History of video games/2010-2019

TrendsEdit

The changing economy of gamesEdit

Online game marketplaces like Steam became quite popular as digital distribution of computer games takes off with gamers.[1] Other major publishers enter or redouble their efforts in the market, such as the launch of EA's Origin platform in 2011,[2] the revamping of Ubisoft Uplay in 2012,[3] the release of the Bethesda Launcher in 2016,[4] and the release of the Epic Games Store in 2018.[5] There were also less standard online storefronts that gained popularity, such as the launch of the indie focused platforms Humble Bundle in 2010,[6] and itch.io in 2013.[7] In the later part of the decade, cross play between platforms begins to see more adoption.[8]

Often new game storefronts and associated customer support systems were poorly secured, leading to large breaches of gamer information.[9] Casual games reach wide audiences with digital distribution on smartphone application stores,[10] as well as on social media websites such as Facebook.[11] The new frontier of digital game storefronts also attracted criminals, who took advantage of these new platforms and associated services by exploiting policy weaknesses to resell hacked keys or launder money gained through more traditional criminal acts.[12][13]

Many games go free to play, with monetization strategies such as in app purchases proving lucrative for some developers.[14][15] Dark patterns in many games enabled by internet connectivity begin to catch attention.[16] In particular, many games, both paid and free to play, add cosmetic and "Pay to Win" microtransactions and loot boxes.[17] Loot boxes in particular are linked to gambling addictions during this time.[18] These techniques raised concerns and potentially ran afoul of gambling laws, creating friction between the industry and regulators.[19] Unofficial sites that offered services such as skin gabling proliferated during this boom of in game cosmetics.[20][21]

A lack of moderation on online storefronts lead to a number of controversial and low quality games being released.[22][23]

Some games see success on crowdfunding platforms such as Kickstarter,[24] despite often lacking solid prototypes.[25] This also helps to revive old styles of games no longer seen as viable by major industry players.[25] At the same time, a number of high profile scams and failures shake confidence in crowdfunding as a model for video game funding.[26]

Many of the first widely available cloud gaming platforms were launched during this time. Some launches have problems, though the potential of the technology is acknowledged.[27]

The ebb and flow of sanctions on Iran during this decade helped shape their burgeoning game industry.[28][29][30] Notably, their small but hardy homegrown industry managed to compete against mostly pirated international imports for its domestic marketshare of about 20 million gamers.[28][31]

Developer treatment enters the public eyeEdit

This decade saw the increasing awareness of gamers of frequent poor treatment faced by video game developers in some work environments. While imperfect conditions can exist in any occupation and issues had existed in the game industry previously, this decade saw a large deterioration in relations between companies and developers.

Tactics used by companies which hurt developers during this time included misclassifying workers to dodge labor laws, expecting a cycle of long crunch times[32] with unemployment following immediately after, and creating a fear of retaliation so that employees would be reluctant to speak to the press.[33]

In late 2016 the video game industry saw it's first major strike, following a breakdown of negotiations between a handful of major companies and the Screen Actors Guild - American Federation of Television and Radio Artists (SAG-AFTRA), with 450 members picketing the company Insomniac Games.[32] This lead to industry concern that game developers would observe these workers demanding better and possibly unionizing as a result.[32]

Quality Assurance (QA) Testing entered the spotlight as a field where some companies were mistreating employees.[34][35] The practice of using Bug Quotas in QA testing in particular were in decline around 2019, as it created a perverse incentive which resulted in counterproductive work being done.[36]

From 2009 to 2019 game developer views on unionization shifted radically from a small percentage of developers in favor of unionization to much broader support.[37] Notably, in the United Kingdom an official trade union for video game developers was formed in 2018.[38] Some American politicians supported unionization efforts within the gaming industry.[39]

Not all companies mistreated their developers this decade. As a result of increased public awareness of these issues, companies such as Nintendo and Media Molecule use their avoidance of crunch as a symbol of ethical leadership within the video game industry.[40][41]

Player WellbeingEdit

As video game industry grew dramatically this decade,[42] interest grew in safeguarding the wellbeing of gamers.

Following industry support for gamer healthcare, the Obama Administration supported an initiative for gamers to get healthcare coverage in the United States of America from 2015 to the end of the administration's term in office in 2017.[43][44][45]

On May 25th, 2018 the World Health Organization (WHO) recognizes gaming addiction as a medical disorder, though there was some contention around the issue.[46] The description of gaming addiction provided was very specific, and was only applied to those neglecting basic needs to play games for extended periods of time.[46] Research this decade also suggested that gaming may have positive effects when performed in balance with other life activities.[47]

Mobile operating systems iOS and Android focused on digital wellbeing tools in 2018.[48][49] While meant for general use, the granular settings of these tools allowed either parental or self imposed limits to be set on game time specifically.[50]

People's Republic of China opens up to consolesEdit

By January 2013 it was openly rumored that the ban on the sale of video game consoles in the People's Republic of China would be lifted.[51]

On January 7th, 2014 the People's Republic of China temporarily eases their ban of video game consoles put in place in the year 2000.[52][53] The ban was permanently ended on July 25th, 2015.[54][55]

Decline of the Physical MediumsEdit

As the industry shifted to online focused markets, the industry shifted away from traditional physical ones. This decade was especially transitional, as though physical games remained an important factor in the industry throughout the decade, digital games went from a small niche to the favored future of game distribution.[56] Online shops gave serious competition to physical stores, leading to large chain stores floundering by the end of the decade.[57] This also affected other games related media. Continuing from the late 2000's[58] game manuals continued to shrink and were abandoned all together in some cases.[59] Major publishers of Strategy Guides went from paper to online during this time.[60]

Automotive GamingEdit

Tesla CEO Elon Musk announces partnership with Atari for games as Easter eggs on Tesla electric cars.[61]

German automakers Audi and Mercedes-Benz both experimented with in car gaming concepts in 2019.[62][63]

Rebirth of ArcadesEdit

To a limited extent, Arcades saw a small revival during this time.[64] In the 2000's arcades had struggled to compete with increasingly better home gaming experiences. Recognizing that Arcades could no longer rely on the technical dominance they once did, arcades reinvented themselves. Often this meant appealing to nostalgic adults and young adults looking for a new experience with barcades.[65] Others focused on special experiences that couldn't be had at home without spending significant amounts of money, such as virtual reality, to mixed success.[66][67]

Popular GenresEdit

  • Open World games
  • Survival games
  • Shooters
  • Action adventure games
  • Rougelikes
  • Platformers
  • Retro revival games
  • Walking Simulators
  • Visual Novels

Notable Cross Platform Games of the 2010sEdit

2010Edit

Mass Effect 2Edit

Outcry from conservative media on the first Mass Effect lead to LGBTQ themes in Mass Effect 2 being suppressed.[68]

Read more about Mass Effect 2 on Wikipedia.

Call of Duty: Black OpsEdit

This game attracted media attention for it's secret level featuring John F. Kennedy, Richard M. Nixon, Robert McNamara, and Fidel Castro cooperatively fighting against zombies in the Pentagon.[69]

Read more about Call of Duty: Black Ops on Wikipedia.

LaterEdit

The Witcher 3Edit

Final Fantasy XVEdit

Released in 2016 Final Fantasy XV is known for it's well written characters and real time combat system.[70] Final Fantasy XV is also known for the extensive care which was taken in modeling it's in game food.[71]

2010Edit

 
American Marines playing a video game tournament in Afghanistan in 2010.

eInk gamesEdit

A few makers of eInk based ebook readers experiment with simple games that play well with the slow refresh displays used on these devices, though the market for such games quickly peters out.[72]

2011Edit

 
A GameStop in San Francisco in 2010. The 2011 ruling of Brown v. Entertainment Merchants Association lifted previous sales restrictions in the state of California.[73]

Video Games as SpeechEdit

In 2011 the United States Supreme Court rules video games are protected speech under the First Amendment of the United States constitution.[73] This overruled state legislation restricting the purchase of games based on game content.[73] Justice Antonin Scalia wrote the majority opinion, which was backed by Justice Ruth Bader Ginsburg, Justice Sonia Sotomayor, and Justice Anthony Kennedy.[74][75]

Justice Clarence Thomas and Justice Stephen Breyer dissented in this case.[74] Justice Stephen Breyer cited court rulings allowing similar prohibitions on sexual content,[74] while Justice Clarence Thomas suggested that a constitutional right to free speech does not fully apply when speaking to youth.[76][74] Justice Antonin Scalia criticized the opinion given by Justice Clarence Thomas,[74] noting that if such a position was taken, it would also lead to the erosion of the religious and political freedoms of youth in areas outside video games.[77] Thus this case not only strengthened civil liberties in the United States of America as it relates to video games, it helped set a much broader precedent supporting general freedom of speech by youth.

2012Edit

 
People playing a games in a library in 2012.

Video Games as ArtworkEdit

In November 2012 the Museum of Modern Art (MoMA) in New York City debuted an applied design exhibition of 14 noteworthy video games.[78][79] This prompted some backlash by those who did not consider video games to be artwork.[80]

Satellite technology in GamesEdit

The 2012 release of Super Snowcross by EA (Electronic Arts) capitalizes on the public data provided by the ASTER sensor of the NASA earth observational satellite Terra to make realistic game maps based on real world locations based on data collected by the satellite, improving realism by replacing earlier randomly generated terrain.[81][82]

2013Edit

Microconsoles: Boom & BustEdit

A number of crowdfunded microconsoles are launched this year, with hopes of finding a new approach to the console industry that was more open and inexpensive then what traditional consoles offered.[83] Several years later it becomes clear that none of the early microconsoles were long lived successes,[84][85][86] though the boom did create an interesting period of gaming history.

Eighth Generation of Game ConsolesEdit

2013 saw the eighth generation of game consoles begin in earnest.

2014Edit

Digital catches PhysicalEdit

In 2014 digital sales of games roughly reach parity with physical sales of games.[87] The convenience of digital games was especially resonant with owners of portable devices, with many gamers growing accustomed to not needing to carry multiple cartridges with them in addition to the system itself.[88]

Twitch Plays PokémonEdit

An experimental crowed source play through of the GameBoy game Pokémon Red leads 35,000 collective players to beat the game in 16 days.[89] The immense internet sensation created by Twitch Plays Pokémon spurs other creators to create more interactive content on streaming platforms such as Twitch.[90][91]

2015Edit

 
A EB Games game shop in 2015

Kojima & KonamiEdit

In early 2015 Konami and a well known then Konami employee Hdieo Kojima had a falling out, resulting in Kojima going independent.[92]

Konami also attempted to remove independent journalistic coverage of the event.[93][94] This backfired, as this action attracted the attention of larger media outlets.[95]

Death of Satoru IwataEdit

Satoru Iwata, CEO of Nintendo, passes away at the age of 55, shocking the industry and resulting in a number of tributes made.[96][97][98] Respects were paid across the industry, including from people working at rival companies who respected the impact and character of Iwata.[99][100]

2017Edit

Year of InnovationEdit

2017 is noted for a number of high quality or mold breaking games releasing that year, like Breath of the Wild, Cuphead, Nier: Automata, Sonic Mania, Gravity Rush 2, Pyre, and Super Mario Odyssey.[101][102] Nier: Automata was noted for it's nihilistic tone.[103][104]

2017 also saw the release of new ways of gaming. The Nintendo Switch was released this year as the first popular hybrid game console, combining a portable console and a home console in one unit.[105] Netflix tested out interactive movies this year.[106]

End of MiiverseEdit

On November 8th, 2017 the Miiverse social networking service is shuttered.[107] Miiverse had been Nintendo's gaming social network since 2012.[107] An unofficial community archive of Miiverse content was made before the shutdown occurred.[108]

Blockchain ManiaEdit

In 2017 blockchain technology saw significant hype.[109] Later in 2017 the early blockchain game Cryptokitties is released, crowding the Ethereum network with over one million USD worth of transactions made after a few days.[110][111]

2018Edit

 
Rapper Soulja Boy promoting Bandai Namco's JUMP FORCE at E3 2018.

Celebrities in GamingEdit

2018 saw several celebrities attempt to get involved in the gaming industry, primarily by leveraging their name or brand to partner with existing manufacturers.

Rapper Soulja Boy briefly launches a console line, with Soulja Boy claiming 5 million consoles sold before withdrawing from the market.[112][113] Consoles were existing models, such as the Chinese Fuze microconsole.[114]

Telltale GamesEdit

In September 2018, noted studio Telltale Games abruptly collapses.[115] Following a failure to raise needed funding, most employees are fired and given 30 minutes to leave.[116] Inability to retain talented employees, poor management, dated technology, and increasing competition from other studios are common factors cited in the collapse of the studio.[117][118]

2019Edit

Scapegoating gamesEdit

In the United States, politicians consider a ban on violent games, blaming violent video games for recent mass shootings despite little evidence linking the two together.[119][120][121]

In response to the shootings some stores and television networks reduced or eliminated advertisements for violent video games.[122][123][124] Additionally, lawmakers in Pennsylvania revived discussions on a 10% tax on mature rated games in response to the shootings.[125][126]

"We must stop the glorification of violence in our society. This includes the gruesome video games that are now commonplace" - President Donald Trump, Speech in August 2019.[127][128]

Auto chessEdit

2019 saw the release of a number of games release in the new genre Auto Chess.[129]

RunescapeEdit

A prolonged power outage in Venuzuela leads to an economic shock in the MMORPG Runescape.[130]

2010's gaming galleryEdit

ReferencesEdit

  1. "How digital distribution is changing the scope of gaming". VentureBeat. https://venturebeat.com/community/2014/05/06/how-digital-distribution-is-changing-the-scope-of-gaming/. 
  2. "EA Launches 'Origin,' Downloadable Games Service" (in en-us). Wired. https://www.wired.com/2011/06/ea-origin/. 
  3. "Ubisoft Launches Their Own PC Gaming Client, and Is Selling Some Games For $1 to Get You To Try It" (in en-us). Kotaku. https://kotaku.com/ubisoft-launches-their-own-pc-gaming-client-and-is-sel-5935427. 
  4. "Did Bethesda just release its own uPlay-like games launcher?". TweakTown. 1 May 2016. https://www.tweaktown.com/news/51945/bethesda-release-uplay-games-launcher/index.html. 
  5. Orland, Kyle (7 December 2018). "Epic Games Store launches with extremely limited selection of games" (in en-us). Ars Technica. https://arstechnica.com/gaming/2018/12/epic-games-store-launches-with-extremely-limited-selection-of-games/. 
  6. "About Humble Bundle" (in en). https://www.humblebundle.com/about. 
  7. "Frequently Asked Questions" (in en). https://itch.io/docs/general/faq. 
  8. Hernandez, Patricia (24 October 2019). "Fortnite’s cross-play made history, but now some players hate it" (in en). Polygon. https://www.polygon.com/2019/10/24/20930824/fortnite-cross-play-epic-games-skill-based-matchmaking-controller-mouse-keyboard-better. 
  9. Marshall, Cass (5 December 2018). "Bethesda support site leaks Fallout 76 customers’ personal info" (in en). Polygon. https://www.polygon.com/2018/12/5/18128248/fallout-76-customer-information-leaked-collectors-edition. 
  10. "Despite The Name, Report Finds “Mobile Games” Are Played Most Often At Home". TechCrunch. https://techcrunch.com/2012/03/20/mobile-games-survey-couched/. 
  11. Cavalli, Earnest (April 27, 2012). "Casual gaming continues to prove lucrative for Farmville publisher". www.digitaltrends.com. https://www.digitaltrends.com/gaming/casual-gaming-continues-to-prove-lucrative-for-farmville-publisher/. 
  12. Orland, Kyle (21 May 2020). "G2A confirms stolen game key sales, pays $40,000 to Factorio devs" (in en-us). Ars Technica. https://arstechnica.com/gaming/2020/05/g2a-confirms-stolen-game-key-sales-pays-40000-to-factorio-devs/. 
  13. "Valve shuts down money laundering via CS:GO game". BBC News. 1 November 2019. https://www.bbc.com/news/technology-50262447. 
  14. Wingfield, Nick (5 July 2014). "Free Video Games Say Pay Up or Wait, Testing Players’ Patience (Published 2014)". The New York Times. https://www.nytimes.com/2014/07/06/technology/free-video-games-say-pay-up-or-wait-testing-players-patience.html. 
  15. Goethe, Taylor Synclair. "Pay to Win: Monetization in Gaming". Reporter. https://reporter.rit.edu/tech/pay-win-monetization-gaming. 
  16. "What is a Dark Pattern in video games?" (in en). Gur-u. 28 August 2014. https://gurusability.wordpress.com/2014/08/28/what-is-a-dark-pattern-in-video-games/. 
  17. Zendle, David; Meyer, Rachel; Ballou, Nick (7 May 2020). "The changing face of desktop video game monetisation: An exploration of exposure to loot boxes, pay to win, and cosmetic microtransactions in the most-played Steam games of 2010-2019". PLoS ONE 15 (5). doi:10.1371/journal.pone.0232780. ISSN 1932-6203. https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7205278/. Retrieved 2 January 2021. 
  18. Zendle, David; Cairns, Paul (7 March 2019). "Loot boxes are again linked to problem gambling: Results of a replication study". PLoS ONE 14 (3). doi:10.1371/journal.pone.0213194. ISSN 1932-6203. https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6405116/. Retrieved 2 January 2021. 
  19. "Great Britain: Government Seeks Opinion on Regulation of Video Game Loot Boxes Global Legal Monitor". www.loc.gov. 27 October 2020. https://www.loc.gov/law/foreign-news/article/great-britain-government-seeks-opinion-on-regulation-of-video-game-loot-boxes/. 
  20. Campbell, Colin (18 July 2016). "The true cost of Counter-Strike skin gambling" (in en). Polygon. https://www.polygon.com/features/2016/7/18/12203534/counter-strike-cs-go-skin-gambling. 
  21. Frank, Allegra (4 July 2016). "Counter-Strike YouTubers revealed as owners of gambling site they promoted (update)" (in en). Polygon. https://www.polygon.com/2016/7/4/12093546/csgo-lotto-tmartn-syndicate-youtube-disclosure. 
  22. Lucero II, Louis (8 June 2018). "Steam, After Pulling School Shooter Game, Says It Will Sell Nearly Everything (Published 2018)". The New York Times. https://www.nytimes.com/2018/06/08/technology/steam-games-active-shooter.html. 
  23. "Nintendo Accused Of Hosting Asset Flip Game On Switch, And Fans Aren't Happy". Nintendo Life. 11 May 2020. https://www.nintendolife.com/news/2020/05/nintendo_accused_of_hosting_asset_flip_game_on_switch_and_fans_arent_happy. 
  24. "Kickstarter crowdsourced cash empowers US innovators". BBC News. 28 March 2012. https://www.bbc.com/news/technology-17531736. 
  25. a b "Crowdfunding Pitches as Genre Writing". University of Arkansas News. https://news.uark.edu/articles/42703/crowdfunding-pitches-as-genre-writing. 
  26. "Kickstarter video game project exposed as a scam". BBC News. 1 May 2012. https://www.bbc.com/news/technology-17915305. 
  27. Kain, Erik. "Google Stadia Review: The Good, The Bad And The Ugly" (in en). Forbes. https://www.forbes.com/sites/erikkain/2019/11/26/google-stadia-review-the-good-the-bad-and-the-ugly/?sh=4bc35d356cc1. 
  28. a b Lewis, Danny. "Inside Iran’s Budding Video Game Industry" (in en). Smithsonian Magazine. https://www.smithsonianmag.com/smart-news/inside-irans-budding-video-game-industry-180957856/. 
  29. "A First Look At Mobile Gamers In Iran". TechCrunch. https://techcrunch.com/2016/01/17/a-first-look-at-mobile-gamers-in-iran/. 
  30. Elmjouie, Yara (14 January 2016). "The game industry of Iran" (in en). Polygon. https://www.polygon.com/features/2016/1/14/10757460/the-game-industry-of-iran. 
  31. "Video Game Based On Ancient Story Aims For Audiences In Iran, Beyond" (in en). NPR.org. https://www.npr.org/sections/alltechconsidered/2015/01/13/376789932/video-game-based-on-ancient-story-aims-for-audiences-in-iran-beyond'. 
  32. a b c "The Video Game Industry Is Afraid of Unions" (in en). www.vice.com. https://www.vice.com/en/article/nz9e58/walk-the-line. 
  33. Campbell, Colin (19 December 2016). "The game industry's disposable workers" (in en). Polygon. https://www.polygon.com/features/2016/12/19/13878484/game-industry-worker-misclassification. 
  34. Miller, Patrick. "Contract QA: A dead end or a foot-in-the-door?" (in en). www.gamasutra.com. https://www.gamasutra.com/view/news/193614/Contract_QA_A_dead_end_or_a_footinthedoor.php. 
  35. "I Freelanced On Halo 4. It's Time For Gaming's Contractors To Strike." (in en-us). Kotaku. https://kotaku.com/i-freelanced-on-halo-4-its-time-for-gamings-contract-510353357. 
  36. "How the Video Game Industry Treats its Testers". https://www.youtube.com/watch?v=G9ZdU1RQjmc. 
  37. "Video Game Creators Are Burned Out and Desperate for Change". Time. https://time.com/5603329/e3-video-game-creators-union/. 
  38. Fogel, Stefanie (14 December 2018). "Game Workers Unite UK Is That Country’s First Games Industry Union". Variety. https://variety.com/2018/gaming/news/game-workers-unite-uk-video-game-union-1203090102/. 
  39. Sanders, Bernie. "Twitter". https://twitter.com/BernieSanders/status/1140982500249997313. 
  40. Square, Push (4 October 2018). "Media Molecule Doesn't Crunch, Reckons It's Too 90s". Push Square. https://www.pushsquare.com/news/2018/10/media_molecule_doesnt_crunch_reckons_its_too_90s. 
  41. "Nintendo: Animal Crossing delay means avoiding crunch" (in en). GamesIndustry.biz. https://www.gamesindustry.biz/articles/2019-06-12-nintendo-animal-crossing-delay-means-avoiding-crunch. 
  42. Partin, Will. "Analysis The 2010s were a banner decade for big money and tech — and esports reaped the rewards". Washington Post. https://www.washingtonpost.com/video-games/esports/2020/01/28/2010s-were-banner-decade-big-money-tech-esports-reaped-rewards/. 
  43. "Helping Gamers Get Health Care Coverage (An Epic Win)" (in en). whitehouse.gov. 8 December 2016. https://obamawhitehouse.archives.gov/blog/2016/12/08/helping-gamers-get-health-care-coverage-epic-win. 
  44. Popper, Ben (11 February 2015). "The White House wants professional video gamers to get health insurance" (in en). The Verge. https://www.theverge.com/2015/2/11/8019255/e-sports-health-insurance-obamacare-twitch. 
  45. Solsman, Joan E.. "Obamacare's last gasp: Get Twitch gamers on board" (in en). CNET. https://www.cnet.com/news/obamacare-twitch-gamers-obama-trump-aca-affordable-care-act-e-sports/. 
  46. a b "Is 'Gaming Disorder' An Illness? WHO Says Yes, Adding It To Its List Of Diseases" (in en). NPR.org. https://www.npr.org/2019/05/28/727585904/is-gaming-disorder-an-illness-the-who-says-yes-adding-it-to-its-list-of-diseases. 
  47. "Video game play may provide learning, health, social benefits, review finds". www.apa.org. https://www.apa.org/monitor/2014/02/video-game. 
  48. Duino, Justin (8 May 2018). "Google's Digital Wellbeing will help you understand smartphone habits, view usage, focus on the important things". 9to5Google. https://9to5google.com/2018/05/08/google-digital-wellbeing/. 
  49. "Apple unveils a new set of ‘digital wellness’ features for better managing screen time". TechCrunch. https://techcrunch.com/2018/06/04/apple-unveils-a-new-set-of-digital-wellness-features-for-better-managing-screen-time/. 
  50. Sorrel, Charlie (17 September 2019). "How to stop your kids from wasting their lives on Apple Arcade". Cult of Mac. https://www.cultofmac.com/652536/set-apple-arcade-screen-time-limits/. 
  51. "China's complicated history with video games: when a ban isn't really a ban". Engadget. https://www.engadget.com/2013-01-30-china-console-ban.html. 
  52. "China lifts ban on foreign video games consoles". BBC News. 7 January 2014. https://www.bbc.com/news/technology-25635719. 
  53. "China suspends ban on video game consoles after more than a decade" (in en). Reuters. 7 January 2014. https://www.reuters.com/article/us-china-gamesconsoles/china-suspends-ban-on-video-game-consoles-after-more-than-a-decade-idUSBREA0606C20140107. 
  54. D'Orazio, Dante (25 July 2015). "China officially ends ban on video game consoles" (in en). The Verge. https://www.theverge.com/2015/7/25/9039995/china-ends-ban-on-video-game-consoles. 
  55. Burkitt, Laurie (25 July 2015). "China to End Ban on Videogame Consoles". Wall Street Journal. https://www.wsj.com/articles/china-to-end-ban-on-videogame-consoles-1437813695. 
  56. Paprocki, Matt (7 May 2019). "Rumors of the Death of Physical Video Games Have Been Greatly Exaggerated". Variety. https://variety.com/2019/gaming/features/physical-video-games-death-disc-digital-1203207513/. 
  57. Gilbert, Ben. "We went on a tour of New York City's GameStop stores to see if the company is doomed to become the next Blockbuster Video — here's what we found". Business Insider. https://www.businessinsider.com/gamestop-failing-store-tour-shows-flawed-business-2019-8. 
  58. "The Incredible Shrinking Instruction Manual" (in en). n4g.com. https://n4g.com/user/blogpost/baggio1000000/217807. 
  59. "Even Nintendo Seems To Be Abandoning Game Instruction Manuals" (in en-us). Kotaku. https://kotaku.com/even-nintendo-seems-to-be-abandoning-game-instruction-m-1793260316. 
  60. "Asteri acquires Prima Games" (in en). https://www.gamesindustry.biz/articles/2019-03-14-asteri-acquires-prima-games. 
  61. "Elon Musk Has A Deal With Atari To Turn Teslas Into Game Consoles" (in en-us). https://jalopnik.com/elon-musk-has-a-deal-with-atari-to-turn-teslas-into-gam-1828038584. Retrieved 16 November 2020. 
  62. "Mercedes-Benz wants to turn your car into a video games console". Motoring Research. 26 March 2019. https://www.motoringresearch.com/car-news/mercedes-benz-in-car-gaming-challenge-2019-video-games/. 
  63. O'Kane, Sean (7 January 2019). "Audi and Disney want to spice up your Uber ride with VR" (in en). The Verge. https://www.theverge.com/ces/2019/1/7/18171688/audi-disney-marvel-virtual-reality-holoride-vr-oculus-uber-ces-2019. 
  64. "Arcade businesses set for revival, industry insiders say". Las Vegas Review-Journal. 28 March 2019. https://www.reviewjournal.com/business/arcade-businesses-set-for-revival-industry-insiders-say-1628383/. 
  65. Sedacca, Matthew. "How Arcade Bars Became Boozy Playgrounds for Adults". https://www.eater.com/2017/4/10/15212624/arcade-bar-barcade-video-games. 
  66. Hollister, Sean (13 December 2018). "IMAX is shutting down its virtual reality arcade business for good" (in en). The Verge. https://www.theverge.com/2018/12/13/18139981/imax-virtual-reality-arcades-shut-down-write-off-los-angeles-bangkok-toronto. 
  67. Chan, Khee Hoon (21 December 2018). "Inside today's high-end virtual reality arcades". PC Gamer. https://www.pcgamer.com/inside-todays-high-end-virtual-reality-arcades/. 
  68. Hernandez, Patricia (22 January 2021). "Report: Mass Effect 2 was once a bit more gay, but then Fox News happened" (in en). Polygon. https://www.polygon.com/2021/1/22/22244546/mass-effect-2-romance-jack-pansexual-fox-news. 
  69. "Call of Duty Black Ops Secret Stage: JFK, Nixon and Castro Battle Zombies". www.cbsnews.com. https://www.cbsnews.com/news/call-of-duty-black-ops-secret-stage-jfk-nixon-and-castro-battle-zombies/. 
  70. "Final Fantasy XV Review - IGN" (in en). https://www.ign.com/articles/2016/11/28/final-fantasy-xv-review. 
  71. Reynolds, Whitney (21 December 2016). "The Food in 'Final Fantasy XV' Is Insanely Realistic" (in en). Eater. https://www.eater.com/2016/12/21/14030230/final-fantasy-vx-15-food-review. 
  72. Reily, Markus (October 24, 2018). "Games on E-Readers: A Missed Opportunity?". goodereader.com. https://goodereader.com/blog/electronic-readers/games-on-e-readers-a-missed-opportunity. 
  73. a b c Hudson Jr., David L.. "Brown v. Entertainment Merchants Association" (in en). https://www.mtsu.edu/first-amendment/article/1382/brown-v-entertainment-merchants-association. 
  74. a b c d e Barnes, Robert (27 June 2011). "Supreme Court strikes Calif. law banning sale of violent video games to minors". Washington Post. https://www.washingtonpost.com/politics/supreme-court-strikes-calif-law-banning-sale-of-violent-video-games-to-minors/2011/06/26/AGwtxenH_story.html?hpid=z1&tid=a_inl_manual. 
  75. Borger, Faegre Baker Daniels LLP-John P.; Walker, Leita. "Supreme Court decides Brown v. Entertainment Merchants Assn | Lexology" (in en). www.lexology.com. https://www.lexology.com/library/detail.aspx?g=da355d62-dad2-47ec-a06c-44903afb5ee6. 
  76. Millhiser, Ian (12 May 2020). "Clarence Thomas wants to shrink your free speech rights — unless you are a rich donor" (in en). Vox. https://www.vox.com/2020/5/12/21250988/supreme-court-clarence-thomas-free-speech-first-amendment-sineneng-smith. 
  77. "Brown v. Entertainment Merchants Assn. ( Justice Scalia , Opinion of the Court )" (in en-us). 2011. https://www.law.cornell.edu/supct/html/08-1448.ZO.html. 
  78. "MoMA Video Games: 14 in the Collection, for Starters". www.moma.org. https://www.moma.org/explore/inside_out/2012/11/29/video-games-14-in-the-collection-for-starters/. 
  79. "MoMA to Exhibit Videogames, From Pong to Minecraft" (in en-us). Wired. https://www.wired.com/2012/11/moma-videogames/. 
  80. "Sorry MoMA, video games are not art" (in en). the Guardian. 30 November 2012. https://www.theguardian.com/artanddesign/jonathanjonesblog/2012/nov/30/moma-video-games-art. 
  81. "Satellite Maps Deliver More Realistic Gaming NASA Spinoff". spinoff.nasa.gov. https://spinoff.nasa.gov/Spinoff2012/cg_5.html. 
  82. Orland, Kyle (28 February 2012). "How NASA topography data brought dose of reality to SSX snowboarding courses" (in en-us). Ars Technica. https://arstechnica.com/gaming/2012/02/how-nasa-topography-data-brought-a-dose-of-reality-to-ssxs-snowboarding-courses/. 
  83. Kelly, Tadhg. "2013: The year of the microconsole?" (in en). https://www.gamasutra.com/view/news/184465/2013_The_year_of_the_microconsole.php. Retrieved 20 November 2020. 
  84. Graft, Kris. "With Ouya's demise, is the dream of the microconsole dead?" (in en). www.gamasutra.com. https://www.gamasutra.com/view/news/251100/With_Ouyas_demise_is_the_dream_of_the_microconsole_dead.php. 
  85. Calpito, Dave (29 February 2016). "PlayStation TV Is Dying A Slow Death: Sony Quietly Halts Shipments Of The Microconsole In Japan" (in en). Tech Times. https://www.techtimes.com/articles/137236/20160229/playstation-tv-is-dying-a-slow-death-sony-quietly-halts-shipments-of-the-microconsole-in-japan.htm. 
  86. Good, Owen S. (22 May 2019). "Razer closing Ouya store, officially killing the console" (in en). Polygon. https://www.polygon.com/2019/5/22/18635860/razer-ouya-store-forge-tv-closing-discontinued-dates. 
  87. Statt, Nick. "For video game industry, 2014 couldn't escape slumping game sales" (in en). CNET. https://www.cnet.com/news/for-video-game-industry-2014-couldnt-escape-slumping-software-sales/. 
  88. "Five Reasons Why Digital Games Trump Physical - Feature". Nintendo World Report. https://www.nintendoworldreport.com/feature/36638/physical-games-vs-digital-games-the-face-off-five-reasons-why-digital-games-trump-physical. 
  89. Robertson, Adi (1 March 2014). "Thousands of Twitch viewers beat massively multiplayer 'Pokemon' game" (in en). https://www.theverge.com/2014/3/1/5459702/thousands-of-twitch-tv-viewers-beat-massively-multiplayer-pokemon-game. Retrieved 21 November 2020. 
  90. Frank, Allegra (12 February 2019). "Five years ago, Twitch Plays Pokémon ‘changed Twitch forever’" (in en). Polygon. https://www.polygon.com/2019/2/12/18221792/twitch-plays-pokemon-anniversary. 
  91. "Twitch makes it easier to find Twitch Plays Pokémon-style games". VentureBeat. 14 January 2016. https://venturebeat.com/2016/01/14/twitch-adds-directory-for-twitchplayspokemon-style-games/. 
  92. Sarkar, Samit (16 December 2015). "Konami's bitter, yearlong breakup with Hideo Kojima, explained" (in en). https://www.polygon.com/2015/12/16/10220356/hideo-kojima-konami-explainer-metal-gear-solid-silent-hills. Retrieved 20 November 2020. 
  93. Kuchera, Ben (12 May 2015). "Why didn't Konami want you to watch this video about Hideo Kojima?" (in en). https://www.polygon.com/2015/5/12/8593793/why-didnt-konami-want-you-to-watch-this-video-about-hideo-kojima. Retrieved 20 November 2020. 
  94. "Konami Gets YouTube To Take Down Critical Video" (in en-us). https://kotaku.com/konami-gets-youtube-to-take-down-critical-video-1703615047. Retrieved 20 November 2020. 
  95. "YouTube Overrides Konami's Video Takedown" (in en-us). https://kotaku.com/youtube-overrides-konamis-video-takedown-1704477268. Retrieved 20 November 2020. 
  96. "Nintendo's Satoru Iwata dies at 55". 13 July 2015. https://www.bbc.com/news/business-33502838. Retrieved 20 November 2020. 
  97. France-Presse, Agence (13 July 2015). "Nintendo CEO Satoru Iwata dies of cancer aged 55" (in en). https://www.theguardian.com/world/2015/jul/13/nintendo-ceo-satoru-iwata-dies-of-cancer-aged-55. Retrieved 20 November 2020. 
  98. Stack, Liam (13 July 2015). "Satoru Iwata, Nintendo Chief Executive, Dies at 55 (Published 2015)". https://www.nytimes.com/2015/07/13/business/satoru-iwata-nintendo-chief-executive-dies-at-55.html. Retrieved 20 November 2020. 
  99. "Microsoft Xbox executives pay respects to Satoru Iwata". Windows Central. 13 July 2015. https://www.windowscentral.com/microsoft-xbox-executives-pay-their-respects-nintendos-satoru-iwata. 
  100. "Goodbye, Satoru Iwata: The video game industry remembers one of its best" (in en). Polygon. 12 July 2015. https://www.polygon.com/2015/7/12/8940769/goodbye-satoru-iwata-the-video-game-industry-remembers-one-of-its-best. 
  101. Staff, Polygon (18 December 2017). "The 50 best games of 2017" (in en). https://www.polygon.com/2017-best-games/2017/12/18/16781674/best-video-games-2017-top-50-mario-pubg-zelda. Retrieved 20 November 2020. 
  102. "The best games of 2017" (in en). https://www.engadget.com/2017-12-28-the-best-games-of-2017.html. Retrieved 20 November 2020. 
  103. Senior, Tom (31 March 2017). "Nier: Automata is one of the saddest games ever made". https://www.pcgamer.com/nier-automata-is-one-of-the-saddest-games-ever-made/. 
  104. Wahba, Michael (27 June 2018). "Nier and Nietzsche: Conveying Nihilism Through Mechanics" (in en). https://www.scholarlygamers.com/feature/2018/06/27/nier-nietzsche-conveying-nihilism-mechanics/. 
  105. "Is Nintendo's Switch hybrid console the future of gaming?" (in en). the Guardian. 12 January 2017. https://www.theguardian.com/technology/2017/jan/12/nintendo-switch-is-this-hybrid-console-the-future-of-gaming. 
  106. Newton, Casey (20 June 2017). "Netflix’s interactive shows arrive to put you in charge of the story" (in en). The Verge. https://www.theverge.com/2017/6/20/15834858/netflix-interactive-shows-puss-in-boots-buddy-thunderstruck. 
  107. a b "Nintendo to close Miiverse social network". BBC News. 29 August 2017. https://www.bbc.co.uk/news/technology-41082918. 
  108. McWhertor, Michael (3 January 2018). "Massive Miiverse archive goes online with 17 TB worth of posts" (in en). Polygon. https://www.polygon.com/2018/1/3/16844802/miiverse-archive-archiverse-old-miiverse-posts-wii-u-nintendo-3ds. 
  109. Michelman, Christian Catalini, interviewed by Paul. "Seeing Beyond the Blockchain Hype". MIT Sloan Management Review. https://sloanreview.mit.edu/article/seeing-beyond-the-blockchain-hype/. 
  110. "People have spent over $1M buying virtual cats on the Ethereum blockchain". TechCrunch. https://techcrunch.com/2017/12/03/people-have-spent-over-1m-buying-virtual-cats-on-the-ethereum-blockchain/. 
  111. "CryptoKitties Mania Overwhelms Ethereum Network's Processing" (in en). Bloomberg.com. 4 December 2017. https://www.bloomberg.com/news/articles/2017-12-04/cryptokitties-quickly-becomes-most-widely-used-ethereum-app. 
  112. "Just Got My Sales Report: Soulja Boy Says He's Sold 5,000,000 Consoles In December". TheGamer. 2 January 2019. https://www.thegamer.com/soulja-boy-sold-5-million-consoles/. 
  113. "Finally, Soulja Boy Is Selling Bootleg Video Game Consoles" (in en). https://www.pcmag.com/news/finally-soulja-boy-is-selling-bootleg-video-game-consoles. Retrieved 16 November 2020. 
  114. "Soulja Boy no longer selling game consoles". TweakTown. 30 December 2018. https://www.tweaktown.com/news/64284/soulja-boy-longer-selling-game-consoles/index.html. 
  115. Farokhmanesh, Megan (4 October 2018). "The tragic end of Telltale Games, as told by the people who were there" (in en). https://www.theverge.com/2018/10/4/17934166/telltale-games-studio-closed-layoffs-end-the-walking-dead. Retrieved 20 November 2020. 
  116. "Telltale's Sudden Closure Was Reportedly the Result of a Failed Round of Financing - IGN" (in en). https://www.ign.com/articles/2018/09/25/telltales-sudden-closure-was-reportedly-the-result-of-a-failed-round-of-financing. 
  117. Favis, Elise. "The Rise And Fall Of Telltale Games" (in en). Game Informer. https://www.gameinformer.com/feature/2019/04/09/the-rise-and-fall-of-telltale-games. 
  118. Farokhmanesh, Megan (20 March 2018). "Toxic management cost an award-winning game studio its best developers" (in en). The Verge. https://www.theverge.com/2018/3/20/17130056/telltale-games-developer-layoffs-toxic-video-game-industry. 
  119. Statt, Nick (9 August 2019). "Walmart denies report that it’s taking violent video games off shelves" (in en). https://www.theverge.com/2019/8/9/20799310/walmart-denies-violent-video-games-taken-off-shelves-report-el-paso-shooting-trump. Retrieved 20 November 2020. 
  120. Kocurek, Carly A.. "Perspective | Why we scapegoat video games for mass violence and why it's a mistake". https://www.washingtonpost.com/outlook/2019/08/09/why-we-scapegoat-video-games-mass-violence-why-its-mistake/. Retrieved 20 November 2020. 
  121. Kovach, David Anderson, Steve. "Violent video games are played all over the world, but mass shootings are a uniquely American problem". https://www.businessinsider.com/violent-video-games-ban-mass-shooting-shootings-2018-3. Retrieved 20 November 2020. 
  122. Fortin, Jacey (9 August 2019). "Walmart Pulls Violent Video Game Signs (Published 2019)". The New York Times. https://www.nytimes.com/2019/08/09/business/walmart-video-games-mass-shootings.html. 
  123. Business, Chris Isidore, CNN. "Walmart pulls violent video game displays from its stores, but it will still sell guns". https://www.cnn.com/2019/08/09/business/walmart-violent-video-games/index.html. 
  124. Orland, Kyle (9 August 2019). "Walmart, ESPN pull violent game marketing following shootings" (in en-us). https://arstechnica.com/gaming/2019/08/walmart-espn-pull-violent-game-marketing-following-shootings/. 
  125. Webb, Kevin. "Pennsylvania might slap a 10% tax on violent video games, but the industry says the proposed law is fundamentally flawed". Business Insider. https://www.businessinsider.com/pennsylvania-video-game-tax-2019-2. 
  126. "PA Lawmakers Debate Video Game ‘Sin Tax’ During State’s Esports Month". Variety. 5 February 2019. https://variety.com/2019/gaming/news/pennsylvania-video-game-tax-1203128774/. 
  127. "Is there a link between video games and mass shootings?". https://www.12news.com/article/news/video-games-and-shootings-is-there-a-link/75-735b37e1-541d-4738-97e4-7fccbc3e6fe2. Retrieved 20 November 2020. 
  128. Panetta, Grace. "Trump incorrectly blames 'gruesome video games' and 'mentally ill monsters' for mass violence while commenting on 2 mass shootings". https://www.businessinsider.com/trump-blames-shootings-video-games-mental-illness-white-supremacy-2019-8. Retrieved 20 November 2020. 
  129. Goslin, Austen (1 November 2019). "Blizzard announces Hearthstone Battlegrounds, a new autobattler set in the Warcraft Universe" (in en). https://www.polygon.com/2019/11/1/20943670/blizzcon-2019-announcement-hearthstone-battlegrounds-auto-chess. 
  130. "Video Gaming The System : Planet Money" (in en). NPR.org. https://www.npr.org/transcripts/1018915121. 

2000-2009 · 2020-2029