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Osnovnaya statya Industriya razvlechenij Industriya kompyuternyh igr takzhe industriya interaktivnyh razvlechenij sektor ekonomiki svyazannyj s razrabotkoj prodvizheniem i prodazhej kompyuternyh igr V neyo vhodit bolshoe kolichestvo specialnostej po kotorym rabotayut desyatki tysyach chelovek po vsemu miru ObzorIndustriya kompyuternyh igr zarodilas v seredine 1970 h istochnik ne ukazan 140 dnej godov kak dvizhenie entuziastov i za neskolko desyatiletij vyrosla iz nebolshogo rynka v mejnstrim s godovoj pribylyu v 9 5 milliardov dollarov v SShA v 2007 godu i 11 7 milliardov v 2008 godu soglasno ezhegodnym otchyotam ESA istochnik ne ukazan 140 dnej Na rynke rabotayut kak krupnye igroki tak i nebolshie firmy i startapy a takzhe nezavisimye razrabotchiki i soobshestva napr Kickstarter i dr Sovremennye kogda personalnye kompyutery mnozhestvom novshestv obyazany igrovoj industrii istochnik ne ukazan 140 dnej K chislu samyh znachimyh otnosyat zvukovye i graficheskie karty CD i DVD privody i centralnye processory istochnik ne ukazan 140 dnej Zvukovye karty iznachalno byli razrabotany dlya integrirovaniya kachestvennogo cifrovogo zvuka v kompyuternye igry i tolko potom zvukovoe oborudovanie bylo usovershenstvovano pod nuzhdy melomanov Graficheskie karty kotorye na zare kompyuternoj epohi kogda evolyucionirovali v napravlenii uvelicheniya kolichestva podderzhivaemyh cvetov istochnik ne ukazan 140 dnej pozzhe stali razvivatsya dlya apparatnoj podderzhki graficheskih interfejsov polzovatelya angl GUI i igr istochnik ne ukazan 140 dnej Dlya GUI trebovalos uvelichenie razresheniya ekrana a dlya igr uskorenie tryohmernoj grafiki istochnik ne ukazan 140 dnej Iznachalno CD i DVD byli razrabotany kak nedorogoj i dostatochno nadezhnyj sposob hraneniya i rasprostraneniya lyubyh dannyh Vposledstvii kogda eti tehnologii stali primenyatsya v kompyuternyh igrah nachalos ih razvitie v storonu uvelicheniya skorosti chteniya dannyh istochnik ne ukazan 140 dnej Sovremennye kogda igry odni iz samyh trebovatelnyh prilozhenij na PK Mnogie moshnye kompyutery pokupayutsya gejmerami kotorye trebuyutsya dlya zapuska novejshih igr v kotoryh ispolzuyutsya samye peredovye tehnologii istochnik ne ukazan 140 dnej Takim obrazom igrovaya industriya tesno svyazana s industriej proizvodstva centralnyh processorov i drugih komponentov PK tak kak igry zachastuyu trebuyut bolee vysokih apparatnyh moshnostej chem biznes prilozheniya kakie istochnik ne ukazan 140 dnej Cepochka cennosti industrii kompyuternyh igrBen Sojer angl Ben Sawyer iz Digitalmill rassmatrivaet cepochku cennosti igrovoj industrii kotoraya sostavlena iz shesti svyazannyh no horosho razlichimyh sloev Uroven izdatelstva i kapitala izdatelstva oplachivayut razrabotku novyh proektov i izvlekayut pribyl posredstvom licenzirovaniya naimenovanij Uroven produkta i talantov vklyuchaet v sebya razrabotchikov dizajnerov hudozhnikov kompozitorov kotorye mogut rabotat kak po individualnym kontraktam tak i v sostave gruppy razrabotchikov Uroven sozdaniya i tehnologij yavlyaetsya istochnikom sredstv razrabotki igr nastraivaemyh i rasshiryaemyh igrovyh dvizhkov svyazuyushego PO angl middleware a takzhe sredstv upravleniya razrabotkoj Uroven rasprostraneniya takzhe industriya izdatelej sozdanie perechnej igr i ih prodvizhenie v roznichnyh i internet magazinah Uroven apparatnogo i programmnogo obespecheniya syuda vhodyat apparatnye bazisy platformy v tom chisle takie kak konsoli i mobilnye ustrojstva V etot uroven sejchas vhodyat takzhe i neapparatnye platformy takie kak virtualnye mashiny naprimer Java ili Flash ili programmnye platformy takie kak brauzery i v poslednee vremya Facebook Uroven konechnyh polzovatelej Inache govorya potrebitelej igr ili gejmerov ProfessiiOsnovnaya statya Razrabotka kompyuternyh igr Vozmozhno etot razdel soderzhit originalnoe issledovanie Proverte sootvetstvie informacii privedyonnym istochnikam i udalite ili ispravte informaciyu yavlyayushuyusya originalnym issledovaniem V sluchae neobhodimosti podtverdite informaciyu avtoritetnymi istochnikami V protivnom sluchae etot razdel mozhet byt udalyon 27 yanvarya 2024 V igrovoj industrii rabotayut lyudi teh zhe professij chto i v lyubom tradicionnom biznese odnako v nekotoryh professiyah trebuetsya specialnyj opyt raboty Nekotorye rabotodateli rassmatrivayut tolko teh pretendentov kto mozhet schitatsya professionalom v sfere sozdaniya igr Sleduyushie professii specifichny tolko dlya igrovoj industrii igrovoj programmist igrovoj dizajner dizajner urovnej igrovoj prodyuser igrovoj hudozhnik i tester igr Mnogie iz nih nanimayutsya firmami razrabotchikami ili izdatelyami kompyuternyh igr Odnako mnogie odinochki pishut igry samostoyatelno a potom prodayut ih V poslednee vremya poyavilas tendenciya nanimat na rabotu naibolee opytnyh ili naibolee avtoritetnyh predstavitelej soobshestv moddinga igr IstoriyaOsnovnaya statya Istoriya kompyuternyh igr 1970 e Osnovnye stati Pervoe pokolenie igrovyh sistem i Vtoroe pokolenie igrovyh sistem Istoriya industrii nachalas v 1971 godu s zapuska arkadnoj igry Computer Space V sleduyushem godu kompaniya Atari vypustila pervuyu kommercheski uspeshnuyu videoigru Pong Originalnaya versiya na arkadnyh avtomatah byla rasprodana v kolichestve 19 tysyach shtuk V techenie togo zhe goda na rynok byla vypushena odna iz pervyh v istorii domashnyaya igrovaya konsol Magnavox Odyssey Postepenno rynok kak arkadnyh tak i domashnih igr perepolnilsya odnoobraznymi klonami Pong chto privelo k krizisu rynka videoigr v 1977 godu Etot krizis byl preodolen uzhe na sleduyushij god kogda uspeha dobilas igra Space Invaders ot Taito Corporation chto oznamenovalo vosstanovlenie rynka videoigr i predopredelilo nastuplenie cherez nekotoroe vremya tak nazyvaemoj zolotoj ery arkadnyh igr Uspeh etoj igry otkryl arkadnym avtomatam v techenie zolotoj ery put v takie obshestvenno znachimye mesta kak torgovye centry tradicionnye torgovye zaly restorany i kruglosutochnye magaziny Vo vsem mire vsego bylo prodano bolee 360 tysyach arkadnyh avtomatov s igroj Space Invaders takim obrazom v 1982 godu igra zarabotala 2 milliarda dollarov monetami po 25 centov chto sostavlyaet 4 6 milliarda dollarov v cenah 2011 goda 1980 e Osnovnye stati Vtoroe pokolenie igrovyh sistem Krizis industrii kompyuternyh igr 1983 goda Trete pokolenie igrovyh sistem i Chetvyortoe pokolenie igrovyh sistem K nachalu 1980 h zolotaya era arkadnyh igr byla v rascvete Obem rynka arkadnyh avtomatov v SShA znachitelno uvelichilsya s 50 mln v 1978 do 900 mln v 1981 pri etom dohod vsej industrii arkadnyh igr utroilsya sostaviv 2 8 mlrd v 1980 Za odin tolko 1981 god industriya arkadnyh igr v SShA zarabotala 5 mlrd to est 12 3 mlrd v cenah 2011 Pika arkadnye igry dostigli v 1982 godu zarabotav 8 mlrd 18 5 v cenah 2011 prevysiv summarnye prodazhi pop muzyki 4 mlrd i kinoindustrii SShA 3 mlrd Eto takzhe bylo bolee chem v 2 raza vyshe prodazh rynka domashnih igrovyh sistem kotorye v tom zhe godu sostavili 3 8 mlrd Takim obrazom summarnyj dohod rynkov arkadnyh i domashnih igr industrii kompyuternyh igr v 1982 godu sostavil 11 8 mlrd bolee 27 3 mlrd v cenah 2011 Rynok arkadnyh igr prodolzhal prinosit po 5 mlrd prodazh do 1985 goda Naibolee znachimoj igroj togo perioda byla vypushennaya v 1980 godu Pac Man ot Namco rasprodannaya v kolichestve bolee 350 tysyach avtomatov i zarabotavshaya za god bolee chem 1 mlrd Obshie zhe prodazhi Pac Man za ves 20 vek ocenivayutsya prevoshodyashimi 2 5 mlrd bolee 3 4 v cenah 2011 Nachalo etogo perioda takzhe sovpalo s poyavleniem mnogih domashnih kompyuterov i entuziastov razrabotchikov igr dlya nih Osobenno silnoe vliyanie oni okazali v Evrope kompyuter ZX Spectrum i v Azii NEC PC 8801 i MSX Takzhe v eto vremya poyavilis pervye izdaniya posvyashennye kompyuternym igram k kotorym vposledstvii stali prilagatsya raznye nositeli dannyh V 1983 godu igrovuyu industriyu v SShA potryas moshnejshij krizis vyzvannyj proizvodstvom bolshogo kolichestva vesma ploho razrabotannyh igr chto mozhno oharakterizovat kak kolichestvo vazhnee kachestva iz za chego v amerikanskoj igrovoj industrii nachalsya spad Vosstanovleniya industrii svyazano s bolshim uspehom kotorogo dostigla domashnyaya igrovaya pristavka Nintendo Entertainment System chto privelo k zahvatu etogo rynka razlichnymi yaponskimi kompaniyami tipa Nintendo Priblizitelno v to zhe vremya nachala obretat formu i evropejskaya igrovaya industriya s takimi kompaniyam kak naprimer Ocean Software K koncu desyatiletiya byla vypushena portativnaya igrovaya sistema GameBoy V 1987 godu Nintendo proigrala sudebnoe delo protiv Blockbuster LLC chto sdelalo zakonnym takoj sposob rasprostraneniya igr kak sdacha naprokat podobno kinofilmam 1990 e Osnovnye stati Chetvyortoe pokolenie igrovyh sistem Pyatoe pokolenie igrovyh sistem i Shestoe pokolenie igrovyh sistem V 1990 h godah proizoshlo dalnejshee razvitie tehnologij soputstvuyushih kompyuternym igram Naibolee znachimye shirokoe vnedrenie CD ROM dlya rasprostraneniya i hraneniya dannyh shirokoe rasprostranenie operacionnyh sistem osnovyvayushihsya na GUI takih kak AmigaOS Microsoft Windows i Mac OS sushestvennoe razvitie tehnologij trehmernoj grafiki i shirokoe rasprostranenie 3D graficheskih processorov perehod k trehmernoj grafike kak k standartu de fakto vizualizacii igr prodolzhenie uluchsheniya bystrodejstviya CPU vsestoronnee razvitie arhitektury poyavlenie i rasprostranenie interneta v rezultate chego vo vtoroj polovine desyatiletiya stala dostupnoj sovmestnaya igra chto privelo k poyavleniyu kibersporta Odnovremenno s razvitiem tehnologij proishodilo i razvitie rynka igr Tak v nachale perioda stali bolee uspeshnymi licenzirovannye igry takzhe kak i sikvely igr V 1993 godu prodazhi kompyuternyh igr v mire sostavili 19 8 mlrd 31 mlrd v cenah 2011 20 8 mlrd v 1994 32 mlrd v cenah 2011 i priblizitelno 30 mlrd v 1998 41 5 mlrd v cenah 2011 Prodazhi arkadnyh avtomatov v SShA v 1994 sostavili 7 mlrd 11 mlrd v cenah 2011 togda kak prodazhi igr dlya domashnih konsolej sostavili 6 mlrd 9 mlrd v cenah 2011 Takim obrazom summarnye prodazhi igrovoj industrii SShA bolee chem v 2 5 raza prevysili prodazhi kinematografa v SShA 2000 e Osnovnye stati Shestoe pokolenie igrovyh sistem i Sedmoe pokolenie igrovyh sistem V techenie etogo perioda igry po prezhnemu yavlyalis dvizhushej siloj razvitiya kompyuternyh tehnologij kotorye vposledstvii primenyalis dlya drugih celej Nesmotrya na uzhe solidnyj vozrast v industrii kompyuternyh igr po prezhnemu net stabilnosti novye kompanii neozhidanno poyavlyayutsya na rynke i takzhe bystro ischezayut s nego V etot period bylo sozdano i stali populyarnymi mnozhestvo kazualnyh i indi igr Takzhe kreplo napravlenie igr dlya mobilnyh platform Miniatyurizaciya i massovoe rasprostranenie mobilnyh telefonov sposobstvovalo poyavleniyu mobilnyh igrovyh prilozhenij poyavilos napravlenie sozdaniya igr dlya socialnyh setej Osobenno izvesten razrabotchik Zynga igr dlya socialnoj seti Facebook Drugim primerom uspeshnyh platform dlya kompyuternyh igr yavlyayutsya iOS i Android EkonomikaNa nachalnom etape sushestvovaniya kompyuternyh igr stoimost razrabotki byla minimalnoj istochnik ne ukazan 140 dnej poetomu eto byl pribylnyj biznes istochnik ne ukazan 140 dnej Igry razrabotannye edinstvennym programmistom ili nebolshoj gruppoj sostoyashej iz programmista i neskolkih hudozhnikov mogli obespechivat prodazhi v kolichestve soten tysyach kopij istochnik ne ukazan 140 dnej Mnogie iz etih igr byli razrabotany vsego za neskolko mesyacev chto davalo vozmozhnost razrabotchikam vypuskat po neskolko igr v god istochnik ne ukazan 140 dnej Eto davalo vozmozhnost izdatelyam predlagat vesma shedrye otchisleniya razrabotchikam vklyuchaya razlichnye royalti s prodannyh kopij istochnik ne ukazan 140 dnej V techenie etogo ekonomicheski blagopriyatnogo perioda kakogo bylo sozdano mnogo izvestnyh kompanij izdatelej naprimer Origin Systems Sierra Entertainment Capcom Activision i Electronic Arts istochnik ne ukazan 140 dnej Po mere razvitiya kompyuternyh tehnologij uvelichivalsya i razmer grupp razrabotchikov tak kak uvelichivayushayasya slozhnost grafiki i programmirovaniya v celom trebovala vse bolshego shtata specialistov istochnik ne ukazan 140 dnej V nastoyashee vremya kogda stoimost razrabotki mozhet dostigat desyatkov millionov dollarov dazhe esli razrabotchiki ispolzuyut svyazuyushee PO i polnostyu gotovye igrovye dvizhki istochnik ne ukazan 140 dnej Bolshinstvo professionalno vypolnennyh kompyuternyh igr razrabatyvayutsya v techenie ot odnogo do treh let chto sozdaet povyshennye trebovaniya k byudzhetu igry istochnik ne ukazan 140 dnej Dlya snizheniya izderzhek nekotorye razrabotchiki pereklyuchayutsya na ispolzovanie drugih sposobov rasprostraneniya igr naprimer cifrovaya distribuciya istochnik ne ukazan 140 dnej V nastoyashee vremya kogda kompyuternye igry vnosyat znachitelnyj vklad v mirovuyu ekonomiku vvidu bolshogo uspeha prodazh osnovnyh igrovyh sistem i igr vrode Call of Duty Black Ops zarabotavshaya v techenie pervyh 5 dnej prodazh bolee 600 mln chto stalo mirovym rekordom pyatidnevnyh prodazh sredi filmov knig i kompyuternyh igr znachimost fakta Prodazhi igry prevysili prodazhi filma Chelovek pauk 3 Vrag v otrazhenii nachavshiesya v te zhe vyhodnye a takzhe predydushij rekord sredi igr ustanovlennyj Halo 3 znachimost fakta Na uspehah industrii kompyuternyh igr smoglo zarabotat mnozhestvo lyudej vklyuchaya byvshego prezidenta Nintendo i odnogo iz bogatejshih lyudej Yaponii Hirosi Yamauti OsobennostiOsobennosti industrii kompyuternyh igr vo mnogom shozhi s drugimi otvetvleniyami industrii razvlechenij naprimer muzykalnaya industriya istochnik ne ukazan 140 dnej odnako igrovuyu industriyu chasto osuzhdayut za malye voznagrazhdeniya razrabotchikov istochnik ne ukazan 140 dnej Eto sposobstvuet sushestvovaniyu nezavisimyh razrabotok kotorye nachinayutsya posle togo kak razrabotchiki pokidayut svoi starye kompanii i osnovyvayut sobstvennye novye kompanii i proekty istochnik ne ukazan 140 dnej V naibolee znachitelnyh sluchayah takie kompanii postepenno razvivayutsya v ogromnye bezlikie korporacii prinimayushie pravila vedeniya biznesa svoih predshestvennikov podderzhivaya takim obrazom upomyanutyj cikl istochnik ne ukazan 140 dnej V otlichie ot sovremennoj kogda muzykalnoj industrii dlya kotoroj razvitie tehnologij snizilo stoimost sozdaniya kontenta prakticheski do nulya blagodarya chemu lyuboj nezavisimyj muzykant mozhet samostoyatelno sozdat produkt prakticheski professionalnogo kachestva dlya sozdaniya sovremennoj kompyuternoj igry trebuetsya vse bolshee chislo kak privlechennyh k sozdaniyu rabotnikov tak i vse bolee moshnoe oborudovanie istochnik ne ukazan 140 dnej Eto obstoyatelstvo delaet igrovyh izdatelej finansiruyushih sozdanie igr sushestvenno bolee vliyatelnymi chem izdateli v muzykalnoj industrii istochnik ne ukazan 140 dnej Vyhod razrabotchikov Dlya igrovoj industrii tipichnoj yavlyaetsya situaciya kogda razrabotchiki pokidayut svoego nastoyashego rabotodatelya chtoby osnovat sobstvennuyu studiyu istochnik ne ukazan 140 dnej Naibolee izvesten sluchaj sozdaniya originalnogo nezavisimogo razrabotchika Activision sozdannogo byvshimi razrabotchikami iz Atari istochnik ne ukazan 140 dnej V nastoyashee vremya Activision yavlyaetsya odnim iz krupnejshih v mire igrovyh izdatelstv Vposledstvii osnovatel Activision pokinul kompaniyu chtoby sozdat Accolade drugogo razrabotchika kompyuternyh igr teper vhodit v Atari ranee nazyvavshijsya Infogrames istochnik ne ukazan 140 dnej Activision sniskala populyarnost sredi razrabotchikov igr potomu chto v otlichie ot Atari upominala razrabotchikov kak na oblozhkah igr tak i v samih igrah istochnik ne ukazan 140 dnej Posle krizisa igrovoj industrii v 1983 godu vo vremya perioda stagnacii razrabotchiki stolknulis s znachitelnymi problemami rabotaya sovmestno s nenadezhnymi i ogranichennymi v sredstvah izdatelyami kotorye mogli libo vnezapno svernut razrabotku libo sushestvenno umenshit otchisleniya istochnik ne ukazan 140 dnej Piratstvo Industriya nazyvaet narusheniya avtorskih prav na PO seryoznoj problemoj trebuyushej prinyatiya otvetnyh mer Odnako tehnicheskie sredstva zashity avtorskih prav i inye meropriyatiya vyzyvayut stojkoe nedovolstvo v srede polzovatelej Kontrol nad tvorchestvom Na raznoobraznyh igrovyh forumah nekotorye igroki vyrazhali nedovolstvo dejstviyami izdatelej ustanovivshih kontrol nad tvorchestvom razrabotchikov dlya skorejshego udovletvoreniya kratkovremenno rynochnogo sprosa vmesto dolgosrochnogo riskovannogo investirovaniya v potencialno vysokodohodnye proekty istochnik ne ukazan 140 dnej znachimost fakta S drugoj storony nahodyas blizhe k potrebitelyu izdateli mogut luchshe razrabotchika ponimat zapros potrebitelya Vo mnogom otnosheniya mezhdu razrabotchikom i izdatelyam kompyuternyh igr shozhi i otnosheniyami mezhdu muzykalnymi avtorami i zvukozapisyvayushimi lejblami istochnik ne ukazan 140 dnej Odnako v otlichie ot muzykalnoj industrii dostigshej svoego pika v nachale 2000 h igrovaya industriya prodolzhaet kogda svoj rost Takzhe blagodarya razvitiyu personalnyh kompyuterov sozdanie nezavisimoj muzyki prakticheski ne trebuet usilij togda kak raznica mezhdu nezavisimymi igrami i igrami s polnym finansirovaniem po prezhnemu znachitelna istochnik ne ukazan 140 dnej V industrii PC igr sozdat startap dostatochno legko blagodarya chemu na rynke sushestvuet mnozhestvo uspeshnyh kompanij istochnik ne ukazan 140 dnej Industriya konsolnyh igr sushestvenno bolee zakryta tak kak v konechnom itoge razrabotchik dolzhen udostoveritsya v nalichii treh licenzij ot proizvoditelya konsoli Licenziya na razrabotku igr dlya dannoj apparatnoj platformy Licenziya poluchennaya izdatelem na izdanie dlya dannoj platformy Otdelnaya licenziya poluchaemaya na rasprostranenie kazhdoj igry Krome togo razrabotchik kak pravilo dolzhen priobresti u proizvoditelya platformy za sobstvennye sredstva specialnyj kompleks sredstv razrabotki chtoby prosto imet vozmozhnost vesti razrabotku Takzhe razrabotchik dolzhen poluchit odobrenie igrovoj koncepcii u proizvoditelya platformy Takim obrazom obychno razrabotchik dolzhen imet zaklyuchennyj kontrakt s izdatelem pered nachalom razrabotki igry no dlya obespecheniya bezopasnosti sdelki razrabotchik dolzhen imet horoshee portfolio konsolnyh razrabotok chem vryad li mogut pohvastatsya mnogie startapy istochnik ne ukazan 140 dnej Alternativy Alternativnym sposobom izdaniya igr yavlyaetsya samostoyatelnoe izdanie posredstvom shareware modeli libo po modeli otkrytogo koda cherez internet istochnik ne ukazan 140 dnej Poslednie gody kogda nabiraet populyarnost model pozhertvovanij s pomoshyu servisov analogichnyh Kickstarter dlya razrabotki kompyuternyh igr Chasto izvestnye v proshlom razrabotchiki igr predlagayut sozdat idejnoe prodolzhenie ili analog izvestnyh igr esli polzovateli soberut zaprashivaemuyu summu Primerami proektov naibolee uspeshno sobravshih sredstva s pomoshyu etoj shemy yavlyayutsya Star Citizen zaprosili 2 mln sobrali bolee 100 mln Torment Tides of Numenera zaprosili 1 mln sobrali bolee 4 2 mln i Elite Dangerous zaprosili 1 25 mln sobrali bolee 1 7 mln istochnik ne ukazan 140 dnej PrimechaniyaKick starter Games neopr Data obrasheniya 22 dekabrya 2012 15 yanvarya 2013 goda Bob Johnstone Wave of the Future The story of the next generation in sound technology neopr Wired Wired Ventures Arhivirovano 20 aprelya 2012 goda angl Humphreys Sal Games Technology Industry Culture New Media an Introduction Second Edition angl Oxford University Press 2005 P 101 114 ISBN 0195551494 Utochkina E M Akkuratova O L Razrabotka chasti vizualnogo napolneniya sovremennoj kompyuternoj igry Statya v sbornike trudov vserossijskoj nauchno prakticheskoj konferencii 2017 S 60 67 Ashley S Lipson amp Robert D Brain 2009 Computer and Video Game Law Cases and Materials Carolina Academic Press p 9 ISBN 1 59460 488 6 Atari eventually sold more than 19 000 Pong machines giving rise to many imitations Pong made its first appearance in 1972 at Andy Capp s a small bar in Sunnyvale California where the video game was literally overplayed as eager customers tried to cram quarters into an already heavily overloaded coin slot neopr Data obrasheniya 29 sentyabrya 2017 Arhivirovano 16 marta 2012 goda Jason Whittaker 2004 The cyberspace handbook Routledge p 122 ISBN 0 415 16835 X Edge Staff The 30 Defining Moments in Gaming neopr Edge Future plc 13 avgusta 2007 Arhivirovano 12 fevralya 2013 goda Jiji Gaho Sha inc 2003 Asia Pacific perspectives Japan vol 1 University of Virginia p 57 At that time a game for use in entertainment arcades was considered a hit if it sold 1000 units sales of Space Invaders topped 300 000 units in Japan and 60 000 units overseas neopr Data obrasheniya 29 sentyabrya 2017 Arhivirovano 16 marta 2012 goda Making millions 25 cents at a time Canadian Broadcasting Corporation 1982 11 23 28 yanvarya 2013 Data obrasheniya 2 fevralya 2013 Space Invaders vs Star Wars Executive vol 24 Southam Business Publications p 9 1982 According to TEC Atari s arcade game Space Invaders has taken in 2 billion with net recipts of 450 million neopr Data obrasheniya 29 sentyabrya 2017 Arhivirovano 15 yanvarya 2017 goda CPI Inflation Calculator neopr Arhivirovano 12 fevralya 2013 goda Mark J P Wolf The video game explosion a history from PONG to Playstation and beyond ABC CLIO p 105 ISBN 0 313 33868 X neopr Data obrasheniya 29 sentyabrya 2017 Arhivirovano 15 yanvarya 2017 goda Electronic Education Electronic Education vol 2 no 5 8 Electronic Communications p 41 1983 In 1980 alone according to Time 2 8 billion in quarters triple the amount of the previous years were fed into video games neopr Data obrasheniya 29 sentyabrya 2017 Arhivirovano 15 yanvarya 2017 goda Mark J P Wolf The video game explosion a history from PONG to Playstation and beyond ABC CLIO p 103 ISBN 0 313 33868 X neopr Data obrasheniya 29 sentyabrya 2017 Arhivirovano 15 yanvarya 2017 goda Everett M Rogers amp Judith K Larsen 1984 Silicon Valley fever growth of high technology culture Basic Books p 263 ISBN 0 465 07821 4 Video game machines have an average weekly take of 109 per machine The video arcade industry took in 8 billion in quarters in 1982 surpassing pop music at 4 billion in sales per year and Hollywood films 3 billion 10 billion if cassette sales and rentals are included Those 32 billion arcade games played translate to 143 games for every man woman and child in America A recent Atari survey showed that 86 percent of the US population from 13 to 20 has played some kind of video game and an estimated 8 million US homes have video games hooked up to the television set Sales of home video games were 3 8 billion in 1982 approximately half that of video game arcades neopr Data obrasheniya 29 sentyabrya 2017 Arhivirovano 15 yanvarya 2017 goda 1985 Keeping in touch p 38 ISBN 0 671 55376 3 There are 95 000 others like him spread across the country getting fed a fat share of the 5 billion in videogame quarters every year neopr Data obrasheniya 29 sentyabrya 2017 Arhivirovano 15 yanvarya 2017 goda Kevin Fragmaster Bowen Game of the Week Pac Man neopr GameSpy 2001 Released in 1980 Pac Man was an immediate success It sold over 350 000 units and probably would of sic sold more if not for the numerous illegal pirate and bootleg machines that were also sold Arhivirovano 12 fevralya 2013 goda Mark J P Wolf 2008 Video Game Stars Pac Man The video game explosion a history from PONG to Playstation and beyond ABC CLIO p 73 ISBN 0 313 33868 X It would go on to become arguably the most famous video game of all time with the arcade game alone taking in more than a billion dollars and one study estimated that it had been played more than 10 billion times during the twentieth century neopr Data obrasheniya 29 sentyabrya 2017 Arhivirovano 15 yanvarya 2017 goda Chris Morris 2005 05 10 Pac Man turns 25 A pizza dinner yields a cultural phenomenon and millions of dollars in quarters CNN 12 maya 2005 Data obrasheniya 4 sentyabrya 2020 In the late 1990s Twin Galaxies which tracks video game world record scores visited used game auctions and counted how many times the average Pac Man machine had been played Based on those findings and the total number of machines that were manufactured the organization said it believed the game had been played more than 10 billion times in the 20th century YS Top 100 ot 30 oktyabrya 2015 na Wayback Machine from World of Spectrum Fahs Travis IGN Presents the History of Madden Retro Feature at IGN neopr Uk retro ign com 8 avgusta 2008 Arhivirovano 12 fevralya 2013 goda Hurby Patrick ESPN OTL The Franchise E ticket neopr Sports espn go com Arhivirovano 12 fevralya 2013 goda McLaughlin Rus IGN Presents the History of Street Fighter Retro Feature at IGN neopr Uk retro ign com 7 iyulya 2010 Arhivirovano 12 fevralya 2013 goda Statistical yearbook cinema television video and new media in Europe Volume 1999 angl Council of Europe 1996 P 123 Statistical yearbook cinema television video and new media in Europe Volume 1999 angl Council of Europe 1996 P 123 Business Week angl Bloomberg Businessweek magazine Bloomberg L P 1994 No 3392 3405 P 58 Hollywood s aim of course is to tap into the 7 billion that Americans pour into arcade games each year and the 6 billion they spend on home versions for Nintendo and Sega game machines Combined it s a market nearly 2 times the size of the 5 billion movie box office Zynga Takes 180 Million Venture Round From DST Others Cue Russian Mafia Jokes TechCrunch neopr Data obrasheniya 4 fevralya 2013 Arhivirovano 12 fevralya 2013 goda Call of Duty Black Ops sets record for Activision 25 yanvarya 2011 goda 2010 12 21 Retrieved on 2011 05 19 Variety GTA IV Launch Bigger Than Halo 3 And Then Some ot 17 marta 2009 na Wayback Machine Kotaku 2008 04 15 Retrieved on 2008 04 15 Japan s Richest Man Is Yes Hiroshi Yamauchi Forbes 2008 05 07 30 marta 2009 Data obrasheniya 29 sentyabrya 2017 Wolverton Troy 2005 05 24 Activision Aims for Sweet Spot TheStreet com 6 iyunya 2011 Data obrasheniya 3 fevralya 2013 Valjalo David 3DS Will Fight Piracy With Firmware Edge Magazine neopr Next gen biz 4 oktyabrya 2010 Arhivirovano 12 fevralya 2013 goda Technology EA dumps DRM for next Sims game BBC News 2009 03 31 2 dekabrya 2012 Data obrasheniya 3 fevralya 2013 Global sales of recorded music down 9 2 in the first half of 2002 ot 10 avgusta 2012 na Wayback Machine from IFPI Global sales of recorded music down 10 9 in the first half of 2003 ot 6 fevralya 2011 na Wayback Machine from IFPI Digital sales triple to 6 of industry retail revenues as global music market falls 1 9 ot 3 marta 2013 na Wayback Machine 2005 from IFPI Video game industry growth still strong study ot 8 marta 2021 na Wayback Machine from ReutersSsylkiThe Daily Telefrag russkoyazychnyj internet resurs posvyashyonnyj igrovoj industrii yavlyaetsya vedushej russkoyazychnoj ploshadkoj dlya obmena opytom mezhdu razrabotchikami Gamatoz ru Portal ob igrovoj industrii dpnews net Proekt o igrovoj industrii na dannyj moment zakryt comp games development industry Google Groups angl International Game Developers Association angl Cambridge University Press angl Sloperama Game Biz Advice Tom Sloper angl Game Industry Map angl Portal ob igrovoj industrii modifikacii dlya igr
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