VIDEO GAMES CONSOLE
The games console industry is divided into three periods. The first period is the growth of the industry to the advent of the 32 bit era.
The next period is the developments and trends during the PlayStation era and the third is the likely development of the industry over the next few years
BRIEF HISTORY OF THOSE PERIODS and THEIR REVENUES
(The Evolution of the Game Console Industry)
In 1994 , the first time that consumer electronics giant Sony had bravely attempted to enter the highly competitive games console market.
Going under the catchy, self–explanatory name PlayStation, this 32–bit, CD–based system hit Japan in December and faced tough competition from 'The Big Two' in the form of Sega's fundamentally similar Saturn, and Nintendo's upcoming Ultra 64.
By May 1995, barely six months after the release of PlayStation, over 1 million Japanese gamers had become converts.
Games like Toshinden, CyberSled, Jumping Flash!, and a host of other, decidedly more obscure titles (our favourite is Chou Aniki – Kyuukyoku Muteki Ginga Saikyo Otoko – literally 'Super Older Brother – The Galaxy's Absolutely Invincible Strongest Man') helped to propel sales, impressing players with their advanced 3D visuals and diverse gameplay. By October, worldwide PlayStation shipments had reached 9 million, and with the arrival of huge sequels such as Tekken 2, Ridge Racer Revolution and Wipeout 2097.
In a year that saw cosmologists announce that the expansion rate of the universe was actually increasing, the expansion rate of PlayStation hardware and software enjoyed an equal upturn. At the start of 1998, worldwide software shipments hit a gargantuan 200 million units and, by the end of the year, hardware production was nearing the magic 50 million mark.
April saw the launch of the next evolution of the PlayStation controller: the Analog