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Video Game Industry

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Submitted By tnikkila
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VIDEO GAME INDUSTRY
Son Tung Nikkila
ID: 61191023

Introduction

The first video game, Spacewar, which was created by Steve Russell in 1960s, marked a beginning of the video game industry. However, video games were not commercized until 1970, when Nolan Bushnell made a clone of Spacewar, called it Computer Space, and marketed it to the market in the form of a coin-operating arcade machine. And thus the video game industry started (Kline, Dyer-Witheford & Peuter, 2003).

As video game expanded people spent less time on TV and spent more time on video game (Allen & Kim, 2005). In their article “Paradigm shifts in the video game industry”, Zackariasson and Wilson (2010) wrote about four important shifts in the video game industry: the starting period of video game industry, the development of the home cartridge, the entry of independent game developer-publishers, and the development of massively multiplayer online role playing games, known as MMORPG. According to the authors, those changes in the industry had an impact on its competition and culture (Zackariasson & Wilson, 2010). Kline, Dyer-Witheford and Peuter (2003) also mentioned about the starting period of the video game industry and agreed that it marked a great beginning of the industry. Along with the fast growth, the authors also brought up how the fast growing industry came to an end in 1984. However, not long after the meltdown of the industry, Nintendo stepped in and rescued the industry with its skillful marketing concepts and management. Nintendo, as stated by the authors, has expanded the video game industry and was an important part of its development (Kline, Dyer-Witheford & Peuter, 2003). Accordingly, I have chosen two periods, that I believe, have shown great changes in the video game industry and its firms: the period in which Atari made video game to billion-dollar industry

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