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favicon.ico: web.archive.org/web/20221014142916/https://en.wikipedia.org/wiki/Video_game - Video game - Wikipedia.

site address: web.archive.org/web/20221014142916/https://en.wikipedia.org/wiki/Video_game

site title: Video game - Wikipedia

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ion 75 this typically only applies to the underlying code as well as to the artistic aspects of the game such as its writing art assets and music gameplay itself is generally not considered copyrightable in the united states among other countries video games are considered to fall into the idea expression distinction in that it is how the game is presented and expressed to the player that can be copyrighted but not the underlying principles of the game 76 because gameplay is normally ineligible for copyright gameplay ideas in popular games are often replicated and built upon in other games at times this repurposing of gameplay can be seen as beneficial and a fundamental part of how the industry has grown by building on the ideas of others 77 78 for example doom 1993 and grand theft auto iii 2001 introduced gameplay that created popular new game genres the first person shooter and the grand theft auto clone respectively in the few years after their release 79 80 however at times and more frequently at the onset of the industry developers would intentionally create video game clones of successful games and game hardware with few changes which led to the flooded arcade and dedicated home console market around 1978 77 81 78 cloning is also a major issue with countries that do not have strong intellectual property protection laws such as within china the lax oversight by china s government and the difficulty for foreign companies to take chinese entities to court had enabled china to support a large grey market of cloned hardware and software systems 82 the industry remains challenged to distinguish between creating new games based on refinements of past successful games to create a new type of gameplay and intentionally creating a clone of a game that may simply swap out art assets 83 industry main article video game industry e3 2012 in los angeles is one of the typical trade show events of the video game industry history the early history of the video game industry following the first game hardware releases and through 1983 had little structure video games quickly took off during the golden age of arcade video games from the late 1970s to early 1980s but the newfound industry was mainly composed of game developers with little business experience this led to numerous companies forming simply to create clones of popular games to try to capitalize on the market 84 due to loss of publishing control and oversaturation of the market the north american home video game market crashed in 1983 dropping from revenues of around 3 billion in 1983 to 100 million by 1985 many of the north american companies created in the prior years closed down japan s growing game industry was briefly shocked by this crash but had sufficient longevity to withstand the short term effects and nintendo helped to revitalize the industry with the release of the nintendo entertainment system in north america in 1985 84 along with it nintendo established a number of core industrial practices to prevent unlicensed game development and control game distribution on their platform methods that continue to be used by console manufacturers today 84 the industry remained more conservative following the 1983 crash forming around the concept of publisher developer dichotomies and by the 2000s leading to the industry centralizing around low risk triple a games and studios with large development budgets of at least 10 million or more 85 the advent of the internet brought digital distribution as a viable means to distribute games and contributed to the growth of more riskier experimental independent game development as an alternative to triple a games in the late 2000s and which has continued to grow as a significant portion of the video game industry 86 71 industry roles video games have a large network effect that draw on many different sectors that tie into the larger video game industry while video game developers are a significant portion of the industry other key participants in the market include 87 publishers companies generally that oversee bringing the game from the developer to market this often includes performing the marketing public relations and advertising of the game publishers frequently pay the developers ahead of time to make their games and will be involved in critical decisions about the direction of the game s progress and then pay the developers additional royalties or bonuses based on sales performances other smaller boutique publishers may simply offer to perform the publishing of a game for a small fee and a portion of the sales and otherwise leave the developer with the creative freedom to proceed a range of other publisher developer relationships exist between these points distributors publishers often are able to produce their own game media and take the role of distributor but there are also third party distributors that can mass produce game media and distribute to retailers digital storefronts like steam and the ios app store also serve as distributors and retailers in the digital space retailers physical storefronts which include large online retailers department and electronic stores and specialty video game stores sell games consoles and other accessories to consumers this has also including a trade in market in certain regions allowing players to turn in used games for partial refunds or credit towards other games however with the uprising of digital marketplaces and e commerce revolution retailers have been performing worse than in the past hardware manufacturers the video game console manufacturers produce console hardware often through a value chain system that include numerous component suppliers and contract manufacturer that assemble the consoles further these console manufacturers typically require a license to develop for their platform and may control the production of some games such as nintendo does with the use of game cartridges for its systems in exchange the manufacturers may help promote games for their system and may seek console exclusivity for certain games for games on personal computers a number of manufacturers are devoted to high performance gaming computer hardware particularly in the graphics card area several of the same companies overlap with component supplies for consoles a range of third party manufacturers also exist to provide equipment and gear for consoles post sale such as additional controllers for console or carrying cases and gear for handheld devices journalism while journalism around video games used to be primarily print based and focused more on post release reviews and gameplay strategy the internet has brought a more proactive press that use web journalism covering games in the months prior to release as well as beyond helping to build excitement for games ahead of release influencers with the rising importance of social media video game companies have found that the opinions of influencers using streaming media to play through their games has had a significant impact on game sales and have turned to use influencers alongside traditional journalism as a means to build up attention to their game before release esports esports is a major function of several multiplayer games with numerous professional leagues established since the 2000s with large viewership numbers particularly out of southeast asia since the 2010s trade and advocacy groups trade groups like the entertainment software association were established to provide a common voice for the industry in response to governmental and other advocacy concerns they frequently set up the major trade events and conventions for the industry such as e3 gamers the players and consumers of video games broadly while their representation in the industry is primarily seen through game sales many companies follow gamers comments on social media or on user reviews and engage with them to work to improve their products in addition to other feedback from other parts of the industry demographics of the larger player community also impact parts of the market while once dominated by younger men the market shifted in the mid 2010s towards women and older players who generally preferred mobile and causal games leading to further growth in those sectors 88 major regional markets see also video game industry international practices the industry itself grew out from both the united states and japan in the 1970s and 1980s before having a larger worldwide contribution today the video game industry is predominantly led by major companies in north america primarily the united states and canada western europe and southeast asia including japan south korea and china hardware production remains an area dominated by asian companies either directly involved in hardware design or part of the production process but digital distribution and indie game development of the late 2000s has allowed game developers to flourish nearly anywhere and diversify the field 89 game sales see also list of best selling video games and golden age of arcade video games a retail display with a large selection of games for platforms popular in the early 2000s according to the market research firm newzoo the global video game industry drew estimated revenues of over 159 billion in 2020 mobile games accounted for the bulk of this with a 48 share of the market followed by console games at 28 and personal computer games at 23 1 sales of different types of games vary widely between countries due to local preferences japanese consumers tend to purchase much more handheld games than console games and especially pc games with a strong preference for games catering to local tastes 90 91 another key difference is that though having declined in the west arcade games remain an important sector of the japanese gaming industry 92 in south korea computer games are generally preferred over console games especially mmorpg games and real time strategy games computer games are also popular in china 93 effects on society culture main articles video game culture and gamer the art of video games exhibit at the smithsonian american art museum in 2012 video game culture is a worldwide new media subculture formed around video games and game playing as computer and video games have increased in popularity over time they have had a significant influence on popular culture video game culture has also evolved over time hand in hand with internet culture as well as the increasing popularity of mobile games many people who play video games identify as gamers which can mean anything from someone who enjoys games to someone who is passionate about it as video games become more social with multiplayer and online capability gamers find themselves in growing social networks gaming can both be entertainment as well as competition as a new trend known as electronic sports is becoming more widely accepted in the 2010s video games and discussions of video game trends and topics can be seen in social media politics television film and music the covid 19 pandemic during 2020 2021 gave further visibility to video games as a pastime to enjoy with friends and family online as a means of social distancing 94 95 main article video games as an art form since the mid 2000s there has been debate whether video games qualify as art primarily as the form s interactivity interfered with the artistic intent of the work and that they are designed for commercial appeal a significant debate on the matter came after film critic roger ebert published an essay video games can never be art 96 which challenged the industry to prove him and other critics wrong 97 the view that video games were an art form was cemented in 2011 when the u s supreme court ruled in the landmark case brown v entertainment merchants association that video games were a protected form of speech with artistic merit 98 since then video game developers have come to use the form more for artistic expression including the development of art games 99 and the cultural heritage of video games as works of arts beyond their technical capabilities have been part of major museum exhibits including the art of video games at the smithsonian american art museum and toured at other museums from 2012 to 2016 main articles film adaptation video game adaptation and hollywood and the video game industry video games will inspire sequels and other video games within the same franchise but also have influenced works outside of the video game medium numerous television shows both animated and live action films comics and novels have been created based on existing video game franchises because video games are an interactive medium there has been trouble in converting them to these passive forms of media and typically such works have been critically panned or treated as children s media for example until 2019 no video game film had ever been received a fresh rating on rotten tomatoes but the releases of detective pikachu 2019 and sonic the hedgehog 2020 both receiving fresh ratings shows signs of the film industry having found an approach to adapt video games for the large screen 100 101 that said some early video game based films have been highly successful at the box office such as 1995 s mortal kombat and 2001 s lara croft tomb raider 102 more recently since the 2000s there has also become a larger appreciation of video game music which ranges from chiptunes composed for limited sound output devices on early computers and consoles to fully scored compositions for most modern games such music has frequently served as a platform for covers and remixes and concerts featuring video game soundtracks performed by bands or orchestras such as video games live have also become popular 102 video games also frequently incorporate licensed music particularly in the area of rhythm games furthering the depth of which video games and music can work together 102 further video games can serve as a virtual environment under full control of a producer to create new works with the capability to render 3d actors and settings in real time a new type of work machinima short for machine cinema grew out from using video game engines to craft narratives 103 as video game engines gain higher fidelity they have also become part of the tools used in more traditional filmmaking unreal engine has been used as a backbone by industrial light magic for their stagecraft technology for shows like the mandalorian 104 separately video games are also frequently used as part of the promotion and marketing for other media such as for films anime and comics however these licensed games in the 1990s and 2000s often had a reputation for poor quality developed without any input from the intellectual property rights owners and several of them are considered among lists of games with notably negative reception such as superman 64 more recently with these licensed games being developed by triple a studios or through 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