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{{short description|Genre of music-themed action video game}} {{good article}} [[File:Festival du jeu video 20080926 033.jpg|300px|thumb| Players using a dance pad to play ''Dance Dance Revolution'', one of the most successful rhythm games]] {{VG Action}} '''Rhythm game''' or '''rhythm action''' is a [[Video game genres|genre]] of [[Music video game|music-themed]] [[Action game|action video game]] that challenges a player's sense of [[rhythm]]. Games in the genre typically focus on [[dance]] or the simulated performance of [[musical instrument]]s, and require players to press buttons in a dictated sequence in time with music. Many rhythm games include multiplayer modes in which players compete for the highest score or cooperate as a simulated [[musical ensemble]]. Rhythm games often feature novel [[game controller]]s shaped like musical instruments such as guitars and drums to match notes while playing songs. Certain dance-based games require the player to physically dance on a mat, with pressure-sensitive pads acting as the input device. The 1996 title ''[[PaRappa the Rapper]]'' has been deemed the first influential rhythm game, whose basic template formed the core of subsequent games in the genre. In 1997, [[Konami]]'s ''[[Beatmania]]'' sparked an emergent market for rhythm games in Japan. The company's music division, [[Bemani]], released a series of music-based games over the next several years. The most successful of these was the 1998 dance mat game ''[[Dance Dance Revolution (1998 video game)|Dance Dance Revolution]]'', which was the only Bemani title to achieve large-scale success outside Japan, and would see numerous imitations of the game from other publishers. Other Japanese games, particularly ''[[Guitar Freaks]]'', led to development of the ''[[Guitar Hero]]'' and ''[[Rock Band]]'' series that used instrument-shaped controllers to mimic the playing of actual instruments. Spurred by the inclusion of popular [[rock music]], the two series revitalized the rhythm genre in the Western Market, significantly expanded the console video game market and its demographics. The games provided a new source of revenue for the artists whose music appeared on the soundtracks. The later release of ''[[Rock Band 3]]'' as well as the even later ''[[Rocksmith]]'' would allow players to play the songs using a real electric guitar. By 2007 rhythm games were considered to be one of the most popular video game genres, behind other action games. However, by 2009, the market was saturated by spin-offs from the core titles, which led to a nearly 50% drop in revenue for music game publishers; within a few years, both series announced they would be taking a hiatus from future titles. Despite these setbacks, the rhythm game market continues to expand, introducing a number of dance-based games like [[Ubisoft]]'s ''[[Just Dance (video game series)|Just Dance]]'' and [[Harmonix]]'s ''[[Dance Central]]'' that incorporate the use of [[motion controller]]s and camera-based controls like the [[Kinect]]. Existing games also continue to thrive on new business models, such as the reliance on [[downloadable content]] to provide songs to players. The introduction of the [[History of video game consoles (eighth generation)|eighth generation of console hardware]] has also spurred return of [[Activision]]'s ''Guitar Hero'' and Harmonix's ''Rock Band'' titles in late 2015. == Definition and game design == [[File:Fretsonfire4.png|thumb|200px|Many rhythm games, such as ''[[Frets on Fire]]'', use a scrolling "note highway" to display what notes are to be played, along with a score and a performance meter.]] Rhythm game, or rhythm action,<ref>(2007-06-30). [http://uk.playstation.com/games-media/news/articles/detail/item75867/Rhythm-action-games-on-PlayStation/ "Rhythm action games on PlayStation"] {{Webarchive|url=https://web.archive.org/web/20090201124928/http://uk.playstation.com/games-media/news/articles/detail/item75867/Rhythm-action-games-on-PlayStation/ |date=2009-02-01 }}. PlayStation.com. Retrieved 2009-04-03.</ref><ref>Alexander, Leigh (2008-03-02). [http://www.gamasutra.com/php-bin/news_index.php?story=18037 "EA Announces DS Rhythm Action Exclusive Zubo"] {{Webarchive|url=https://web.archive.org/web/20160303180429/http://www.gamasutra.com/php-bin/news_index.php?story=18037 |date=2016-03-03 }}. [[GamaSutra]]. Retrieved 2009-04-03.</ref> is a subgenre of [[action game]] that challenges a player's sense of rhythm.<ref name="fundamentals"/> The genre includes dance games such as ''[[Dance Dance Revolution]]'' and music-based games such as ''[[Donkey Konga]]'' and ''[[Guitar Hero]]''.<ref name="fundamentals"/> Games in the genre challenge the player to press buttons at precise times: the screen shows which button the player is required to press, and the game awards points both for accuracy and for synchronization with the beat.<ref name="fundamentals"/> The genre also includes games that measure rhythm and pitch, in order to test a player's singing ability,<ref name="krev"/><ref>Frushtick, Russ. [https://web.archive.org/web/20090208184636/http://www.ugo.com/ugo/html/article/?id=18042 "Rock Band Review"]. [[UGO]]. Retrieved 2009-04-03.</ref> and games that challenge the player to control their volume by measuring how hard they press each button.<ref name="madmaestro">Smith, David (2002-04-14). [http://ps2.ign.com/articles/355/355561p1.html "Mad Maestro"] {{Webarchive|url=https://web.archive.org/web/20081008062520/http://ps2.ign.com/articles/355/355561p1.html |date=2008-10-08 }}. [[IGN]]. Retrieved 2009-04-04.</ref> While songs can be [[sight reading|sight read]],<ref>Brudvig, Erik (2007-08-22). [http://ps2.ign.com/articles/814/814842p1.html "GC 2007: Guitar Hero III Progress Report"] {{webarchive|url=https://web.archive.org/web/20071112120941/http://ps2.ign.com/articles/814/814842p1.html |date=2007-11-12 }}. [[IGN]]. Retrieved 1009-04-03.</ref> players usually practice to master more difficult songs and settings.<ref>Cowan, Danny (2006-11-08). [http://www.gamasutra.com/php-bin/news_index.php?story=11610 "Critical Reception: RedOctane's/Harmonix's Guitar Hero II"] {{Webarchive|url=https://web.archive.org/web/20200812011649/https://www.gamasutra.com/php-bin/news_index.php?story=11610 |date=2020-08-12 }}. [[GamaSutra]]. Retrieved 2009-04-03.</ref> Certain rhythm games offer a challenge similar to that of ''[[Simon (game)|Simon]]'', in that the player must watch, remember, and repeat complex sequences of button-presses.<ref>Shoemaker, Brad (2003-12-05). [http://www.gamespot.com/ps2/puzzle/spacechannel5specialedition/review.html "Space Channel 5 Special Edition Review"] {{webarchive|url=https://web.archive.org/web/20090208114816/http://www.gamespot.com/ps2/puzzle/spacechannel5specialedition/review.html |date=2009-02-08 }}. [[GameSpot]]. Retrieved 2009-04-03.</ref> Rhythm-action can take a [[minigame]] format with some games blending rhythm with other genres or entirely comprising minigame collections.<ref>{{cite web | url = http://www.eurogamer.net/articles/rhythm-paradise-review | website = [[Eurogamer]] | date = 2009-05-05 | access-date = 2011-11-16 | title = Rhythm Paradise Review | first = Simon | last = Parkin | archive-date = 2020-06-03 | archive-url = https://web.archive.org/web/20200603211919/https://www.eurogamer.net/articles/rhythm-paradise-review | url-status = live }}</ref><ref>{{cite web | url = https://www.gamesradar.com/tgs-2011-rhythm-thief-emperors-treasure-hands-preview/ | publisher = [[GamesRadar]] | date = 2011-09-19 | access-date = 2011-11-16 | title = TGS 2011: Rhythm Thief & the Emperor's Treasure hands-on preview | first = Henry | last = Gilbert | archive-date = 2015-11-17 | archive-url = https://web.archive.org/web/20151117030902/http://www.gamesradar.com/tgs-2011-rhythm-thief-emperors-treasure-hands-preview/ | url-status = live }}</ref><ref>{{cite web | url = http://www.eurogamer.net/articles/2011-08-30-sega-confirms-rhythm-thief-for-3ds | website = [[Eurogamer]] | date = 2011-08-30 | access-date = 2011-11-16 | title = Sega confirms Rhythm Thief for 3DS | first = Fred | last = Dutton | archive-date = 2019-06-10 | archive-url = https://web.archive.org/web/20190610151626/https://www.eurogamer.net/articles/2011-08-30-sega-confirms-rhythm-thief-for-3ds | url-status = live }}</ref> In some rhythm games, the screen displays an avatar who performs in reaction to the player's controller inputs.<ref name="fundamentals"/> However, these graphical responses are usually in the background,<ref name="madmaestro"/> and the avatar is more important to spectators than it is to the player.<ref name="krev">Gerstmann, Jeff (2003-11-10). [http://www.gamespot.com/ps2/puzzle/karaokerevolution/review.html "Karaoke Revolution Review] {{webarchive|url=https://web.archive.org/web/20090204235934/http://www.gamespot.com/ps2/puzzle/karaokerevolution/review.html |date=2009-02-04 }}". [[GameSpot]]. Retrieved 2009-04-03.</ref> In single-player modes, the player's avatar competes against a computer-controlled opponent, while [[Multiplayer video game|multiplayer]] modes allow two player-controlled avatars to compete head-to-head.<ref name="fundamentals"/> The popularity of rhythm games has created a market for speciality input devices.<ref name="fundamentals">Rollings & Adams, p. 442</ref> These include controllers that emulate musical instruments, such as guitars, drums, or maracas.<ref name="edge">{{cite web |author=Graft, Kris |url=http://www.next-gen.biz/features/there-was-guitar-hero |archive-url=https://archive.today/20130115052003/http://www.next-gen.biz/features/there-was-guitar-hero |url-status=dead |archive-date=2013-01-15 |title=Before There Was Guitar Hero... – Edge Magazine |publisher=Next-gen.biz |date=2008-11-17 |access-date=2011-09-08 }}</ref> A dance mat, for use in dancing games, requires the player to step on pressure-sensitive pads.<ref name="ashcraft523"/> However, most rhythm games also support more conventional input devices, such as control pads.<ref name="vib10"/> == History == === Origins and popularity in Japan (1970s–2000) === One early rhythm-based [[electronic game]] was the [[handheld game]] ''[[Simon (game)|Simon]]'',<ref name="edge" /><ref>Ashcraft, p. 55</ref> created in 1978 by [[Ralph Baer]] (who created the [[Magnavox Odyssey]]) and [[Howard J. Morrison|Howard Morrison]]. The game used the "[[call and response]]" mechanic, in which players take turns repeating increasingly complicated sequences of button presses.<ref name="edge"/> [[Human Entertainment]]'s ''[[Dance Aerobics]]'' was an early rhythm-based video game released in 1987, and allows players to create music by stepping on [[Nintendo]]'s [[Power Pad]] peripheral for the [[Nintendo Entertainment System|NES]] [[video game console]]. The 1996 title ''[[PaRappa the Rapper]]'' has been credited as the first true rhythm game,<ref name="gamespotparappa">Kasavin, Greg (2006-01-28). [http://uk.gamespot.com/features/6142896/p-2.html "The GameSpot Top 10 Rhythm Games: PaRappa the Rapper"] {{webarchive|url=https://web.archive.org/web/20121010160614/http://uk.gamespot.com/features/6142896/p-2.html |date=2012-10-10 }}. [[GameSpot]]. Retrieved 2009-04-03.</ref><ref name="ign history 2020">{{cite web | url = https://www.ign.com/articles/how-rhythm-games-blew-up-and-then-burned-out | title = How Rhythm Games Blew Up (And Then Burned Out) | first = Luke | last = Reilly | date = October 8, 2020 | access-date = October 8, 2020 | work = [[IGN]] | archive-date = October 8, 2020 | archive-url = https://web.archive.org/web/20201008225030/https://www.ign.com/articles/how-rhythm-games-blew-up-and-then-burned-out | url-status = live }}</ref> and as one of the first music-based games in general.<ref>Ashcraft, p. 52</ref> It requires players to press buttons in the order that they appear on the screen,<ref name="gamespotparappa"/> a basic mechanic that formed the core of future rhythm games.<ref name="edge"/> The success of ''PaRappa the Rapper'' sparked the popularity of the music game genre.<ref name="edge"/><ref name="roots">Webster, Andrew (2008). [https://arstechnica.com/gaming/news/2009/03/ne-music-game-feature.ars "Roots of rhythm: a brief history of the music game genre"] {{Webarchive|url=https://web.archive.org/web/20120401030041/http://arstechnica.com/gaming/news/2009/03/ne-music-game-feature.ars |date=2012-04-01 }}. [[Ars Technica]]. Retrieved 2011-10-13.</ref> In 1997, [[Konami]] released the DJ-themed rhythm game ''[[Beatmania]]'' in Japanese [[amusement arcade|arcades]]. Its [[video game arcade cabinet|arcade cabinet]] features buttons similar to those of a musical keyboard, and a rubber pad that emulates a vinyl record.<ref name="ashcraft54">Ashcraft, p. 54</ref> ''Beatmania'' was a surprise hit, inspiring Konami's Games and Music Division to change its name to [[Bemani]] in honor of the game,<ref name="ashcraft54"/> and to begin experimenting with other rhythm game concepts.<ref name="ashcraft56">Ashcraft, p. 56</ref> Its successes include ''[[GuitarFreaks]]'', which features a guitar-shaped controller, and 1998's ''[[Pop'n Music]]'', a game similar to ''Beatmania'' in which multiple colorful buttons must be pressed.<ref name="ashcraft56"/><ref>Ashcraft, p. 58</ref> While the ''GuitarFreaks'' franchise continues to receive new [[arcade game|arcade releases]] in Japan, it was never strongly marketed outside of the country.<ref name="edge"/> This allowed [[Red Octane]] and [[Harmonix]] to capitalize on the formula in 2005 with the Western-targeted ''[[Guitar Hero (video game)|Guitar Hero]]''.<ref name="edge"/> In general, few [[Video gaming in Japan|Japanese arcade]] rhythm games were exported abroad because of the cost of producing the peripherals and the resulting increases in retail prices.<ref name="roots"/> The 1999 Bemani title ''[[DrumMania]]'' featured a drum kit controller, and could be linked with ''GuitarFreaks'' for simulated [[jam session]]s. Similarly, this concept was later appropriated by Harmonix for their game ''[[Rock Band]]''.<ref name="edge"/> [[File:StepMania 5.0.5 Demo.jpg|right|thumb|Screenshot of ''[[StepMania]]'', an open-source game similar to ''[[Dance Dance Revolution]]'']] ''[[Dance Dance Revolution]]'', released in 1998, is a rhythm game in which players dance on pressure-sensitive pads in an order dictated by on-screen instructions.<ref name="ashcraft523">Ashcraft, pp. 52–53</ref> The game was highly successful both in and outside Japan, unlike games such as ''GuitarFreaks'', ''DrumMania'' and ''Beatmania'', though the latter had some success in Europe.<ref>Ashcraft, p. 57</ref> Released the same year, [[Enix]]'s ''[[Bust a Groove]]'' features a similar focus on dancing but employs a more conventional input method. The game contains competitive one-on-one battles, and grants the player more freedom than typical rhythm games.<ref name="edge"/><ref>Gouskos, Carrie (2006-01-28). [http://uk.gamespot.com/features/6142896/p-8.html "The GameSpot Top 10 Rhythm Games: Bust a Groove"] {{webarchive|url=https://web.archive.org/web/20090622132425/http://uk.gamespot.com/features/6142896/p-8.html |date=2009-06-22 }}. [[GameSpot]]. Retrieved 2009-04-03.</ref> [[NanaOn-Sha]], the creators of ''PaRappa the Rapper'', released ''[[Vib-Ribbon]]'' in 1999. It eschews instrument-shaped controllers; instead, players maneuver the protagonist through an obstacle course by pressing buttons at correct times. The game's levels are generated by the background music, which players may change by inserting [[Compact Disc|audio CDs]]. While it was praised for its unique style and artistry, ''Vib-Ribbon''{{'}}s simple [[vector graphics]] proved difficult to market, and the game was never released in North America.<ref name="edge"/><ref name="vib10">Calvert, Justin (2006-01-28). [http://uk.gamespot.com/features/6142896/p-6.html "The GameSpot Top 10 Rhythm Games: Vib-Ribbon"] {{webarchive|url=https://web.archive.org/web/20121010160123/http://uk.gamespot.com/features/6142896/p-6.html |date=2012-10-10 }}. [[GameSpot]]. Retrieved 2009-04-03.</ref> Sega's ''[[Samba de Amigo]]'', released in arcades in 1999 and on the [[Dreamcast]] in 2000, features maraca-shaped, motion-sensitive controllers. The game allows for two-player gameplay, provides a spectacle for onlookers and allows players to socialise while gaming.<ref name="edge"/><ref>Gerstmann, Jeff (2006-01-28). [http://uk.gamespot.com/features/6142896/p-3.html "The GameSpot Top 10 Rhythm Games: Samba de Amigo"] {{webarchive|url=https://web.archive.org/web/20121010160809/http://uk.gamespot.com/features/6142896/p-3.html |date=2012-10-10 }}. [[GameSpot]]. Retrieved 2009-04-03.</ref> In 2000, ''[[Taiko no Tatsujin]]'' combined traditional Japanese drums with contemporary pop music, and became highly successful in Japanese arcades.<ref>Ashcraft, pp. 59–60</ref> The game was later released on consoles in the West as ''[[Taiko Drum Master]]'', and the franchise continues to receive new installments in Japan,<ref name="edge"/> as well as console releases around the world. ''[[Gitaroo Man]]'' featured a guitar-playing protagonist four years before the release of ''Guitar Hero'', though the game employed a conventional rather than guitar-shaped controller.<ref name="edge"/> === Popularity in the West (2001–2004) === [[Harmonix]] was formed in 1995 from a computer music group at [[MIT]]. Beginning in 1998, the company developed music games inspired by ''PaRappa the Rapper''.<ref>[[Alex Rigopulos|Rigopulos, Alex]], in Steinberg, p. 6</ref> In 2001, the company released ''[[Frequency (video game)|Frequency]]'', which puts the player in control of multiple instrument tracks. [[Giant Bomb|Ryan Davis]] of [[GameSpot]] wrote that the game provides a greater sense of creative freedom than earlier rhythm titles.<ref>Davis, Ryan (2006-01-28). [http://uk.gamespot.com/features/6142896/p-9.html "The GameSpot Top 10 Rhythm Games: Frequency"] {{webarchive|url=https://web.archive.org/web/20121010160915/http://uk.gamespot.com/features/6142896/p-9.html |date=2012-10-10 }}. [[GameSpot]]. Retrieved 2009-04-03.</ref> ''Frequency'' was critically acclaimed; however, marketing was made difficult by the game's abstract style, which removed the player's ability to perform for onlookers.<ref name="edge"/> In 2003, Harmonix followed up ''Frequency'' with the similar ''[[Amplitude (2003 video game)|Amplitude]]''.<ref>(2003-01-08). [https://archive.today/20120715075000/http://uk.gamespot.com/ps2/puzzle/amplitude/news.html?sid=2908221&mode=news "Sony announces Amplitude"]. [[GameSpot]]. Retrieved 2010-07-05.</ref> The company later released a more socially driven, [[karaoke]]-themed music game in ''[[Karaoke Revolution]]'' (2003).<ref name="edge"/> ''[[Donkey Konga]]'', a [[GameCube]] title developed by [[Namco]] and released in 2003, achieved widespread success by leveraging Nintendo's ''[[Donkey Kong (series)|Donkey Kong]]'' brand.<ref name="edge"/> === Peripheral-based games (2005–2013) === In 2005, ''Gitaroo Man'''s creator Keiichi Yano released ''[[Osu! Tatakae! Ouendan]]'', a rhythm game for the [[Nintendo DS]] that utilizes the handheld's [[touchscreen]] features. It became a highly demanded import title, which led to the release of an altered version of the game in the West—''[[Elite Beat Agents]]''—and a [[Moero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan 2|sequel in Japan]].<ref>Kohler, Chris (2006-09-16). [https://web.archive.org/web/20110604232712/http://www.1up.com/do/feature?pager.offset=0&cId=3153670 "Cheer Squad: Why iNiS Wants to Make You Happier"]. [[1UP.com]]. Retrieved 2009-04-14.</ref> [[File:RockBand2PAX.jpg|thumb|right|An impromptu group of ''[[Rock Band 2]]'' players]] Also in 2005, Harmonix and the small publisher [[RedOctane]] released ''Guitar Hero'', a game inspired by Bemani's ''GuitarFreaks''. However, instead of the Japanese pop that comprises the earlier title's soundtrack, ''Guitar Hero'' features Western rock music. The game reinvigorated the rhythm genre, which had stagnated because of a flood of ''Dance Dance Revolution'' sequels and imitations.<ref>Navarro, Alex (2006-01-28). [http://uk.gamespot.com/features/6142896/p-10.html "The GameSpot Top 10 Rhythm Games: Dance Dance Revolution"] {{webarchive|url=https://web.archive.org/web/20121010161003/http://uk.gamespot.com/features/6142896/p-10.html |date=2012-10-10 }}. [[GameSpot]]. Retrieved 2009-04-03.</ref><ref>2008. [http://www.ugo.com/games/best-of-e3/?cur=Best-Rhythm-Game-Rock-Band-2 "Best Rhythm Game: Rock Band 2"] {{webarchive|url=https://web.archive.org/web/20080915090625/http://www.ugo.com/games/best-of-e3/?cur=Best-Rhythm-Game-Rock-Band-2 |date=2008-09-15 }}. [[UGO]]. Retrieved 2009-04-29.</ref> ''Guitar Hero'' spawned several sequels, and the franchise overall earned more than $1 billion, with the third installment ranking as the best selling game in North America in 2007.<ref>{{cite web|url=http://www.next-gen.biz/news/guitar-hero-breaks-1-bln |archive-url=https://archive.today/20120906082152/http://www.next-gen.biz/news/guitar-hero-breaks-1-bln |url-status=dead |archive-date=2012-09-06 |title=Guitar Hero Breaks $1 bln – Edge Magazine |publisher=Next-gen.biz |date=2008-01-21 |access-date=2011-09-08 }}</ref> Harmonix followed ''Guitar Hero'' with the ''Rock Band'' franchise, which also earned over $1 billion. ''Rock Band'' titles support multiple instrument controllers and cooperative multiplayer, allowing players to play as a full band.<ref name="fox">2009-03-26. [http://investor.ea.com/releasedetail.cfm?releaseid=373278 "Rock Band(R) Franchise Officially Surpasses $1 Billion in North American Retail Sales, According to the NPD Group(1)"] {{Webarchive|url=https://web.archive.org/web/20120406210829/http://investor.ea.com/releasedetail.cfm?releaseid=373278 |date=2012-04-06 }}. [[Fox Business Network|Fox Business]]. Retrieved 2009-04-03.</ref> The ''Guitar Hero'' franchise followed suit with the band-oriented, [[Neversoft]]-developed ''[[Guitar Hero World Tour]]''.<ref>{{Cite web|last=Thomas|first=Aaron|date=2008-11-03|title=Guitar Hero World Tour Review|url=https://www.gamespot.com/reviews/guitar-hero-world-tour-review/1900-6200509/|url-status=live|archive-url=https://web.archive.org/web/20211102210145/https://www.gamespot.com/reviews/guitar-hero-world-tour-review/1900-6200509/|archive-date=2021-11-02|access-date=2009-04-03|website=[[GameSpot]]}}</ref> ''Guitar Hero'' installments based on specific bands, such as [[Metallica]] and [[Aerosmith]], were also published.<ref name="bbc">Cochrane, Greg (2008-12-16). [http://news.bbc.co.uk/newsbeat/hi/music/newsid_7785000/7785158.stm "Rock bands turn to Guitar Hero"] {{Webarchive|url=https://web.archive.org/web/20210212013135/http://news.bbc.co.uk/newsbeat/hi/music/newsid_7785000/7785158.stm |date=2021-02-12 }}. BBC ''[[Newsbeat]]''. Retrieved 2009-04-03.</ref> Additional songs for ''Guitar Hero'' and ''Rock Band'' were made available for purchase via the Internet, which generated further revenue.<ref name="fox"/><ref name="bbc"/> Artists whose work is featured in the games receive royalties, and the increased publicity in turn generates further sales of their music.<ref name="fox"/><ref name="bbc"/> The success of the ''Guitar Hero'' and ''Rock Band'' franchises widened the console video game market and its demographics, and the popularity of the genre drove increased sales of consoles.<ref name="overtakessports">{{cite web |author=Crossley, Rob |url=http://www.next-gen.biz/news/music-overtakes-sports-genre |archive-url=https://archive.today/20130115113001/http://www.next-gen.biz/news/music-overtakes-sports-genre |url-status=dead |archive-date=2013-01-15 |title=Music Overtakes Sports Genre – Edge Magazine |publisher=Next-gen.biz |date=2008-10-21 |access-date=2011-09-08 }}</ref> In 2008, it was reported that music games had become the second most popular video game genre (behind action) in the United States, with 53% of players being female.<ref name="overtakessports"/> At its height in 2008, music games represented about 18% of the video game market.<ref>{{Cite web | url = https://www.bloomberg.com/news/articles/2015-02-18/new-rock-band-game-said-to-be-developed-for-latest-consoles | title = New Rock Band Game Said to Be Developed for Latest Consoles | first = Danielle | last = Burger | publisher = [[Bloomberg News|Bloomberg]] | date = 2015-02-19 | access-date = 2015-02-19 | archive-date = 2015-02-21 | archive-url = https://web.archive.org/web/20150221022516/http://www.bloomberg.com/news/articles/2015-02-18/new-rock-band-game-said-to-be-developed-for-latest-consoles | url-status = live }}</ref> Video game industry analysts considered 2009 to be a critical year for rhythm games, and they believed that it would allow them to gauge the future success of the genre.<ref name="independent gh influence">{{cite news | url = https://www.independent.co.uk/arts-entertainment/music/features/rocktastic-how-guitar-hero-brought-stardom-to-the-masses-1669257.html | title = Rocktastic: How Guitar Hero brought stardom to the masses | newspaper = [[The Independent]] | date = 2009-04-16 | access-date = 2009-04-16 | archive-date = 2009-04-17 | archive-url = https://web.archive.org/web/20090417010006/http://www.independent.co.uk/arts-entertainment/music/features/rocktastic-how-guitar-hero-brought-stardom-to-the-masses-1669257.html | url-status = live }}</ref> Both the ''Guitar Hero'' and ''Rock Band'' franchises were expanded, and they received entries for handheld gaming devices and mobile phones. Specialized titles that targeted specific genres and demographics, such as ''[[Band Hero]]'' for pop music and ''[[Lego Rock Band]]'' for younger players, were released. Sales of music games were down in the first half of the year. This decline was attributed to fewer purchases of instrument controllers; it was assumed that players had already bought such controllers and were reusing them.<ref>{{cite web | url = http://www.gamasutra.com/php-bin/news_index.php?story=24482 | title = Analysis: Guitar Hero/Rock Band Retail Sales Down By Half | first = Matt | last = Matthews | date = 2009-07-21 | access-date = 2009-07-22 | website = [[Gamasutra]] | archive-date = 2020-08-05 | archive-url = https://web.archive.org/web/20200805021930/https://www.gamasutra.com/php-bin/news_index.php?story=24482 | url-status = dead }}</ref> While analysts had expected that United States sales of ''[[Guitar Hero 5]]'' and ''[[The Beatles: Rock Band]]'' would be high—close to or exceeding one million units each in the first month of their release<ref>{{cite web|url=http://www.gamespot.com/news/6232261.html|title=Beatles: Rock Band outsold Guitar Hero 5 – Analysts|first=Brendan|last=Sinclair|date=2009-10-08|access-date=2009-10-08|website=[[GameSpot]]|archive-date=2009-10-11|archive-url=https://web.archive.org/web/20091011031125/http://www.gamespot.com/news/6232261.html|url-status=live}}</ref>—sales only reached roughly half of those projections.<ref name="npd sales">{{cite news | url = http://latimesblogs.latimes.com/entertainmentnewsbuzz/2009/10/beatles-rock-band-sales.html | title = The Beatles: Rock Band debuts to solid but not stellar sales | work = [[Los Angeles Times]] | first = Ben | last = Fritz | date = 2009-10-19 | access-date = 2009-10-19 | archive-date = 2009-10-22 | archive-url = https://web.archive.org/web/20091022145910/http://latimesblogs.latimes.com/entertainmentnewsbuzz/2009/10/beatles-rock-band-sales.html | url-status = live }}</ref><ref>{{cite web | url = http://www.gamasutra.com/php-bin/news_index.php?story=25739 | title = Analysis: Guitar Hero Vs. Rock Band – Behind The Numbers | website = [[Gamasutra]] | first = Matt | last = Matthews | date = 2009-10-23 | access-date = 2009-10-23 | archive-date = 2009-10-26 | archive-url = https://web.archive.org/web/20091026143434/http://www.gamasutra.com/php-bin/news_index.php?story=25739 | url-status = dead }}</ref> The failure to meet sales projections was partly attributed to the impact of the [[late-2000s recession]] on the video game industry; Harmonix's CEO [[Alex Rigopulos]] considered that at the time, both ''Guitar Hero'' and ''Rock Band'' were the most expensive video games on the market.<ref>{{Cite web | url = http://www.gamesindustry.biz/articles/2014-05-19-rigopulos-dont-blame-activision-for-rhythm-bubble-burst | title = Rigopulos: Don't blame Activision for rhythm bubble burst | first = Brendan | last = Sinclair | date = 2014-05-19 | access-date = 2014-05-19 | publisher = [[GameIndustry.biz]] | archive-date = 2021-04-16 | archive-url = https://web.archive.org/web/20210416090108/https://www.gamesindustry.biz/articles/2014-05-19-rigopulos-dont-blame-activision-for-rhythm-bubble-burst | url-status = live }}</ref> Analysts also considered it to be a sign of market saturation.<ref>{{cite web | url = https://www.gamedeveloper.com/game-platforms/analyst-mixed-september-npd-means-more-choppy-waters-ahead-for-industry | title = Analyst: Mixed September NPD Means More Choppy Waters Ahead For Industry | website = [[Gamasutra]] | first = Leigh | last = Alexander | date = 2009-10-20 | access-date = 2009-10-20 | archive-date = 2020-05-07 | archive-url = https://web.archive.org/web/20200507093406/https://www.gamasutra.com/php-bin/news_index.php?story=25712 | url-status = live }}</ref><ref>{{cite magazine | url = http://www.escapistmagazine.com/news/view/89407-Guitar-Hero-Gets-Greatest-Hits | title = Guitar Hero Gets 'Greatest Hits' | first = Logan | last = Fredrick | date = 2009-02-12 | access-date = 2009-02-16 | magazine = [[The Escapist (magazine)|The Escapist]] | archive-date = 2020-06-30 | archive-url = https://web.archive.org/web/20200630152303/https://v1.escapistmagazine.com/news/view/89407-Guitar-Hero-Gets-Greatest-Hits | url-status = live }}</ref><ref>{{cite magazine | url = http://www.computerandvideogames.com/article.php?id=208086 | title = Activision has three new IPs for 2009 | date = 2009-02-12 | access-date = 2009-02-16 | magazine = [[Edge (magazine)|Edge]] | archive-date = 2020-06-05 | archive-url = https://web.archive.org/web/20200605132759/https://www.gamesradar.com/?id=208086 | url-status = live }}</ref> Further contributing to the decline was genre stagnation; the franchises retained the same basic gameplay over several iterations, giving consumers less incentive to buy additional titles.<ref>{{cite magazine | url = https://www.wired.com/gamelife/2009/11/music-game-sales/ | title = Music Games Aren't Dead, Just Waiting to Be Reborn | first = Chris | last = Kohler | date = 2009-11-16 | access-date = 2009-11-17 | magazine = [[Wired (magazine)|Wired]] | archive-date = 2020-02-06 | archive-url = https://web.archive.org/web/20200206080724/https://www.wired.com/2009/11/music-game-sales/ | url-status = live }}</ref> Harmonix CEO Alex Rigopulos felt that the aggressive competition between the ''Rock Band'' and ''Guitar Hero'' brands on the belief that the market could only support one franchise also contributed to the decline of these games.<ref>{{Cite web | url = http://www.theage.com.au/digital-life/games/blogs/screenplay/pop-goes-the-music-games-20120618-20k7b.html | title = Pop goes the music games | work = [[The Age]] | first = Jason | last = Hill | date = 2012-06-19 | access-date = 2012-06-19 | archive-date = 2013-06-05 | archive-url = https://web.archive.org/web/20130605061608/http://www.theage.com.au/digital-life/games/blogs/screenplay/pop-goes-the-music-games-20120618-20k7b.html | url-status = live }}</ref> As a result, analysts lowered their expectations for future music games; for example, projections of first quarter U.S. sales of ''[[DJ Hero]]'', a ''Guitar Hero'' "spin-off", were reduced from 1.6 million units to only 600,000.<ref>{{cite web | url = http://www.gamesindustry.biz/articles/dj-hero-demand-well-below-expectations | title = DJ Hero demand 'well below' expectations | publisher = [[Eurogamer#GamesIndustry.biz|GamesIndustry.biz]] | date = 2009-10-26 | access-date = 2009-10-26 | first = Matt | last = Martin | archive-date = 2020-11-09 | archive-url = https://web.archive.org/web/20201109023712/https://www.gamesindustry.biz/articles/dj-hero-demand-well-below-expectations | url-status = live }}</ref> Sales of rhythm games, which totalled $1.47 billion in 2008, reached only $700 million in 2009. Analysts predicted that the market would settle at the same "healthy" $500–600 million level of the [[Call of Duty (series)|''Call of Duty'' series]].<ref>{{cite news | url = https://www.reuters.com/article/us-2009-games-idUSTRE5BH5DS20091218 | title = Sales Of Music Video Games Plummet In 2009 | work = Reuters | date = 2009-12-18 | access-date = 2011-10-24 | first = Antony | last = Bruno | archive-date = 2012-03-13 | archive-url = https://web.archive.org/web/20120313082423/http://www.reuters.com/article/2009/12/18/us-2009-games-idUSTRE5BH5DS20091218 | url-status = live }}</ref> Wedbush Securities analyst Michael Pachter concluded that the saturation of the rhythm game market accounted for one-third of the industry's 12% sales decline in 2009.<ref>{{cite magazine | url = http://www.billboard.biz/bbbiz/content_display/industry/news/e3i793156d6041aecbf8cda2e2be5defbc9 | title = Analyst: Music Genre Dragging Down Videogame Sales | first = Antony | last = Bruno | date = 2010-01-11 | access-date = 2010-10-24 | magazine = [[Billboard (magazine)|Billboard]] | archive-date = 2012-07-21 | archive-url = https://archive.today/20120721090852/http://www.billboard.biz/bbbiz/content_display/industry/news/e3i793156d6041aecbf8cda2e2be5defbc9 | url-status = dead }}</ref> The fallout of the weakening rhythm game market affected game developers, publishers and distributors. Companies in the latter two categories believed that most consumers would own at least one set of instrument controllers by 2010, which would increase the importance of software and downloadable content sales.<ref>{{cite magazine | url = http://www.gamepro.com/article/news/213777/music-games-need-to-refocus-not-reboot/ | title = Music games need to refocus, not reboot | magazine = [[GamePro]] | date = 2010-01-29 | access-date = 2010-02-18 | first = Joe | last = Rybicki |archive-url=https://web.archive.org/web/20100204132115/http://www.gamepro.com/article/news/213777/music-games-need-to-refocus-not-reboot/|archive-date=2010-02-04}}</ref> Activision scaled back its 2010 ''Guitar Hero'' release schedule to just two games, reducing the number of [[stock-keeping unit|SKU]]s from 25 in 2009 to 10 in 2010.<ref name="vg247 2010 skus">{{cite web | url = http://www.vg247.com/2010/02/10/actibliz-full-year-financials-2009-60-million-guitar-hero-songs-download/ | title = Acti Bliz slashes music SKUs, 60 million Guitar Hero songs downloaded | first = Stephany | last = Nunneley | website = [[VG247]] | date = 2010-02-10 | access-date = 2010-02-10 | archive-date = 2010-02-13 | archive-url = https://web.archive.org/web/20100213100915/http://www.vg247.com/2010/02/10/actibliz-full-year-financials-2009-60-million-guitar-hero-songs-download/ | url-status = live }}</ref> The company closed several in-house developers, including RedOctane, Neversoft's ''Guitar Hero'' division, and [[Underground Development]].<ref>{{cite web|url=http://www.1up.com/do/newsStory?cId=3177918 |archive-url=https://archive.today/20120716173245/http://www.1up.com/do/newsStory?cId=3177918 |url-status=dead |archive-date=2012-07-16 |title=Activision Confirms Studio Layoffs |first=Steve |last=Watts |date=2010-02-11 |access-date=2010-02-11 |website=[[1UP.com]] }}</ref><ref>{{cite web|url=http://www.gamespot.com/news/6250760.html |title=RedOctane closed by Activision? |first=Brian |last=Sinclair |date=2010-02-12 |access-date=2010-02-12 |website=[[GameSpot]] |url-status=dead |archive-url=https://web.archive.org/web/20100215172222/http://www.gamespot.com/news/6250760.html |archive-date=2010-02-15 }}</ref> [[Viacom (2005–present)|Viacom]], which had paid Harmonix $150 million following the success of ''Rock Band'' in 2007, began seeking a "substantial" refund on that investment after weak sales in 2009.<ref>{{cite web | url = http://www.gamasutra.com/view/news/27220/Viacom_To_Seek_Substantial_Refund_On_Harmonix_Rock_Band_Bonus_Dollars.php | title = Viacom To Seek 'Substantial' Refund On Harmonix Rock Band Bonus Dollars | first = Leigh | last = Alexander | website = [[Gamasutra]] | date = 2010-02-12 | access-date = 2010-02-18 | archive-date = 2021-02-24 | archive-url = https://web.archive.org/web/20210224115301/https://www.gamasutra.com/view/news/27220/Viacom_To_Seek_Substantial_Refund_On_Harmonix_Rock_Band_Bonus_Dollars.php | url-status = dead }}</ref> Viacom also sought to negotiate new deals with music publishers to reduce the costs of the ''Rock Band'' series' licensed music.<ref>{{cite magazine | url = http://www.billboard.biz/bbbiz/content_display/industry/e3ib5173b54f64bf8d208b13bce1a54d2cf | title = Viacom CEO: We Need To Pay Less For Music In Videogames | first = Glenn | last = Peoples | date = 2010-02-12 | access-date = 2010-02-18 | magazine = [[Billboard (magazine)|Billboard]] | archive-date = 2010-02-19 | archive-url = https://web.archive.org/web/20100219063829/http://www.billboard.biz/bbbiz/content_display/industry/e3ib5173b54f64bf8d208b13bce1a54d2cf | url-status = dead }}</ref> Ultimately, the company began to seek a buyer for Harmonix during the third quarter of 2010.<ref>{{cite web | url = https://www.gamedeveloper.com/game-platforms/viacom-searching-for-buyer-that-will-be-better-fit-for-harmonix | title = Viacom Searching For Buyer That Will Be 'Better Fit' For Harmonix | first = Kris | last = Graft | date = 2010-11-16 | access-date = 2010-11-16 | website = [[Gamasutra]] | archive-date = 2020-08-12 | archive-url = https://web.archive.org/web/20200812015256/https://www.gamasutra.com/view/news/31569/Viacom_Searching_For_Buyer_That_Will_Be_Better_Fit_For_Harmonix.php | url-status = live }}</ref> In 2010, rhythm game developers included new features in their products. For example, ''[[Rock Band 3]]'' and ''[[Power Gig: Rise of the SixString]]'' support guitar controllers with strings, and both contain modes that teach players accurate fingering.<ref>{{cite web | url = https://www.pcworld.com/article/199467/fear_and_loathing_at_e3_awards_and_accolades.html | title = Fear and Loathing at E3: Awards and Accolades | first = Chris | last = Holt | date = 2010-06-21 | access-date = 2010-06-21 | work = [[MacWorld]] }}{{Dead link|date=November 2021 |bot=InternetArchiveBot |fix-attempted=yes }}</ref><ref>{{cite magazine | url = https://www.rollingstone.com/music/news/17386/119145 | archive-url = https://web.archive.org/web/20100623234725/http://www.rollingstone.com/music/news/17386/119145 | url-status = dead | archive-date = June 23, 2010 | title = Next-Gen Music Video Games: Real Instruments, Motion-Sensing | magazine = [[Rolling Stone]] | date = 2010-06-21 | access-date = 2010-06-21 | first = Scott | last = Steinberg }}</ref> Despite this new content, sales of music games faltered in 2010. ''Guitar Hero: Warriors of Rock'' and ''DJ Hero 2'' sold only 86,000 and 59,000 copies, respectively, in North America during their first week on the market.<ref>{{cite magazine | url = http://www.computerandvideogames.com/article.php?id=269873 | title = Guitar Hero: Warriors of Rock makes 'fairly dreadful start' | first = Tom | last = Ivan | magazine = [[Computer and Video Games]] | date = 2010-10-15 | access-date = 2010-10-15 | archive-date = 2012-10-25 | archive-url = https://web.archive.org/web/20121025201328/http://www.computerandvideogames.com/269873/guitar-hero-warriors-of-rock-makes-fairly-dreadful-start/ | url-status = live }}</ref><ref>{{cite web | url = http://www.gamesindustry.biz/articles/2010-11-17-tony-hawk-shred-flops-with-only-3000-units-sold-in-us | title = Tony Hawk: Shred flops with only 3000 units sold in US | first = Matt | last = Martin | date = 2010-11-17 | access-date = 2010-11-17 | publisher = GamesIndustry.biz | archive-date = 2020-08-13 | archive-url = https://web.archive.org/web/20200813060019/https://www.gamesindustry.biz/articles/2010-11-17-tony-hawk-shred-flops-with-only-3000-units-sold-in-us | url-status = live }}</ref> This was in sharp contrast to ''Guitar Hero III'', which had sold nearly 1.4 million units in its first week in 2008.<ref>{{cite web | url = http://www.1up.com/news/guitar-hero-warriors-rock-sales-disappoint | title = Analyst: Guitar Hero: Warriors of Rock Sales Disappoint in September | first = Dustin | last = Quillen | date = 2010-10-13 | access-date = 2010-10-15 | website = [[1UP.com]] | url-status = dead | archive-url = https://web.archive.org/web/20121016143635/http://www.1up.com/news/guitar-hero-warriors-rock-sales-disappoint | archive-date = 2012-10-16 }}</ref><ref>{{cite web | url = https://www.gamedeveloper.com/business/npd-behind-the-numbers-october-2008 | title = NPD: Behind The Numbers, October 2008 | first = Matt | last = Matthews | date = 2008-11-17 | access-date = 2010-11-19 | website = [[Gamasutra]] | archive-date = 2020-08-18 | archive-url = https://web.archive.org/web/20200818013427/https://www.gamasutra.com/view/feature/3854/npd_behind_the_numbers_october_.php | url-status = live }}</ref> Through October 2010, music games achieved net sales of around $200 million, one-fifth of the genre's revenue during the same period in 2008. Analysts believed that the market likely would not break $400 million in revenue by the end of the year.<ref>{{cite web | url = https://www.gamedeveloper.com/business/npd-behind-the-numbers-october-2010 | title = NPD: Behind the Numbers, October 2010 | first = Matt | last = Matthews | date = 2010-11-19 | access-date = 2010-11-19 | website = [[Gamasutra]] | archive-date = 2019-06-16 | archive-url = https://web.archive.org/web/20190616173232/https://www.gamasutra.com/view/feature/6210/npd_behind_the_numbers_october_.php | url-status = live }}</ref> End year sales were less than $300 million.<ref>{{cite magazine | url = https://www.rollingstone.com/culture/blogs/gear-up/guitar-hero-not-dead-says-game-maker-activision-20110418 | archive-url = https://web.archive.org/web/20110421081404/http://www.rollingstone.com/culture/blogs/gear-up/guitar-hero-not-dead-says-game-maker-activision-20110418 | url-status = dead | archive-date = April 21, 2011 | title = 'Guitar Hero' Not Dead, Says Game Maker Activision | magazine = [[Rolling Stone]] | date = 2011-04-18 | access-date = 2011-04-18 | first = Scott | last = Steinberg }}</ref> By the end of 2010, the instrument controller-based rhythm market was considered "well past its prime", and developers shifted their focus to downloadable content and potential integration with motion control systems.<ref>{{cite web | url = http://www.gamasutra.com/view/news/31641/Analysis_US_Music_Game_Sales_Have_Dropped_Fivefold_Annually_Since_2008.php | title = Analysis: U.S. Music Game Sales Have Dropped Fivefold Annually Since 2008 | date = 2010-11-19 | access-date = 2010-11-19 | website = [[Gamasutra]] | archive-date = 2020-08-12 | archive-url = https://web.archive.org/web/20200812010506/https://www.gamasutra.com/view/news/31641/Analysis_US_Music_Game_Sales_Have_Dropped_Fivefold_Annually_Since_2008.php | url-status = dead }}</ref> In late 2010, Viacom sold Harmonix to an investment-backed group and allowed it to continue developing ''Rock Band'' and ''Dance Central''.<ref>{{cite magazine | url = https://www.wired.com/gamelife/2010/11/viacom-sells-harmonix/ | title = Harmonix Sale Signals Meltdown of 'Plastic Instrument' Biz (Update) | first = Chris | last = Kohler | date = 2010-11-11 | access-date = 2011-02-09 | magazine = [[Wired (magazine)|Wired]] | archive-date = 2011-03-13 | archive-url = https://web.archive.org/web/20110313141341/http://www.wired.com/gamelife/2010/11/viacom-sells-harmonix/ | url-status = live }}</ref> Citing the downturn in rhythm games, Activision shuttered their ''Guitar Hero'' division in February 2011.<ref>{{cite web | url = http://www.gamasutra.com/view/news/32946/Activision_Dissolves_Guitar_Hero_Business_Refocuses_On_Digital.php | title = Activision Dissolves Guitar Hero Business, Refocuses On Digital | first = Leigh | last = Alexander | date = 2011-02-09 | access-date = 2011-02-09 | website = [[Gamasutra]] | archive-date = 2020-12-05 | archive-url = https://web.archive.org/web/20201205183657/https://gamasutra.com/view/news/32946/Activision_Dissolves_Guitar_Hero_Business_Refocuses_On_Digital.php | url-status = dead }}</ref> Analysts suggested that the market for peripheral-based rhythm games may remain stagnant for three to five years, after which sales could resurge because of digital distribution models or the release of new video game consoles.<ref>{{cite web | url = http://content.usatoday.com/communities/gamehunters/post/2011/02/analysis-will-players-see-a-guitar-hero-encore/1 | title = Analysis: The end of an era for 'Guitar Hero' | work = [[USA Today]] | date = 2011-02-10 | access-date = 2011-02-12 | first1 = Mike | last1 = Snider | first2 = Brett | last2 = Molina | archive-date = 2021-04-10 | archive-url = https://web.archive.org/web/20210410141432/http://content.usatoday.com/communities/gamehunters/post/2011/02/analysis-will-players-see-a-guitar-hero-encore/1 | url-status = live }}</ref><ref name="mcv no heroes">{{cite magazine | url = http://www.mcvuk.com/features/863/No-More-Guitar-Heroes | title = No More (Guitar) Heroes | magazine = [[MCV (magazine)|MCV]] | date = 2011-02-18 | access-date = 2011-02-18 | first = Christopher | last = Dring | archive-date = 2011-02-21 | archive-url = https://web.archive.org/web/20110221120615/http://www.mcvuk.com/features/863/No-More-Guitar-Heroes | url-status = live }}</ref> However, by 2013, the era of peripheral-based music games was considered at an end, as Harmonix announced that it would cease regular updates of ''Rock Band'' downloadable content on April 2, 2013, as the company shifts to newer games.<ref>{{Cite magazine | url = https://www.gameinformer.com/b/news/archive/2013/04/02/quot-american-pie-quot-closes-out-rock-band-39-s-dlc.aspx | title = [Updated] "American Pie" Closes Out Rock Band's DLC | first = Jeff | last = Cork | date = 2013-04-02 | access-date = 2013-04-05 | magazine = [[Game Informer]] | archive-date = 2021-01-26 | archive-url = https://web.archive.org/web/20210126071051/https://www.gameinformer.com/b/news/archive/2013/04/02/quot-american-pie-quot-closes-out-rock-band-39-s-dlc.aspx | url-status = live }}</ref> === Rhythm games for young girls (2004–present) === In Japanese amusement arcade, arcade-based [[collectible card game]]s became popular. In 2004, [[Sega]] released [[Oshare Majo: Love and Berry]] which was a fashion coordinate game with collectible card game and rhythm game elements.<ref name="love-and-berry"/> The Oshare Majo was a big hit in Japan<ref name="love-and-berry">[http://gamez.itmedia.co.jp/games/articles/0608/31/news113.html 「ラブ and ベリー」に母娘がハマる理由 (1/2)] {{Webarchive|url=https://web.archive.org/web/20170818091154/http://gamez.itmedia.co.jp/games/articles/0608/31/news113.html |date=2017-08-18 }} {{in lang|ja}}, ITmedia, August 31, 2006</ref> and then other game companies also entered in this game genre. * [[Sega]] – [[Oshare Majo: Love and Berry]] (2004–2008) and [[LilPri]] (2009–2011) * [[Taito]] – {{interlanguage link|KiraKira Idol Rika-chan|ja|キラキラアイドル リカちゃん}} (2006–2007) * [[Atlus]] – [[Kirarin Revolution]]: Happy Idol Life (2006–2009) and [[Gokujō!! Mecha Mote Iinchō |Gokujō!! Mecha Mote Iinchō: KuruMote Girls Contest!]] (2009–2011) * [[Tomy]] – {{interlanguage link|Won!Tertainment Music Channel|ja|ワンタメ ミュージックチャンネル}} (2006–2010), [[Pretty Rhythm]] (2010–2014), [[PriPara]] (2014–2017), [[Idol Time PriPara]] (2017–2018), [[Kiratto Pri Chan]] (2018–2021), [[Waccha PriMagi!]] (2021–2024), and [[Himitsu no AiPri]] (2024–) * [[Bandai]] – [[Pretty Cure|Pretty Cure: Data Carddass series]] (2007–2017) and [[Aikatsu!]] (2012–) * [[Konami]] – [[Otocadoll]] (2015–2022) Those games have only aimed at young girls, however some of those games also hit at some adults which are often mentioned as "[[Ōkina otomodachi]]" ({{lit|Big Friends}}).<ref>[http://kotaku.com/these-gamers-are-not-little-girls-1509706556 These Gamers Are Not Little Girls] {{Webarchive|url=https://web.archive.org/web/20170818134444/http://kotaku.com/these-gamers-are-not-little-girls-1509706556 |date=2017-08-18 }}, Kotaku, January 27, 2014</ref> In 2016, as for PriPara, Tomy mentioned that "When all users [of the game] are counted as its main target of from 6 to 9 years old [Japanese] girls, we succeed to expand the market scale as many as every one of the main target." in its financial results.<ref>[http://nlab.itmedia.co.jp/nl/articles/1602/10/news130.html 「女児に換算すると全員がプリパラユーザー」 タカラトミーが決算資料でおじさんの存在を抹消する] {{Webarchive|url=https://web.archive.org/web/20170818070645/http://nlab.itmedia.co.jp/nl/articles/1602/10/news130.html |date=2017-08-18 }} {{in lang|ja}}, ITmedia, February 10, 2016</ref> === Virtual idol rhythm games (2008–present) === Virtual idol rhythm games grew in popularity in Japan out of two different media segments. One was ''[[The Idolmaster]]'' series of games developed by [[Bandai Namco Entertainment]] first released as an arcade game in 2005. Initial games had players taking the role of a manager of rising stars (idols) managing their schedules through [[mini-game]]s, which include performing in auditions similar to a rhythm game approach. The other direction came from the introduction of the virtual idol of [[Hatsune Miku]] by [[Crypton Future Media]] for its line of [[Vocaloid]] sound synthesis software in 2007. Using Vocaloid, software users could have Miku mimic singing and dancing to the music created in Vocaloid, and many of these videos became popular on the Japanese media sharing site [[Niconico]]. The popularity of the Miku's videos led to other similar videos based on other popular characters including those out of the ''Idolmaster'' series.<ref>{{cite news | url = https://www.wsj.com/articles/BL-JRTB-18194 | title = Virtual Idol Makes American TV Debut on Letterman Show | first= John | last= D'Amico | date = October 10, 2014 | access-date = October 10, 2020 | agency = [[Associated Press]] | newspaper= [[The Wall Street Journal]] }}</ref> The next ''Idolmaster'' game, ''[[The Idolmaster Live For You!]]'' in 2008, focused more on the performance mini-games, which led for most remaining games of the series to be virtual idol rhythm games. Similarly, as Crypton continue to expand on Miku and other virtual idols for Vocaloid, they expanded to licensing those idols for video games, collaborating with [[Sega]] to create the ''[[Hatsune Miku: Project DIVA]]'' debuting in 2009. These games were initially mostly for consoles, but [[mobile game]] versions of these series appeared in 2012 (''[[Miku Flick]]'' for the Miku series) and 2013 (''[[The Idolmaster Shiny Festa]]''), and numerous mobile-based virtual idol rhythm games followed, such as ''[[Love Live!]]'', ''[[BanG Dream!]]'', ''[[Uta no Prince-sama]]'' and ''[[Ensemble Stars!]]''.<ref>[http://www.pocketgamer.co.uk/r/Multiformat/Miku+Flick/news.asp?c=39779 Sega releases Miku Flick rhythm game outside of Japan] {{Webarchive|url=https://web.archive.org/web/20170817015511/http://www.pocketgamer.co.uk/r/Multiformat/Miku+Flick/news.asp?c=39779 |date=2017-08-17 }}, Pocket Gamer, April 11, 2012</ref><ref>[https://web.archive.org/web/20170730001345/http://www.animenewsnetwork.com/news/2013-04-22/the-idolm%40ster-shiny-festa-games/anime-debut-in-english-on-ios The Idolm@ster Shiny Festa Games/Anime Debut in English on iOS], [[Anime News Network]], April 22, 2013</ref> Many of these games were freemium games based on existing anime or manga properties, and typically included [[Gacha game|gacha]]-type mechanisms to be profitable.<ref>{{cite web | url = https://www.engadget.com/2018-07-13-rhythm-games-in-japan-cygames-dena.html | title = Japan's rhythm game infatuation: Empty wallets, full hearts | first = Iori | last = Kusano | date = July 13, 2018 | access-date = October 10, 2020 | work = [[Engadget]] | archive-date = November 8, 2020 | archive-url = https://web.archive.org/web/20201108092304/https://www.engadget.com/2018-07-13-rhythm-games-in-japan-cygames-dena.html | url-status = live }}</ref> === Future directions (2010–present) === {{Further|topic=the 2012 iOS rhythm game|Mad Acorn}} With the introduction of motion controllers for the Xbox 360 ([[Kinect]]) and the PlayStation 3 ([[PlayStation Move]]) in 2010 and 2011, some analysts stated that the rhythm market would resurge thanks to dance- and band-based games that use platform-agnostic controllers.<ref>{{cite magazine | url = https://www.reuters.com/article/idUSTRE62S08Z20100329 | title = Music video games primed for new dance revolution | magazine = [[Billboard (magazine)|Billboard]] | first = Antony | last = Bruno | date = 2010-03-28 | access-date = 2010-03-29 | archive-date = 2010-04-01 | archive-url = https://web.archive.org/web/20100401125620/http://www.reuters.com/article/idUSTRE62S08Z20100329 | url-status = live }}</ref> Dance games such as Ubisoft's ''[[Just Dance (video game series)|Just Dance]]'', Harmonix's ''[[Dance Central]]'' and ''[[Michael Jackson: The Experience]]'' were based on new motion sensing technologies. Industry pundits believed that, because sales of peripheral-based music games are lagging and the popularity of pop music is surging, dance-based games would continue to thrive.<ref name="mcv no heroes" /><ref>{{cite web | url = https://www.theguardian.com/technology/gamesblog/2011/feb/10/guitar-hero-axed | title = Guitar Hero axed: five reasons why music games are dying | work = [[The Guardian]] | date = 2011-02-10 | access-date = 2011-02-10 | first = Keith | last = Stuart | archive-date = 2020-04-20 | archive-url = https://web.archive.org/web/20200420230122/https://www.theguardian.com/technology/gamesblog/2011/feb/10/guitar-hero-axed | url-status = live }}</ref><ref>{{cite web | url = http://news.cnet.com/8301-17938_105-20031267-1.html | title = Reason to fret: Guitar Hero is no more | first = Matt | last = Hickly | date = 2011-02-09 | access-date = 2011-02-10 | website = [[CNET]] | archive-date = 2012-10-26 | archive-url = https://web.archive.org/web/20121026091302/http://news.cnet.com/8301-17938_105-20031267-1.html | url-status = dead }}</ref><ref>{{cite news | url = https://www.cbsnews.com/news/party-over-for-guitar-hero-but-not-music-games/ | title = Party over for 'Guitar Hero,' but not music games | date = 2011-02-10 | access-date = 2011-02-10 | agency = Associated Press | archive-date = 2013-05-21 | archive-url = https://web.archive.org/web/20130521062351/http://www.cbsnews.com/stories/2011/02/10/ap/tech/main7338362.shtml | url-status = live }}</ref> ''Just Dance'' and ''Dance Central'' boosted the rhythm genre's late-2010 sales; the latter was the top-selling game for the Kinect in North America in November 2010. Both games helped the genre increase its sales by 38% over November 2009, according to NPD.<ref>{{cite magazine | url = http://www.mcvuk.com/news/42181/NPD-Dance-games-spark-music-recovery | title = NPD: Dance games spark music recovery | first = Christopher | last = Dring | date = 2010-12-10 | access-date = 2010-12-10 | magazine = [[MCV (magazine)|MCV]] | archive-date = 2010-12-12 | archive-url = https://web.archive.org/web/20101212201815/http://www.mcvuk.com/news/42181/NPD-Dance-games-spark-music-recovery | url-status = live }}</ref> Harmonix is expected to post more than $100 million in profit for 2011 buoyed by sales of ''Dance Central'' and downloadable content for the game, according to [[Bloomberg L.P.|Bloomberg]].<ref>{{cite web | url = https://www.bloomberg.com/news/2011-11-02/harmonix-rebounds-with-dance-central-bets-on-music-downloads.html | title = Harmonix Rebounds With Dance Central, Bets on Music Downloads | first = Alexandra | last = Dean | date = 2011-11-02 | access-date = 2011-11-02 | publisher = [[Bloomberg L.P.]] | archive-date = 2011-11-03 | archive-url = https://web.archive.org/web/20111103214903/http://www.bloomberg.com/news/2011-11-02/harmonix-rebounds-with-dance-central-bets-on-music-downloads.html | url-status = live }}</ref> The [[Just Dance (video game)|first ''Just Dance'' game]] (2009) overcame a poor critical reception to topple ''[[Call of Duty: Modern Warfare 2]]''<nowiki/>'s best-seller status,<ref>Steinberg, p. 37</ref> while ''[[Just Dance 2]]'' (2010) became the best selling non-Nintendo game for the Wii. The ''Just Dance'' series competed with top action franchises for sales.<ref>{{cite magazine | url = https://www.gameinformer.com/b/news/archive/2011/07/14/just-dance-2-breaks-records-as-best-selling-third-party-wii-game.aspx | title = Just Dance 2 Breaks Records As Best-Selling Third-Party Wii Game | first = Matt | last = Helgeson | date = 2011-07-14 | access-date = 2010-12-10 | magazine = [[Game Informer]] | archive-date = 2019-09-01 | archive-url = https://web.archive.org/web/20190901042011/https://www.gameinformer.com/b/news/archive/2011/07/14/just-dance-2-breaks-records-as-best-selling-third-party-wii-game.aspx | url-status = live }}</ref> ''[[Tap Tap Revenge]]'', the first installment of the [[iPhone]] rhythm series ''[[Tap Tap (series)|Tap Tap]]'', was the platform's most downloaded game in 2008.<ref>{{cite web | url = http://www.businessinsider.com/tap-tap-revenge-2-already-top-iphone-app-nearing-500000-downloads-2009-3 | title = 'Tap Tap Revenge 2' Already Top iPhone App, 500,000 Downloads | first = Dan | last = Frommer | date = 2009-03-05 | access-date = 2011-10-13 | website = [[Business Insider]] | archive-date = 2018-06-17 | archive-url = https://web.archive.org/web/20180617042749/http://www.businessinsider.com/tap-tap-revenge-2-already-top-iphone-app-nearing-500000-downloads-2009-3 | url-status = live }}</ref> The ''Tap Tap'' franchise ultimately generated 15 million downloads and received a [[Guinness World Record]] as the "most popular iPhone game series".<ref>{{cite web | url = http://news.cnet.com/8301-27076_3-20062715-248.html | title = iPhone 4, App Store nab Guinness World Records | first = Josh | last = Lowensohn | date = 2011-05-13 | access-date = 2011-10-13 | website = [[CNET]] | archive-date = 2012-03-17 | archive-url = https://web.archive.org/web/20120317004104/http://news.cnet.com/8301-27076_3-20062715-248.html | url-status = live }}</ref> Over the course of 2014, the phenomenon of [[indie games]] produced several variations of the genre.<ref>{{cite web | url = http://pixelkin.org/2014/10/29/favorite-rhythm-games/ | title = 5 RHYTHM AND MUSIC GAMES YOU SHOULD DEFINITELY TRY | first = Simone | last = deRochefort | date = 2014-10-29 | access-date = 2015-01-08 | publisher = Pixelkin | archive-date = 2021-02-27 | archive-url = https://web.archive.org/web/20210227000244/https://pixelkin.org/2014/10/29/favorite-rhythm-games/ | url-status = live }}</ref> The game [[Jungle Rumble]] uses a mechanic where players drum on a touch screen to control the game. Different rhythms correspond with different verbs to control entities in an RTS like environment. The game ''[[Crypt of the NecroDancer]]'' uses a mechanic where the player controls the main character in sync with the soundtrack's beat. Harmonix returned to its core rhythm games in 2014. In 2014, it successfully funded a [[Kickstarter]] campaign to produce a remake of the PS2 title, ''Amplitude'' for PlayStation 3 and 4, with release expected in 2015. Further, in March 2015, the company announced ''[[Rock Band 4]]'' to be released later in the same year, with plans to keep the game as a platform with continued free and paid updates and downloadable content, while refocusing on the core social and music enjoyment of the game. Activision also announced ''[[Guitar Hero Live]]'', slated for late 2015, which rebuilds the game from the ground up, keeping the core mechanics but using a 3-button with dual position controller, and using recorded footage of a rock concert taken from the lead guitarist's perspective to increase immersion. Guitar rhythm game industry is going for the [[Virtual reality|VR]] market with games like ''[[Rocksmith]]'' and'' [[Rock Band |Rock Band VR]]''.<ref>{{cite web | url = https://www.ultimate-guitar.com/articles/features/top_4_best_guitar_games-67029 | title = Top 4 Best Guitar Games | first = Alexander | last = Dennison | date = 2017-09-21 | access-date = 2017-09-27 | publisher = [[Ultimate Guitar]] | archive-date = 2017-09-28 | archive-url = https://web.archive.org/web/20170928005413/https://www.ultimate-guitar.com/articles/features/top_4_best_guitar_games-67029 | url-status = live }}</ref> 2016 saw the release of ''[[Thumper (video game)|Thumper]]'', a self-styled "rhythm violence" game combining rhythm mechanics with an abstract horror theme and an original industrial soundtrack. Unusually, ''Thumper'' features a player character encountering notes as physical obstacles, rather than having notes simply scroll offscreen.<ref>{{Cite web |url=https://www.ign.com/articles/2016/10/05/thumper-vr-review |title=Thumper Review - IGN<!-- Bot generated title --> |date=5 October 2016 |access-date=2021-08-10 |archive-date=2021-08-10 |archive-url=https://web.archive.org/web/20210810055401/https://www.ign.com/articles/2016/10/05/thumper-vr-review |url-status=live }}</ref> Also in 2016, Konami returned to the western arcade market with ''[[Dance Dance Revolution A]]'' after a successful location test.<ref>{{Cite web |url=https://p.eagate.573.jp/game/ddr/ac/p/info/index.html#info64 |title=DanceDanceRevolution {{!}} eAMUSEMENT<!-- Bot generated title --> |access-date=2021-08-10 |archive-date=2021-07-18 |archive-url=https://web.archive.org/web/20210718153806/https://p.eagate.573.jp/game/ddr/ac/p/info/index.html#info64 |url-status=live }}</ref> In 2017, Step Revolution released ''[[StepManiaX]]'', a game similar to DDR and [[In the Groove (video game series)|''In the Groove'']], with an additional center panel. The game currently releases monthly updates.<ref>{{Cite web |url=https://arcadeheroes.com/2018/03/12/stepmaniax-dedicated-coin-op-version-prepping-release/ |title=Arcade Heroes StepmaniaX Dedicated Arcade Version Prepping For A Q2 2018 Release - Arcade Heroes<!-- Bot generated title --> |date=12 March 2018 |access-date=2021-08-10 |archive-date=2021-08-10 |archive-url=https://web.archive.org/web/20210810062406/https://arcadeheroes.com/2018/03/12/stepmaniax-dedicated-coin-op-version-prepping-release/ |url-status=live }}</ref> In 2018, ''[[Beat Saber]]'', a virtual reality rhythm game designed around cutting colored cubes in time with a song's beat, became the top selling and highest rated virtual reality game on the Steam market at the time of its release.<ref>{{Cite magazine |url=https://www.gameinformer.com/review/beat-saber/engrossing-musical-swordplay |title=Beat Saber Review – Engrossing Musical Swordplay - Game Informer<!-- Bot generated title --> |magazine=[[Game Informer]] |access-date=2021-08-10 |archive-date=2021-05-22 |archive-url=https://web.archive.org/web/20210522085213/https://www.gameinformer.com/review/beat-saber/engrossing-musical-swordplay |url-status=live }}</ref> In 2019, the rhythm genre made its first foray into the [[first-person shooter]] genre with Harmonix's AUDICA. This same formula would then be used again for 2019's ''[[Pistol Whip (video game)|Pistol Whip]]'', 2020's ''[[BPM: Bullets Per Minute]]'' and 2022's ''[[Metal: Hellsinger]]''. Harmonix was acquired by [[Epic Games]] in 2021, and worked on a new rhythm-based game mode called ''[[Fortnite Festival]]'', mimicking the gameplay of ''Rock Band'', released within Epic's ''[[Fortnite]]'' game platform in 2023.<ref>{{cite web | url = https://www.theverge.com/2023/12/9/23992574/fortnite-festival-harmonix-guitar-hero-rock-band | title = Fortnite Festival is Rock Band without the plastic instruments | first = Andrew | last = Webster | date = December 9, 2023 | accessdate = December 9, 2023 | work = [[The Verge]] }}</ref> == Health and education == Rhythm games have been used for health purposes. For example, research has found that dancing games dramatically increase energy expenditure over that of traditional video games, and that they burn more calories than walking on a treadmill. Scientists have further suggested that, due to the large amount of time children spend playing video games and watching television, games that involve physical activity could be used to combat [[obesity]].<ref>{{cite journal | url = http://pediatrics.aappublications.org/content/124/2/534.full | journal = [[Pediatrics (journal)|Pediatrics]] | date = 2009-07-13 | access-date = 2011-11-14 | title = Playing Active Video Games Increases Energy Expenditure in Children | author1 = Graf, Diana L. | author2 = Pratt, Lauren V. | author3 = Hester, Casey N. | author4 = Short, Kevin R. | volume = 124 | issue = 2 | pages = 534–540 | doi = 10.1542/peds.2008-2851 | pmid = 19596737 | pmc = 8329994 | archive-date = 2014-04-03 | archive-url = https://web.archive.org/web/20140403152715/http://pediatrics.aappublications.org/content/124/2/534.full | url-status = live }}</ref><ref>{{cite web | url = https://www.sciencedaily.com/releases/2007/01/070104144703.htm | website = [[Science Daily]] | date = 2007-01-04 | access-date = 2011-11-12 | title = Adding Activity To Video Games Fights Obesity, Study Shows | last = [[Mayo Clinic]] | archive-date = 2011-10-28 | archive-url = https://web.archive.org/web/20111028020937/http://www.sciencedaily.com/releases/2007/01/070104144703.htm | url-status = live }}</ref> Studies have found that playing ''Dance Dance Revolution'' can provide an [[Aerobic exercise|aerobic workout]],<ref name="Unnithan"/><ref name="lieberman">{{cite web | url = http://www.comm.ucsb.edu/faculty/lieberman/exergames.htm | publisher = [[University of California, Santa Barbara]] | date = 2006-04-15 | access-date = 2011-11-15 | title = Dance Games and Other Exergames: What the Research Says | last = Lieberman | first = Debra A. | url-status = dead | archive-url = https://web.archive.org/web/20111103034538/http://www.comm.ucsb.edu/faculty/lieberman/exergames.htm | archive-date = 2011-11-03 }}</ref> in terms of a sufficiently intense [[heart rate]], but not the minimum levels of [[VO2 max]].<ref name="Unnithan">{{Cite journal| doi = 10.1055/s-2005-872964 | pmid = 17006803 | journal = [[International Journal of Sports Medicine]] | date =October 2006 | title = Evaluation of the energy cost of playing a dance simulation video game in overweight and non-overweight children and adolescents | volume = 27 | issue = 10 | pages = 804–9 | last1 = Unnithan | first1=V.B. | last2=Houser | first2=W. | last3=Fernhall | first3=B.| s2cid = 6541042 }}</ref> Based on successful preliminary studies, [[West Virginia]], which has one of the highest rates of obesity and its attendant diseases in the US, introduced ''Dance Dance Revolution'' into its schools' physical education classes.<ref name="lieberman"/><ref>{{cite web | url = https://www.cbsnews.com/news/dancing-the-pounds-away/ | publisher = [[Associated Press]] | date =2009-02-11 | access-date = 2011-11-15 | title = Dancing The Pounds Away | first = Allison | last = Barker }}</ref> According to ''[[The New York Times]]'', more than "several hundred schools in at least 10 states" have used ''Dance Dance Revolution'' (along with ''[[In the Groove (video game)|In the Groove]]'')<ref name="lieberman"/> in their curricula. Plans have been made to increase the number into the thousands in an effort to mitigate the country's [[Epidemiology of obesity|obesity epidemic]].<ref>{{cite news | url = https://www.nytimes.com/2007/04/30/health/30exer.html | newspaper = [[The New York Times]] | date = 2007-04-30 | access-date = 2011-11-12 | title = P.E. Classes Turn to Video Game That Works Legs | first = Seth | last = Schiesel | archive-date = 2011-11-22 | archive-url = https://web.archive.org/web/20111122005456/http://www.nytimes.com/2007/04/30/health/30exer.html | url-status = live }}</ref> [[Arnold Schwarzenegger]], former [[Governor of California]], was a noted proponent of the game's use in schools.<ref name="ashcraft65">Ashcraft, p. 65</ref> In Japan, celebrities reported losing weight after playing ''Dance Dance Revolution'', which drove sales of the game's home console version. Bemani's testers also found themselves losing weight while working on the game.<ref name="ashcraft65"/> There is further anecdotal evidence that these games aid weight loss,<ref name="lieberman"/> though the [[University of Michigan Health System]] has cautioned that dance games and other [[Exergaming|exergames]] should only be a starting point towards traditional sports, which are more effective.<ref>{{cite web | url = http://www.med.umich.edu/opm/newspage/2008/hmvideogames.htm | publisher = [[University of Michigan Health System]] | date = 2008-03-03 | access-date = 2011-11-15 | title = Video games and exercise: High-energy games get kids off the couch, but shouldn't replace real sports | first = Katie | last = Vloet | url-status = dead | archive-url = https://web.archive.org/web/20110921204359/http://www.med.umich.edu/opm/newspage/2008/hmvideogames.htm | archive-date = 2011-09-21 }}</ref> Dance games have also been used in rehabilitation and fall-prevention programs for elderly patients, using customised, slower versions of existing games and mats.<ref>{{cite magazine | url = http://www.brw.com.au/p/sections/health/computer_games_keep_elderly_on_their_68lVidRD8BNWwZtOzxzhzM | magazine = [[Business Review Weekly]] | date = 2011-07-21 | access-date = 2011-11-14 | title = Computer Games Keep Elderly on Their Toes | first = Jeanne-Vida | last = Douglas | archive-url = https://web.archive.org/web/20111014024601/http://brw.com.au/p/sections/health/computer_games_keep_elderly_on_their_68lVidRD8BNWwZtOzxzhzM | archive-date = 2011-10-14 | url-status = dead }}</ref> Researchers have further experimented with prototypes of games allowing wider and more realistic stepping than the tapping actions found in commercial dance games.<ref>{{cite web |url=http://www.icdvrat.reading.ac.uk/2010/papers/ICDVRAT2010_S08_N01_Lange_etal.pdf |publisher=[[University of Southern California]] |date=2010-08-31 |access-date=2011-11-14 |title=Development of an interactive stepping game to reduce falls in the elderly |author1=Lange |author2=Flynn |author3=Chang |author4=Liang |author5=Chieng |author6=Rizzo |archive-date=2020-11-14 |archive-url=https://web.archive.org/web/20201114142903/http://www.icdvrat.reading.ac.uk/2010/papers/ICDVRAT2010_S08_N01_Lange_etal.pdf |url-status=live }}</ref> MIT students collaborated with the government of [[Singapore]] and a professor at the [[National University of Singapore]] to create ''AudiOdyssey'', a game which allows both blind and sighted gamers to play together.<ref>{{cite news | url = https://www.nytimes.com/2009/01/04/education/edlife/ideas-blindvideo-t.html?_r=2 | title = See Me, Hear Me: A Video Game for the Blind | first = Abby | last = Ellin | date = 2008-12-26 | access-date = 2011-11-14 | newspaper = [[The New York Times]] | archive-date = 2013-05-21 | archive-url = https://web.archive.org/web/20130521072028/http://www.nytimes.com/2009/01/04/education/edlife/ideas-blindvideo-t.html?_r=2 | url-status = live }}</ref> === ''Guitar Hero'' and related games === ''Guitar Hero'' games have been used alongside [[physical therapy]] to help recovering [[stroke]] patients, because of the multiple limb coordination that the titles require.<ref>{{cite news | url = http://www.washingtontimes.com/news/2008/sep/24/you-dont-have-to-be-a-quick-fingered-15-year-old-t/ | title = Healing with Guitar Hero | newspaper = [[Washington Post]] | date = 2008-09-24 | access-date = 2011-11-12 | first = Gabriella | last = Boston | archive-date = 2020-03-25 | archive-url = https://web.archive.org/web/20200325191155/https://www.washingtontimes.com/news/2008/sep/24/you-dont-have-to-be-a-quick-fingered-15-year-old-t/ | url-status = live }}</ref> Researchers at [[Johns Hopkins University]] have used ''Guitar Hero III'' and its controller to help [[amputee]] patients, and to develop new [[prosthetic limb]]s for these patients.<ref>{{cite web | url = http://www.jhu.edu/~gazette/2009/23feb09/23guitar.html | title = Guitar Heroes: APL Riff on Video Game Helps Prosthetic Patients | first = Paulette | last = Campbell | date = 2009-02-23 | access-date = 2009-11-12 | publisher = The JHU Gazette | archive-date = 2012-03-31 | archive-url = https://web.archive.org/web/20120331011904/http://www.jhu.edu/~gazette/2009/23feb09/23guitar.html | url-status = live }}</ref> Researchers at [[University of Nevada, Reno]] modified a [[haptic technology|haptic feedback]] glove to work with the ''Guitar Hero'' [[freeware]] clone ''[[Frets on Fire]]'', resulting in ''[https://web.archive.org/web/20110710172219/http://eelke.com/blindhero.html Blind Hero]'', a music game for visually impaired players that is played with only touch and audio.<ref>{{cite web | url = http://kotaku.com/5092565/frets-on-fire-for-the-blind | title = Frets On Fire For The Blind | first = Stuart | last = Houghton | date = 2008-11-19 | access-date = 2011-11-12 | website = Kotaku | archive-date = 2018-11-16 | archive-url = https://web.archive.org/web/20181116082241/https://kotaku.com/5092565/frets-on-fire-for-the-blind | url-status = live }}</ref> ''Guitar Hero'' was used as part of a [[Trent University]] youth sleep study, which showed that, in general, players who played a song were better at it twelve hours later if that period included normal sleep.<ref>{{cite web | url = https://vancouversun.com/life/Motor+skills+rest+sleep+levels+Study/3446033/story.html | title = Motor skills rest on sleep levels: Study | first = Misty | last = Harris | date = 2010-08-26 | access-date = 2011-11-12 | work = [[Vancouver Sun]] | archive-date = 2012-10-22 | archive-url = https://web.archive.org/web/20121022033336/http://www.vancouversun.com/life/Motor+skills+rest+sleep+levels+Study/3446033/story.html | url-status = live }}</ref> ''Guitar Hero'' and ''Rock Band'' have introduced people to rock music and inspired them to learn how to play the guitar. A study by Youth Music found that 2.5 million out of 12 million children in the United Kingdom have begun learning how to play real instruments after playing music video games such as ''Guitar Hero''. The group believes that these video games can be incorporated into music educational programs.<ref>{{cite news | url = https://www.independent.co.uk/life-style/gadgets-and-tech/features/can-gaming-save-the-record-industry-1192251.html | title = Can gaming save the record industry? | newspaper = [[The Independent]] | date = 2008-12-17 | access-date = 2011-11-11 | archive-date = 2009-02-20 | archive-url = https://web.archive.org/web/20090220142635/http://www.independent.co.uk/life-style/gadgets-and-tech/features/can-gaming-save-the-record-industry-1192251.html | url-status = live }}</ref> Guitar teachers in the US have reported an increase in students who cite ''Guitar Hero'' as their inspiration to start learning. On the other hand, industry professionals, such as the inventor of the [[Fretlight]] practice tool, have expressed scepticism over the game's educational value. There is anecdotal evidence that ''Guitar Hero'' aids rhythm and general hand-coordination, but also that it creates a false preconception of the difficulty of learning guitar, which can lead students to discontinue their studies.<ref name="salon guitar hero">{{cite news | url = http://machinist.salon.com/feature/2007/08/15/guitar_hero/ | archive-url = https://web.archive.org/web/20080811141022/http://machinist.salon.com/feature/2007/08/15/guitar_hero/ | archive-date = 2008-08-11 | title = How "Guitar Hero" saved guitar music | first = Farhad | last = Manjoo | work = [[Salon.com]] | date = 2007-08-15 | access-date = 2011-11-12}}</ref> [[Guitar Center]] conducted a survey which found that a majority of instrument-based rhythm gamers intended to take up a real instrument in the future while a majority of those who were already musicians had been inspired to play their instruments more.<ref name="nebula"/> Despite such popularity the guitar remains less popular than it was in the 1960s.<ref name="salon guitar hero"/> Some musicians have been critical of ''Guitar Hero'''s impact on music education. [[Jack White (musician)|Jack White]] of [[the White Stripes]] stated that he was disappointed to learn that video games are the most likely venue where younger audiences will be exposed to new works, while [[Jimmy Page]] of [[Led Zeppelin]] does not believe that people can learn how to play real instruments from their video game counterparts.<ref>{{cite magazine | url = https://www.nme.com/news/the-white-stripes/45521 | title = Jack White and Jimmy Page diss 'Guitar Hero' video game | magazine = [[NME]] | date = 2009-06-22 | access-date = 2009-06-23 | archive-date = 2009-06-24 | archive-url = https://web.archive.org/web/20090624014403/http://www.nme.com/news/the-white-stripes/45521 | url-status = live }}</ref> Similarly, [[Prince (musician)|Prince]] has turned down opportunities to have his music in the ''Guitar Hero'' series, stating that he felt that it was "more important that kids learn how to actually play the guitar".<ref>{{cite web | url = https://www.pbs.org/kcet/tavissmiley/archive/200904/20090428_prince.html | archive-url = https://web.archive.org/web/20090506201714/http://www.pbs.org/kcet/tavissmiley/archive/200904/20090428_prince.html | archive-date = 2009-05-06 | url-status = dead | publisher = [[Public Broadcasting Service|PBS]] | date =2009-04-28 | access-date = 2009-04-30 | title = Prince | first = Tavis | last = Smiley }}</ref> Other commentators have pointed to (including the expanded, lifelike Drum Rocker kit) used in such games as potentially useful in learning and creating music with real drums.<ref name="nebula">{{cite web | url = http://findarticles.com/p/articles/mi_6986/is_3_6/ai_n54399025/ | title = Guitar Hero world tour: a creator of new sonic experiences? | first = Matthew | last = Ingram | publisher = Nebula | date = September 2009 | access-date = 2011-11-16 | archive-url=https://web.archive.org/web/20111229235010/http://findarticles.com/p/articles/mi_6986/is_3_6/ai_n54399025/ | archive-date=2011-12-29}}</ref> == References == {{reflist|30em}} ==Sources== {{refbegin}} *Ashcraft, Brian, ''Arcade Mania! The Turbo-Charged World of Japan's Games Centers'' (Kodansha International, 2008) {{ISBN|978-4-7700-3078-8}} *Rollings, Andrew & Adams, Ernest, ''Fundamentals of Game Design'' (Prentice Hall, 2006) {{ISBN|978-0-13-168747-9}} *Steinberg, Scott, ''Music Games Rock'' (Power Play, 2011) {{ISBN|978-1-105-03295-0}} {{refend}} ==External links== *{{Commonscatinline|Rhythm games}} {{VideoGameGenre}} {{DEFAULTSORT:Rhythm Game}} [[Category:Rhythm games| ]] [[Category:Video game genres]]
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