20211019141440/https://arstechnica.com/gaming/2020/02/is-the-us-market-ready-to-embrace-a-500-game-console/ | url-status = live }}</ref><ref name="gamble chapter">{{cite book | title = Crafting and Executing Strategy: The Quest for Competitive Advantage: Concepts and Cases | editor-first1=Arthur | editor-last1= Thompson |editor-first2=A. J. | editor-last2 = Strickland III | editor-first3 = John | editor-last3 = Gamble | chapter = Competition in Video Game Consoles: Sony, Microsoft and Nintendo Battle for Supremacy | first = John |last = Gamble | pages = C-198-C211 | isbn = 978-0073381244 |year = 2007 | publisher = [[McGraw-Hill]] }}</ref> |- ! rowspan="2" | Console ! rowspan="2" | Release year (U.S.) ! colspan="2" | Introductory price (U.S.) ! rowspan="2" | Global Sales (Units) |- ! Originally{{NoteTag|Based on pricing of base model at launch within the United States}} ! 2020 inflation{{NoteTag|Based on the [[Bureau of Labor Statistics]] [[Consumer Price Index]]}} |- ! colspan="5" | First generation |- | Magnavox Odyssey || 1972 || $100 || $553 || {{Wikidata|properties|references|Q744987|P2664}} |- ! colspan="5" | Second generation |- | Atari 2600 || 1977 || $200 || $882 || 30,000,000 |- | Intellivision || 1979 || $300 || $996 || 3,000,000 |- | Atari 5200 || 1982 || $270 || $740 || 1,400,000 |- | Colecovision || 1982 || $175 || $480 || 2,000,000 |- ! colspan="5" | Third generation |- | NES || 1985 || $200 || $490 || 61,900,000 |- | Atari 7800 || 1986 || $150 || $380 || 3,770,000 |- | Master System || 1986 || $200 || $470 || 13,000,000 |- style="background-color: aliceblue;" | Game Boy || 1989 || $110 || $234 || 118,690,000 |- ! colspan="5" | Fourth generation |- | TurboGrafx-16 || 1989 || $200 || $426 || 5,800,000 |- | Genesis || 1989 || $190 || $405 || 30,750,000 |- | SNES || 1991 || $200 || $384 || 49,100,000 |- | CD-I || 1991 || $400 || $768 || 1,000,000 |- | Neo Geo || 1991 || $650 || $1248 || 980,000 |- | Sega CD || 1992 || $300 || $561 || 2,240,000 |- ! colspan="5" | Fifth generation |- | Atari Jaguar || 1993 || $250 || $453 || 250,000 |- | 3DO || 1993 || $700 || $1267 || 2,000,000 |- | 32X || 1994 || $160 || $282 || 665,000 |- | PlayStation || 1995 || $300 || $516 || 102,490,000 |- | Sega Saturn || 1995 || $400 || $688 || 9,260,000 |- | Nintendo 64 || 1996 || $200 || $334 || 32,390,000 |- ! colspan="5" | Sixth generation |- | Dreamcast || 1999 || $200 || $314 || 9,130,000 |- | PlayStation 2 || 2000 || $300 || $459 || 155,000,000 |- | GameCube || 2001 || $200 || $294 || 21,740,000 |- | Xbox || 2001 || $300 || $441 || 24,000,000 |- style="background-color: aliceblue;" | Game Boy Advance || 2001 || $100 || $147 || 118,690,000 |- style="background-color: aliceblue;" | N-Gage || 2003 || $300 || $416 || 3,000,000 |- ! colspan="5" | Seventh generation |- style="background-color: aliceblue;" | Nintendo DS || 2004 || $200 || $278 || 154,020,000 |- style="background-color: aliceblue;" | PlayStation Portable || 2004 || $250 || $348 || 82,000,000 |- | Xbox 360 || 2005 || $400 || $540 || 84,700,000 |- | PlayStation 3 || 2006 || $500 || $680 || 87,400,000 |- | Wii || 2006 || $250 || $326 || 101,630,000 |- ! colspan="5" | Eighth generation |- | Wii U || 2012 || $350 || $399 || 13,560,000 |- style="background-color: aliceblue;" | Nintendo 3DS || 2011 || $250 || $293 || 75,280,000 |- style="background-color: aliceblue;" | PlayStation Vita || 2012 || $250 || $293 || 15,900,000 |- | PlayStation 4 || 2013 || $400 || $448 || 117,200,000{{NoteTag|name="inproduction"|Still in production}} |- | Xbox One || 2013 || $500 || $560 || 51,000,000 <small>(Estimate)</small> |- | Nintendo Switch || 2017 || $300 || $318 || 122,550,000{{NoteTag|name="inproduction"}} |- ! colspan="5" | Current |- | PlayStation 5 || 2020 || $400 / $500 || $400 / $500 || 50,000,000{{NoteTag|name="inproduction"}}<ref>{{Cite web |last=McWhertor |first=Michael |date=2023-12-20 |title=PS5 sells 50M units, a big milestone after a turbulent start |url=https://www.polygon.com/24009247/ps5-sales-numbers-2023-sony |access-date=2023-12-20 |website=Polygon |language=en-US}}</ref> |- | Xbox Series X/S || 2020 || $300 / $500 || $300 / $500 || 18,000,000 <small>(Estimate)</small>{{NoteTag|name="inproduction"}}{{NoteTag|name="noxboxsales"|Microsoft does not report exact sales for its consoles since the Xbox One, and sales are based industry estimates.<ref name=DataWitheld>{{cite web|url=http://www.geek.com/games/microsoft-decides-not-to-share-xbox-one-sales-figures-anymore-1637833/|title=Microsoft decides not to share Xbox One sales figures anymore|first=Matthew|last=Humphries|work=[[Geek.com]]|publisher=[[Ziff Davis]]|date=October 26, 2015|access-date=December 3, 2016|archive-date=July 20, 2018|archive-url=https://web.archive.org/web/20180720024200/https://www.geek.com/games/microsoft-decides-not-to-share-xbox-one-sales-figures-anymore-1637833/|url-status=dead}}</ref><ref name="guardian sales not focus">{{cite web | url = https://www.theguardian.com/games/2020/nov/11/xbox-phil-spencer-interview-microsoft-series-x | title = Xbox's Phil Spencer: 'We're not driven by how many consoles we sell' | first = Keza | last = MacDonald | date = November 11, 2020 | access-date = November 11, 2020 | work = [[The Guardian]] | archive-date = August 18, 2021 | archive-url = https://web.archive.org/web/20210818074609/https://www.theguardian.com/games/2020/nov/11/xbox-phil-spencer-interview-microsoft-series-x | url-status = live }}</ref>}} |- | colspan="5" | Handheld units are shown in blue. {{NoteFoot}} |} Consoles when originally launched in the 1970s and 1980s were about {{USD|200-300}},<ref name="arstech console price"/> and with the introduction of the ROM cartridge, each game averaged about {{USD|30-40}}.<ref name="arstech prices">{{cite web | url = https://arstechnica.com/gaming/2020/07/the-return-of-the-70-video-game-has-been-a-long-time-coming/ | title = The return of the $70 video game has been a long time coming | first = Kyle | last = Orland | date = July 9, 2020 | access-date = July 14, 2020 | work = [[Ars Technica]] | archive-date = September 8, 2021 | archive-url = https://web.archive.org/web/20210908011228/https://arstechnica.com/gaming/2020/07/the-return-of-the-70-video-game-has-been-a-long-time-coming/ | url-status = live }}</ref> Over time the launch price of base consoles units has generally risen to about {{USD|400-500}},<ref name="arstech console price"/> with the average game costing {{USD|60}}.<ref name="arstech prices"/> Exceptionally, the period of transition from ROM cartridges to optical media in the early 1990s saw several consoles with high price points exceeding {{USD|400}} and going as high as {{USD|700}}. Resultingly, sales of these first optical media consoles were generally poor.<ref name="arstech console price"/> When adjusted for inflation, the price of consoles has generally followed a downward trend, from {{USD|800-1,000}} from the early generations down to {{USD|500-600}} for current consoles. This is typical for any computer technology, with the improvements in computing performance and capabilities outpacing the additional costs to achieve those gains.<ref name="arstech console price"/> Further, within the United States, the price of consoles has generally remained consistent, being within 0.8% to 1% of the median household income, based on the [[United States Census]] data for the console's launch year.<ref name="arstech console price"/> Since the Nintendo Entertainment System, console pricing has stabilized on the [[Razor and blades model|razorblade model]], where the consoles are sold at little to no profit for the manufacturer, but they gain revenue from each game sold due to console licensing fees and other value-added services around the console (such as [[Xbox Live]]).<ref name="game over white paper"/><ref name="down many times">{{cite book | last = Ernkvist | first = Mirko | chapter = Down many times, but still playing the game: Creative destruction and industry crashes in the early video game industry 1971-1986 | year = 2008 | pages = 161–191 | title = History of Insolvancy and Bankruptcy | publisher = Södertörns högskola | editor-first= Karl | editor-last=Gratzer | editor-first2=Dieter | editor-last2=Stiefel | isbn = 978-91-89315-94-5 }}</ref><ref>{{cite web | url = https://www.theverge.com/2021/5/6/22422691/microsoft-xbox-consoles-profit-software-services-revenue-apple-epic-games-trial | title = Microsoft would like to remind you the Xbox definitely makes money | first = Tom | last = Warren | date = May 6, 2021 | accessdate = May 6, 2021 | work = [[The Verge]] | archive-date = October 19, 2021 | archive-url = https://web.archive.org/web/20211019180522/https://www.theverge.com/2021/5/6/22422691/microsoft-xbox-consoles-profit-software-services-revenue-apple-epic-games-trial | url-status = live }}</ref> Console manufacturers have even been known to take losses on the sale of consoles at the start of a console's launch with expectation to recover with revenue sharing and later price recovery on the console as they switch to less expensive components and manufacturing processes without changing the retail price.<ref>{{cite web | url = https://arstechnica.com/gaming/2006/11/8239/ | title = Sony taking big hit on each PS3 sold; Xbox 360 in the black | first = Eric | last = Bangeman | date = November 26, 2006 | access-date = September 2, 2020 | work = [[Ars Technica]] | archive-date = September 9, 2021 | archive-url = https://web.archive.org/web/20210909052410/https://arstechnica.com/gaming/2006/11/8239/ | url-status = live }}</ref> Consoles have been generally designed to have a five-year [[product lifetime]], though manufacturers have considered their entries in the more recent generations to have longer lifetimes of seven to potentially ten years.<ref>{{cite journal | title = Entering the Economic Models of Game Console Manufacturers | first1 = Nabyla | last1 = Daidj | first2 = Thierry | last2 = Isckia | journal = [[Communications and Strategies]] | volume = 73 | issue = 1st Quarter 2003 | year = 2003 | ssrn = 1427231 }}</ref> ===Competition=== {{See also|Console war|Video game industry|History of video games}} The competition within the video game console market as subset of the video game industry is an area of interest to economics with its relatively modern history, its rapid growth to rival that of the film industry, and frequent changes compared to other sectors.<ref name="gamble chapter"/><ref name="williams">{{cite journal | title = Structure and Competition in the U.S. Home Video Game Industry | first = Dmitri | last = Williams | journal = The International Journal on Media Management | volume = 4 | issue = 1 | pages = 41–54 | doi = 10.1080/14241270209389979 | year = 2002 | s2cid = 17848916 }}</ref> Effects of unregulated competition on the market were twice seen early in the industry. The industry had its first crash in 1977 following the release of the Magnavox Odyssey, Atari's home versions of ''Pong'' and [[Coleco Telstar series|the Coleco Telstar]], which led other third-party manufacturers, using inexpensive [[General Instrument]]s processor chips, to make their own home consoles which flooded the market by 1977.<ref name="before crash">{{cite book | title = Before the Crash: Early Video Game History | editor-first = Mark J.P. | editor-last= Wolf | first = Leonard | last= Herman | chapter = Ball-and-Paddle Controllers | isbn = 978-0814337226 | year = 2012 | publisher = Wayne State University Press }}</ref>{{rp|81–89}} The [[video game crash of 1983]] was fueled by multiple factors including competition from lower-cost personal computers, but unregulated competition was also a factor, as numerous third-party game developers, attempting to follow on the success of [[Activision]] in developing third-party games for the Atari 2600 and Intellivision, flooded the market with poor quality games, and made it difficult for even quality games to sell.<ref name=prince198309>{{cite magazine |last=Prince |first=Suzan |date=September 1983 |title=Faded Glory: The Decline, Fall and Possible Salvation of Home Video |url=https://archive.org/stream/Video_Games_Volume_1_Number_12_1983-09_Pumpkin_Press_US#page/n17/mode/2up |magazine=Video Games |publisher=Pumpkin Press |access-date=2016-02-24 }}</ref> Nintendo implemented a lockout chip, the [[CIC (Nintendo)|Checking Integrated Circuit]], on releasing the Nintendo Entertainment System in Western territories, as a means to control which games were published for the console. As part of their licensing agreements, Nintendo further prevented developers from releasing the same game on a different console for a period of two years. This served as one of the first means of securing [[platform exclusivity|console exclusivity]] for games that existed beyond technical limitation of console development.<ref>{{cite web | url = https://arstechnica.com/gaming/2013/07/time-to-feel-old-inside-the-nes-on-its-30th-birthday/ | title = The NES turns 30: How it began, worked, and saved an industry | first = Andrew | last = Cunningham | date = July 15, 2013 | access-date = August 3, 2020 | work = [[Ars Technica]] | archive-date = July 22, 2021 | archive-url = https://web.archive.org/web/20210722154751/https://arstechnica.com/gaming/2013/07/time-to-feel-old-inside-the-nes-on-its-30th-birthday/ | url-status = live }}</ref> The Nintendo Entertainment System also brought the concept of a [[List of video game mascots|video game mascot]] as the representation of a console system as a means to sell and promote the unit, and for the NES was [[Mario]]. The use of mascots in businesses had been a tradition in Japan, and this had already proven successful in arcade games like ''[[Pac-Man]]''. Mario was used to serve as an identity for the NES as a humor-filled, playful console.<ref name="geemu">{{cite journal|first=Martin|last=Picard|title=The Foundation of Geemu: A Brief History of Early Japanese video games|journal=International Journal of Computer Game Research|date=December 2013|volume=13|issue=2|url=http://gamestudies.org/1302/articles/picard|access-date=November 19, 2016|archive-url=https://web.archive.org/web/20150624050100/http://gamestudies.org/1302/articles/picard | archive-date=June 24, 2015|url-status=live }}</ref><ref name="kline nintendo">{{cite book | title = Digital play: the interaction of technology, culture, and marketing | first1= Stephen |last1 =Kline | first2= Nick |last2= Dyer-Witheford | first3= Greig |last3 = de Peuter | isbn = 077357106X | publisher = McGill Queen University Press | year = 2003 | chapter = Electronic Frontiers: Branding the “Nintendo Generation” 1985–1990 | pages = 109–127 }}</ref> Mario caught on quickly when the NES released in the West, and when the next generation of consoles arrived, other manufacturers pushed their own mascots to the forefront of their marketing, most notably [[Sega]] with the use of [[Sonic the Hedgehog (character)|Sonic the Hedgehog]].<ref name="kline console wars">{{cite book | title = Digital play: the interaction of technology, culture, and marketing | first1= Stephen |last1 =Kline | first2= Nick |last2= Dyer-Witheford | first3= Greig |last3 = de Peuter | isbn = 077357106X | publisher = McGill Queen University Press | year = 2003 | chapter = Mortal Kombats: Console Wars and Computer Revolutions 1990–1995| pages = 128–150 }}</ref> The Nintendo and Sega rivalry that involved their mascot's flagship games served as part of the fourth console generation's "console wars". Since then, manufacturers have typically positioned their mascot and other first-party games as key titles in console bundles used to drive sales of consoles at launch or at key sales periods such as near Christmas.<ref name="geemu"/> Another type of competitive edge used by console manufacturers around the same time was the notion of "bits" or the size of the [[word (computer architecture)|word]] used by the main CPU. The TurboGrafx-16 was the first console to push on its bit-size, advertising itself as a "16-bit" console, though this only referred to part of its architecture while its CPU was still an 8-bit unit. Despite this, manufacturers found consumers became fixated on the notion of bits as a console selling point, and over the fourth, fifth and sixth generation, these "bit wars" played heavily into console advertising.<ref name="Therrien"/> The use of bits waned as CPU architectures no longer needed to increase their word size and instead had other means to improve performance such as through multicore CPUs.<ref name="Therrien"/> [[File:Sega Dreamcast arcade machine.jpg|thumb|upright|Retail demo kiosk for a [[Dreamcast]], the last console from Sega, at the [[Finnish Museum of Games]] in [[Tampere]], [[Finland]] in 2017]] Generally, increased console numbers gives rise to more consumer options and better competition, but the exclusivity of titles made the choice of console for consumers an "all-or-nothing" decision for most.<ref name="williams"/> Further, with the number of available consoles growing with the fifth and sixth generations, game developers became pressured to which systems to focus on, and ultimately narrowed their target choice of platforms to those that were the best-selling. This cased a contraction in the market, with major players like Sega leaving the hardware business after the Dreamcast but continuing in the software area.<ref name="gamble chapter"/> Effectively, each console generation was shown to have two or three dominant players.<ref name="williams"/> Competition in the console market in the 2010s and 2020s is considered an [[oligopoly]] between three main manufacturers: Nintendo, Sony, and Microsoft. The three use a combination of first-party games exclusive to their console and negotiate exclusive agreements with third-party developers to have their games be exclusive for at least an initial period of time to drive consumers to their console. They also worked with CPU and GPU manufacturers to tune and customize hardware for computers to make it more amenable and effective for video games, leading to lower-cost hardware needed for video game consoles. Finally, console manufacturers also work with retailers to help with promotion of consoles, games, and accessories. While there is little difference in pricing on the console hardware from the [[manufacturer's suggested retail price]] for the retailer to profit from, these details with the manufacturers can secure better profits on sales of game and accessory bundles for premier product placement.<ref name="gamble chapter"/> These all form [[network effect]]s, with each manufacturer seeking to maximize the size of their network of partners to increase their overall position in the competition.<ref name="williams"/> Of the three, Microsoft and Sony, both with their own hardware manufacturing capabilities, remain at a leading edge approach, attempting to gain a [[first-mover advantage]] over the other with adaption of new console technology.<ref name="gamble chapter"/> Nintendo is more reliant on its suppliers and thus instead of trying to compete feature for feature with Microsoft and Sony, had instead taken a [[Blue Ocean Strategy|"blue ocean" strategy]] since the [[Nintendo DS]] and [[Wii]].<ref>{{Cite web | url = https://www.fastcompany.com/3067343/innovation-agents/nintendo-switch | title = With Nintendo's Switch Game Console, New Ideas Create New Experiences | first = Kevin | last = Ohannessian | date = January 20, 2017 | access-date = January 20, 2017 | website = [[Fast Company (magazine)|Fast Company]] | url-status=live | archive-url = https://web.archive.org/web/20170120150351/https://www.fastcompany.com/3067343/innovation-agents/nintendo-switch | archive-date = January 20, 2017 | df = mdy-all }}</ref>
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