List of best-selling game consoles

A video game console is a standardized computing device tailored for video gaming. The compact size of video game consoles allows them to be easily used in a variety of locations, making them portable.[2] Video game consoles may use one or more data storage devices, such as hard disk drives, optical discs, and memory cards for downloaded content.[2]

Sony's PlayStation 2 is the best-selling game system overall with over 155 million units worldwide.[1]

A home video game console requires a computer monitor or television set as an output.[3] Handheld controllers are commonly used as input devices. Sanders Associates engineer Ralph H. Baer along with company employees Bill Harrison and Bill Rusch licensed their television gaming technology to contemporary major TV manufacturer Magnavox. This resulted in the 1972 release of the Magnavox Odyssey—the first commercially available video game console.[4]

The Nintendo DS product line are the best-selling handheld consoles, selling 154.02 million units worldwide. The majority of sales came from the DS Lite at 93.86 million units.[5]

A handheld game console is a lightweight device with a built-in screen, controls, speakers,[6] and has greater portability than a standard video game console.[2] It is capable of playing multiple games unlike tabletop and handheld electronic game devices. The oldest handheld game console with interchangeable cartridges is the Milton Bradley Microvision from 1979.[7] Nintendo is credited with popularizing the handheld console concept with the Game Boy's release in 1989[8] and continued to dominate the handheld console market into the early 2000s.[9][10]

Virtual reality headsets are head-mounted devices with built-in screens that are positioned in front of the user’s eyes. VR headsets intended to play virtual reality games may have handheld controllers and position-tracking accelerometers for user input.[11] Most of these are devices that must be connected to a game console or gaming PC,[12] but some are standalone game consoles, such as the Quest 2 released by Meta Platforms.[13]

Dedicated consoles are a subset of game consoles that are only able to play built-in games.[14][15] Video game consoles in general are also described as "dedicated" in distinction from the more versatile personal computer and other consumer electronics.[16][17][18]

Best-selling game consoles

The following table contains video game consoles that have sold at least 1 million units worldwide either through to consumers or inside retail channels. Each console include sales from every iteration unless otherwise noted. The years correspond to when the initial iteration of the console was first released (excluding test markets).

 
The first popular home console, the Atari 2600 (1980 version pictured), was released in 1977.[19]
The Family Computer and Nintendo Entertainment System were the best-selling consoles of its time, selling 61.91 million units worldwide.[20] It revitalised the gaming industry in the United States following the video game market crash.
  # Background shading indicates consoles currently on the market.
Million-selling game consoles
Platform Type Firm Released[2] Units sold Ref.
PlayStation 2 Home Sony 2000 >155 million [note 1]
Nintendo DS Handheld Nintendo 2004 154.02 million [20]
Nintendo Switch # Hybrid Nintendo 2017 146.04 million [20][note 2]
Game Boy & Game Boy Color Handheld Nintendo 1989, 1998 118.69 million [20][note 3]
PlayStation 4 Home Sony 2013 117.2 million [36]
PlayStation Home Sony 1994 102.49 million [37]
Wii Home Nintendo 2006 101.63 million [20]
PlayStation 3 Home Sony 2006 >87.4 million [note 1]
Xbox 360 Home Microsoft 2005 >84 million [note 4]
Game Boy Advance Handheld Nintendo 2001 81.51 million [20]
PlayStation Portable Handheld Sony 2004 80–82 million (estimate) [note 1]
Nintendo 3DS Handheld Nintendo 2011 75.94 million [20]
PlayStation 5 # Home Sony 2020 65.6 million [45]
Family Computer/Nintendo Entertainment System Home Nintendo 1983 61.91 million [20]
Xbox One Home Microsoft 2013 ~58 million [46]
Super Famicom/Super Nintendo Entertainment System Home Nintendo 1990 49.1 million [20]
Nintendo 64 Home Nintendo 1996 32.93 million [20]
Mega Drive/Genesis Home Sega 1988 30.75 million [note 5]
Atari 2600 Home Atari 1977 30 million [50]
Xbox Series X/S # Home Microsoft 2020 28.3 million [51]
Xbox Home Microsoft 2001 24 million [52]
Nintendo GameCube Home Nintendo 2001 21.74 million [20]
Quest 2 # VR headset Reality Labs / Meta 2020 ~20 million [53]
Wii U Home Nintendo 2012 13.56 million [20]
PlayStation Vita Handheld Sony 2011 10–15 million (estimate) [note 1]
Master System Home Sega 1986 10–13 million [note 6]
V.Smile & V.Motion Home VTech 2004, 2007 11 million [59]
Game Gear Handheld Sega 1990 10.62 million [47]
PC Engine/TurboGrafx-16 Home NEC/Hudson Soft[note 7] 1987 10 million [61]
Sega Saturn Home Sega 1994 9.26 million [48]
Dreamcast Home Sega 1998 9.13 million [48][62][63][64]
Master System (Brazilian variants) Home Tectoy 1989 8 million [65]
Dendy (famiclone) Home Micro Genius 1992 6 million [66]
Super NES Classic Edition Dedicated Nintendo 2017 5.28 million [67]
Advanced Pico Beena Home Sega 2005 >4.1 million [68]
NES Classic Edition Dedicated Nintendo 2016 3.56 million [69][70]
WonderSwan & WonderSwan Color Handheld Bandai 1999, 2000 3.5 million [note 8]
Sega Pico Home Sega 1993 >3.4 million [note 9]
Color TV-Game Dedicated Nintendo 1977 3 million [79][80]
Intellivision Home Mattel 1980 3 million [81]
Mega Drive (Brazilian variants) Home Tectoy 1990 3 million [82][83]
N-Gage Handheld Nokia 2003 3 million [84]
ColecoVision Home Coleco 1982 >2 million [note 10]
3DO Interactive Multiplayer Home The 3DO Company 1993 >2 million [88]
Neo Geo Pocket & Neo Geo Pocket Color Handheld SNK 1998, 1999 2 million [89]
Magnavox Odyssey² Home Magnavox/Philips 1978 2 million [90]
Sega SG-1000 Home Sega 1983 2 million [91][92]
Oculus Go VR headset Oculus 2018 2 million (estimate) [93]
Atari 7800 Home Atari 1986 >1 million [note 11]
Atari Lynx Handheld Atari 1989 >1 million [note 12]
Philips CD-i Home Philips 1990 >1 million [note 13]
Telstar Dedicated Coleco 1976 >1 million [99][note 14]
Atari 5200 Home Atari 1982 1 million [101]
Pegasus (famiclone) Home Micro Genius 1991 1 million [102]

>Final sales are greater than the reported figure. See notes.

Notes

  1. ^ a b c d Sony stopped reporting individual platform sales on a regular basis in 2012[21][22] but continues to do so sporadically.[23] PlayStation 2: 155 million units sold as of March 31, 2012.[24] It was discontinued worldwide on January 4, 2013. [25] According to Jim Ryan, former CEO of Sony, while on a podcast, the PS2 sold 160 million units.[26] PlayStation 3: Sony corporate data reports 87.4 million sold as of March 31, 2017.[24] PS3 shipments to Japanese retailers, the last country Sony was selling units to, ceased by May.[27] PlayStation Portable: 76.4 million units sold as of March 31, 2012.[24] A June 3, 2014 Associated Press report noted this was "the last time a tally was taken."[28] IGN's Evan Campbell reported on the same day around 80 million sold,[29] and Jordan Sirani reaffirmed Campbell's estimate 5 years later.[30] Shipments to North America ended in January 2014, and to Japan in June 2014; shipments to Europe ended during the latter part of the year.[28] IGN's Colin Moriarty reported in mid-November that 82 million PSPs were manufactured and shipped at the end of production.[31] PlayStation Vita: Third-party estimates range from 10–15 million.[32] Glixel stated in June 2017 that 15 million were sold,[33] while the Electronic Entertainment Design and Research suggests several million less by the end of 2015.[34] Production ceased in Japan in March 2019.[32]
  2. ^ Including Nintendo Switch Lite and OLED units
  3. ^ Nintendo only provided a combined sales total.[35] Before Game Boy Color's release in late-1998,[2] previous models sold 64.42 million units combined worldwide.[5]
  4. ^ Microsoft announced in October 2015 that individual platform sales in their fiscal reports will no longer be disclosed. The company shifted focus to the amount of active users on Xbox Live as its "primary metric for [sic] success".[38] Monthly active Xbox Live users reached nearly 90 million by Q3 2020.[39] Xbox 360: Production ended in 2016; 84 million in total lifetime sales.[40] Xbox One: Microsoft CEO Satya Nadella unveiled at a December 3, 2014, shareholder presentation that 10 million units were sold.[41] Most third-party estimates put the total number of Xbox One units sold by the end of 2019 at "around 50 million".[42] Market data and analytics firm Ampere Analysis Insights estimated the Xbox One had sold 51 million units by Q2 2020.[43] Microsoft announced on July 17, 2020, that they would cease manufacturing the Xbox One S All-Digital Edition and Xbox One X, though production of the Xbox One S would continue.[44]
  5. ^ 30.75 million sold by Sega worldwide as of March 1996,[47][48] not including sales of third-party licensed consoles from manufacturers such as Majesco Entertainment in the United States (which projected it would sell 1.5 million)[49] or Tec Toy in Brazil (listed separately).
  6. ^ 10–13 million, not including Brazilian variants.[54][55] Screen Digest wrote in a 1995 publication that the Master System's active installed user base in Western Europe peaked at 6.25 million in 1993. Those countries that peaked are France at 1.6 million, the United Kingdom at 1.35 million, Germany at 700 thousand, Spain at 550 thousand, the Netherlands at 200 thousand, and other Western European countries at 1.4 million. However, Belgium peaked in 1991 with 600 thousand, and Italy in 1992 with 400 thousand. Thus it is estimated approximately 6.8 million units were purchased in this part of Europe.[56] 1 million were sold in Japan as of 1986.[57] 2 million were sold in the United States.[58] Not including sales of licensed Tectoy variants in Brazil (listed separately).
  7. ^ Designed by Hudson and manufactured and marketed by NEC.[60]
  8. ^ Bandai released three WonderSwan iterations.[71] A March 2003 Famitsu article reported the original (March 1999)[72] and color (December 2000)[72] versions sold approximately 3 million units combined,[73] while the SwanCrystal (July 2002)[71] sold over 200 thousand units.[73] Bandai announced the transition from hardware to third-party development in February 2003 due to declining sales and will supply software to the competitor's Game Boy Advance by March 2004.[74] Average weekly Famitsu sales during the transition were only a couple hundred units,[1] and the SwanCrystal went build to order starting in autumn 2003.[73] WonderSwan hardware designer Koto claimed over 3.5 million were sold.[75]
  9. ^ Sega sold this amount as of April 2005.[76] Its successor launched on August 6, 2005.[77] Majesco re-manufactured and distributed the Pico in the United States starting at the end of 1999.[78]
  10. ^ The ColecoVision reached 2 million units sold by the spring of 1984. Console quarterly sales dramatically decreased at this time, but it continued to sell modestly[85][86] with most inventory gone by October 1985.[87]
  11. ^ Atari reported on June 1, 1988 that 7800 sold more than million units to date.[94] Production and support of the 7800 was officially discontiniued on January 1, 1992.
  12. ^ The Wall Street Journal reported in November 1992 approximately 1 million were sold.[95] Around June 1994, Atari shifted its focus from the Lynx to its Jaguar console.[96]
  13. ^ This Philips-reported figure was in The New York Times on September 15, 1994.[97] The CD-i was discontinued in 1998.[98]
  14. ^ Coleco launched Telstar in 1976 and sold a million. Production and delivery issues, and dedicated consoles being replaced by electronic handheld games dramatically reduced sales in 1977. Over a million Telstars were scrapped in 1978, and it cost Coleco $22.3 million that year[86]—almost bankrupting the company.[100]

References

  1. ^ GameCentral staff (June 27, 2013). "Xbox 360 beats Wii as the UK's best-selling console". Metro. Archived from the original on April 19, 2019. Retrieved October 31, 2013.
  2. ^ a b c Shelly, Gary; Misty, Vermaat (February 25, 2010). Discovering Computers 2011: Living in a Digital World, Complete. Shelly Cashman. Contributing authors: Quasney, Jeffrey; Sebok, Susan; Freund, Steven. Cengage Learning. p. 24. ISBN 9781439079263.
  3. ^ Lee, Robin (August 23, 2012). Peitz, Martin; Waldfogel, Joel (eds.). The Oxford Handbook of the Digital Economy. Oxford University Press. p. 84. ISBN 9780195397840. Archived from the original on October 30, 2019. Retrieved December 29, 2013.
  4. ^ Edwards, Benj (May 15, 2007). "Videogames Turn 40 Years Old". 1UP.com. p. 4. Archived from the original on January 16, 2013. Retrieved January 15, 2014.
  5. ^ a b "Historical Data: Consolidated Sales Transition by Region" (xlsx). Nintendo. April 27, 2017. Archived from the original on October 26, 2017. Retrieved April 27, 2017.
  6. ^ University of Maribor (April 24, 2007). "D 4.1 - Standards and technology monitoring report (revised version)" (PDF). Mobile Game-based Learning (1.7 ed.). Sixth Framework Programme (European Community): 20. Archived from the original (PDF) on June 30, 2013. Retrieved December 29, 2013.
  7. ^ East, Tom (November 11, 2009). "History Of Nintendo: Game Boy". Official Nintendo Magazine. Archived from the original on November 10, 2014. Retrieved December 29, 2013.
  8. ^ Patsuris, Penelope (June 7, 2004). "Sony PSP Vs. Nintendo DS". Forbes. Archived from the original on November 1, 2013. Retrieved November 4, 2013.
  9. ^ Hutsko, Joe (March 25, 2000). "88 Million and Counting; Nintendo Remains King of the Handheld Game Players". The New York Times. p. C1. Archived from the original on June 22, 2018. Retrieved January 12, 2009.
  10. ^ Coburn, Joshua Q.; Freeman, Ian; Salmon, John L. (September 1, 2017). "A Review of the Capabilities of Current Low-Cost Virtual Reality Technology and Its Potential to Enhance the Design Process". Journal of Computing and Information Science in Engineering. 17 (3). doi:10.1115/1.4036921. ISSN 1530-9827.
  11. ^ Kuchera, Ben (January 15, 2016). "The complete guide to virtual reality in 2016 (so far) (Update: February 2016)". Polygon. Retrieved July 26, 2024.
  12. ^ "Learn the basics of VR: Here's everything you need to know about virtual reality". Digital Trends. March 22, 2023. Retrieved July 26, 2024.
  13. ^ Williams, Andrew (March 16, 2017). History of Digital Games: Developments in Art, Design and Interaction (1st ed.). CRC Press. p. 69. ISBN 9781317503811.
  14. ^ Retro Rogue. "2004 Holiday Gift Guide Review - Atari Flashback Console (Atari)". GameSpy. Archived from the original on October 29, 2012. Retrieved December 30, 2013.
  15. ^ Chen, Brian (August 29, 2013). "New Device At Nintendo Is Cheaper, For Youths". The New York Times. p. B1. Archived from the original on April 9, 2019. Retrieved December 30, 2013.
  16. ^ Kuchera, Ben (February 28, 2011). "It's unofficial: dedicated gaming devices may be losing out to phones". Ars Technica. Archived from the original on January 1, 2014. Retrieved December 30, 2013.
  17. ^ Newman, Jared (November 11, 2013). "PC Game Streaming Is Going to Be Huge". Time. Archived from the original on February 20, 2016. Retrieved December 30, 2013.
  18. ^ Reimer, Jeremy (October 10, 2005). "The evolution of gaming: computers, consoles, and arcade". Ars Technica. Archived from the original on June 22, 2014. Retrieved May 10, 2014.
  19. ^ a b c d e f g h i j k l "IR Information : Sales Data - Dedicated Video Game Sales Units". Nintendo Co., Ltd. Archived from the original on January 26, 2021. Retrieved November 7, 2023.
  20. ^ "Business Development: Hardware". Sony Computer Entertainment. Archived from the original on June 30, 2013. Retrieved October 28, 2013.
  21. ^ "Business Development: Unit Sales of Hardware(FY2013-)". Sony Computer Entertainment. Archived from the original on April 24, 2015. Retrieved April 30, 2015.
  22. ^ Makuch, Eddie (February 6, 2014). "PS4 helps Sony's game division rise, but PS3 sales see "significant decrease"". GameSpot. Archived from the original on June 12, 2018. Retrieved December 13, 2015.
  23. ^ a b c "SIE Business Development". Sony Computer Entertainment. September 30, 2021. Archived from the original on April 28, 2021. Retrieved November 2, 2021.
  24. ^ Stuart, Keith (January 4, 2013). "PlayStation 2 manufacture ends after 12 years". The Guardian. Archived from the original on March 5, 2017. Retrieved November 22, 2013.
  25. ^ Cripe, Michael (March 29, 2024). "PlayStation Boss Jim Ryan Reveals PS2 Sold 160 Million Units Worldwide". IGN. Archived from the original on April 7, 2024. Retrieved May 11, 2024.
  26. ^ Ackerman, Dan (May 30, 2017). "At long last, end of the line for the Sony PlayStation 3". CNET. Archived from the original on March 12, 2019. Retrieved April 26, 2019.
  27. ^ a b "Sony to Stop Selling PlayStation Portable". Associated Press. Associated Press. June 3, 2014. Archived from the original on August 13, 2014. Retrieved July 10, 2014.
  28. ^ Campbell, Evan (June 3, 2014). "Sony Discontinuing PSP". IGN. Archived from the original on September 27, 2018. Retrieved July 10, 2014.
  29. ^ Sirani, Jordan (April 17, 2019). "Top 15 Best-Selling Video Game Consoles of All Time". IGN. Archived from the original on April 28, 2019. Retrieved April 26, 2019.
  30. ^ Moriarty, Colin (November 17, 2014). "Vita Sales Are Picking Up Thanks to PS4 Remote Play". IGN. Archived from the original on September 25, 2019. Retrieved November 18, 2014.
  31. ^ a b Good, Owen (March 2, 2019). "RIP PS Vita: Sony officially ends production". Polygon. Archived from the original on March 2, 2019. Retrieved March 2, 2019.
  32. ^ Baker, Chris (June 28, 2017). "PlayStation Vita's Rebirth as a Boutique Platform". Glixel. Archived from the original on June 12, 2018. Retrieved July 7, 2017.
  33. ^ Zatkin, Geoffrey (2016). Awesome Video Game Data 2016. Game Developers Conference 2016. Electronic Entertainment Design and Research. p. 11. Archived from the original on April 2, 2018. Retrieved April 1, 2018.
  34. ^ Edwards, Benj (April 21, 2009). "Happy 20th b-day, Game Boy: here are 6 reasons why you're #1". Ars Technica. Archived from the original on August 15, 2017. Retrieved January 30, 2014.
  35. ^ "PS5 shipments top 19.3 million; PS4 tops 117.2 million". Gematsu. May 10, 2022. Archived from the original on November 21, 2022. Retrieved November 5, 2022.
  36. ^ "PlayStation Cumulative Production Shipments of Hardware". Sony Computer Entertainment. Archived from the original on May 24, 2011. Retrieved October 31, 2013.
  37. ^ Futter, Mike (October 22, 2015). "[Update] Microsoft Will Focus Primarily On Xbox Live Usership, Not Console Shipments". Game Informer. Archived from the original on December 25, 2018. Retrieved October 22, 2015.
  38. ^ Warren, Tom (April 29, 2020). "Microsoft reports increased PC demand during coronavirus and 'minimal impact' on revenue". The Verge. Archived from the original on May 6, 2020. Retrieved July 18, 2020.
  39. ^ Xbox Wire Staff (June 9, 2014). "Xbox Delivers Winning Lineup of Exclusive Games for this Holiday Season". Archived from the original on September 12, 2020. Retrieved September 25, 2020.
  40. ^ "Microsoft Annual Meeting of Shareholders". Microsoft. December 3, 2014. Archived from the original on November 30, 2016. Retrieved January 31, 2015. Finally, our gaming business is thriving with the Xbox One hitting 10 million units sold. I am thrilled to welcome Mojang and Minecraft community to Microsoft.
  41. ^ Tassi, Paul (January 30, 2020). "The Nintendo Switch May Have Just Outsold The Xbox One With A 3.5 Year Late Start". Forbes. Archived from the original on July 18, 2020. Retrieved July 18, 2020.
  42. ^ Harding-Rolls, Piers (September 15, 2020). "Sony banks on PlayStation Studios to deliver another winning console generation". Ampere Analysis Insights. Archived from the original on September 30, 2020. Retrieved November 23, 2020.
  43. ^ Effron, Oliver (July 17, 2020). "Gearing up for the Xbox Series X, Microsoft has stopped making the Xbox One X". CNN. Archived from the original on July 17, 2020. Retrieved July 18, 2020.
  44. ^ "Supplemental Information for the Consolidated Financial Results for the Second Quarter Ended September 30, 2024" (PDF). VGC. November 8, 2024. Retrieved November 8, 2024.
  45. ^ "Xbox Series X/S Has Sold 21 Million Units, Xbox One at 58 Million, as Per Microsoft Brazil Presentation". GamingBolt. Retrieved June 30, 2023.
  46. ^ a b "Yearly market report". Famitsu Weekly (in Japanese) (392): 8. June 21, 1996.
  47. ^ a b c Ernkvist, Mirko (August 21, 2012). Zackariasson, Peter; Wilson, Timothy (eds.). The Video Game Industry: Formation, Present State, and Future. Routledge. p. 158. ISBN 9781136258244. Archived from the original on May 11, 2016. Retrieved December 5, 2015.
  48. ^ "Sega farms out Genesis". Consumer Electronics. March 2, 1998. Archived from the original on July 9, 2012.
  49. ^ "AtGames to Launch Atari Flashback 4 to Celebrate Atari's 40th Anniversary!" (Press release). PR Newswire. November 12, 2012. Archived from the original on November 27, 2012. Retrieved April 11, 2014.
  50. ^ Bhowmick, Aritra (September 18, 2024). "PlayStation and Xbox: Report Highlights Lifetime Global Hardware Sales Data for Both Gaming Consoles". IGN India. Archived from the original on September 18, 2024. Retrieved September 18, 2024.
  51. ^ "Gamers Catch Their Breath as Xbox 360 and Xbox Live Reinvent Next-Generation Gaming". Xbox.com. May 10, 2006. Archived from the original on July 9, 2007. Retrieved September 5, 2007.
  52. ^ Heath, Alex (March 1, 2023). "This is Meta's AR / VR hardware roadmap for the next four years". The Verge. Retrieved April 8, 2023.
  53. ^ Buchanan, Levi (March 20, 2009). "Genesis vs. SNES: By the Numbers". IGN. Archived from the original on September 18, 2018. Retrieved October 31, 2013. Nintendo moved 49.1 million Super NES consoles over the course of the generation and beyond, far surpassing the Genesis, which sold a still impressive 29 million units. [...] The Master System sold an anemic 13 million to the NES count of 62 million.
  54. ^ Forster, Winnie (2005). The Encyclopedia of Game.Machines: Consoles, Handhelds, and Home Computers 1972–2005. Magdalena Gniatczynska. p. 139. ISBN 3-00-015359-4.
  55. ^ "Sega Consoles: Active installed base estimates". Screen Digest. March 1995. p. 60. Archived from the original on November 24, 2021. Retrieved November 27, 2021.
  56. ^ Nihon Kōgyō Shinbunsha (1986). "Amusement". Business Japan. 31 (7–12). Nihon Kogyo Shimbun: 89. Archived from the original on December 17, 2019. Retrieved January 24, 2012.
  57. ^ Sheff & Eddy 1999, p. 349: "Atari sold a handful of its 5200s and 7800s, and Sega sold a total of 2 million Master Systems."
  58. ^ "VTech Introduces InnoTV, Perfect Educational Gaming System for Preschoolers Offers Educator-Supported Learning Games for Under US$70". VTech. October 13, 2015. Retrieved October 25, 2023.
  59. ^ Nutt, Christian (September 12, 2014). "Stalled engine: The TurboGrafx-16 turns 25". Gamasutra. Archived from the original on January 1, 2016. Retrieved August 13, 2016.
  60. ^ Phillips, Tom (April 11, 2012). "SNES celebrates 20th birthday in UK". Eurogamer. Archived from the original on April 13, 2012. Retrieved April 2, 2014.
  61. ^ "Sega Corporation Annual Report 2001" (PDF). Sega Corporation. August 1, 2001. p. 14. Archived (PDF) from the original on February 1, 2017. Retrieved November 2, 2015. A total of 3.39 million hardware units and 23.87 million software units were sold worldwide during fiscal 2001, for respective totals of 8.20 million units and 51.63 million units since Dreamcast was first brought to market.
  62. ^ "Revisions to Annual Results Forecasts" (PDF). Sega Corporation. October 23, 2001. p. 4. Archived from the original (PDF) on July 26, 2015. Retrieved November 2, 2015. Regarding sales of Dreamcast hardware from inventory resulting from the withdrawal from Dreamcast production [...] the Company exceeded initial targets with domestic sales of 130,000 units and U.S. sales of 530,000 units for the first half. Consequently, at the end of the half, Dreamcast inventories totaled 40,000 units domestically and 230,000 units for the United States, and we anticipate being able to sell all remaining units by the holiday season as initially planned.
  63. ^ "Sega Corporation Annual Report 2002" (PDF). Sega Corporation. July 1, 2002. p. 6. Archived (PDF) from the original on September 28, 2018. Retrieved November 2, 2015. The year ended March 31, 2002 was a turning point for Sega. We exited the hardware business, ceasing production of Dreamcast and selling through the remaining inventory.
  64. ^ Azevedo, Théo (May 12, 2016). "Console em produção há mais tempo, Master System já vendeu 8 mi no Brasil" (in Portuguese). Universo Online. Archived from the original on April 24, 2019. Retrieved May 13, 2016. Comercializado no Brasil desde setembro de 1989, o saudoso Master System já vendeu mais de 8 milhões de unidades no país, segundo a Tectoy.
  65. ^ "Приставка Dendy: Как Виктор Савюк придумал первый в России поп-гаджет" [Dendy Prefix: How Viktor Savyuk Came Up With The First Pop-gadget In Russia]. The Firm's Secret (in Russian). August 9, 2016. Archived from the original on June 12, 2018. Retrieved October 9, 2021.
  66. ^ "Consolidated Financial Statements" (PDF). Nintendo. April 26, 2018. p. 3. Archived (PDF) from the original on April 26, 2018. Retrieved April 26, 2018.
  67. ^ "トイ・ストーリー3 がビーナに登場!『Beena専用ソフト シューティングビーナ トイ・ストーリー3 ウッディとバズの大冒険!』とばして!うって!つかまえて!たのしいゲームがい~っぱい!" (PDF). Sega Toys (in Japanese). July 14, 2010. Archived (PDF) from the original on October 21, 2017. Retrieved July 22, 2023.
  68. ^ "Nintendo sold 2.3 million NES Classic Editions". April 28, 2017. Archived from the original on October 26, 2017. Retrieved February 1, 2018.
  69. ^ "Nintendo Switch sales near 20m, down slightly on last year". Eurogamer.net. July 31, 2018. Archived from the original on May 17, 2022. Retrieved June 14, 2022.
  70. ^ a b Ricciardi, John (October 1, 2002). "Hands-On With Bandai's SwanCrystal; Move over, Game Boy Advance - there's a new bird in town". Electronic Gaming Monthly. No. 159. EGM Media Group. p. 58. ISSN 1058-918X. On July 12, toy giant Bandai unleashed a third iteration (in stylish red and blue models) of their handheld WonderSwan system, the new-and- improved SwanCrystal, in Japan.
  71. ^ a b "Bandai to Launch WonderSwan Color in Dec". Jiji Press English News Service. August 30, 2000. A new colored version of Bandai Co.'s <7967> WonderSwan handheld game machine will hit Japanese stores in early December, the Japanese game maker said Wednesday. [...] The original WonderSwan, with its black-and-white displays, has sold 1.55 million units since its debut in March 1999.
  72. ^ a b c "第21回 スワンクリスタル受注生産へ! ワンダースワンのこれまでとこれからを探る! 【見習い記者の取材日記】". Famitsu (in Japanese). March 8, 2003. Archived from the original on February 1, 2014. Retrieved February 8, 2014.
  73. ^ "Bandai to Supply Software for Nintendo's Game Boy". Jiji Press English News Service. February 18, 2003. The move reflects declining sales of Bandai's WonderSwan mobile game machine. The major Japanese toy maker is looking to supply two or three software titles for the rival company's popular game machine by March next year. Bandai will shift its focus from sales of hardware to software for "multiple platforms," including personal digital assistants, Takasu told a press conference.
  74. ^ "Device solution". Koto. Archived from the original on February 16, 2014. Retrieved February 12, 2014.
  75. ^ "Business Strategy: Interactive Education Business". Sega Toys. Archived from the original on February 21, 2009. Retrieved January 6, 2015.
  76. ^ "食育、安全などの"五育"を取り入れ、エデュテイメント事業を推進「遊びながら学ぶ」が進化する『Advanced PICO Beena』(アドバンスピコ ビーナ)8月発売" (PDF) (Press release) (in Japanese). Sega Toys. April 5, 2005. Archived from the original (PDF) on September 28, 2007. Retrieved January 6, 2015.
  77. ^ "Majesco Signs Licensing Deal to Distribute Sega Pico Educational Systems: Systems Will Be Available In All Major Toy Retailers By Holiday Season" (Press release). Business Wire. August 5, 1999. Archived from the original on August 2, 2014. Retrieved January 6, 2015.
  78. ^ Parish, Jeremy (July 13, 2013). "The Famicom Legacy". USgamer. Archived from the original on September 22, 2013. Retrieved July 11, 2014.
  79. ^ Sheff & Eddy 1999, pp. 27–28: "[Color TV Game 6] was followed by a more powerful sequel, Color TV Game 15. A million units of each were sold. The engineering team also came up with systems that played a more complex game, called "Blockbuster," as well as a racing game. Half a million units of these were sold."
  80. ^ "Intellivision: Intelligent Television". GameSpy. Archived from the original on October 23, 2013. Retrieved October 31, 2013.
  81. ^ Azevedo, Théo (July 30, 2012). "Vinte anos depois, Master System e Mega Drive vendem 150 mil unidades por ano no Brasil" (in Portuguese). UOL. Archived from the original on April 24, 2019. Retrieved October 18, 2012. Base instalada: 5 milhões de Master System; 3 milhões de Mega Drive
  82. ^ Sponsel, Sebastian (November 16, 2015). "Interview: Stefano Arnhold (Tectoy)". Sega-16. Archived from the original on October 4, 2018. Retrieved November 21, 2015.
  83. ^ Androvich, Mark (February 19, 2008). "N-gage's Second Coming". Gamesindustry.biz. Archived from the original on May 5, 2008. Retrieved May 16, 2014. We had 700,000 active users and we had 3 million N-Gage devices out there.
  84. ^ "Coleco Industries sales report" (Press release). PR Newswire. April 17, 1984. ProQuest 294244496. Archived from the original on November 4, 2013. Retrieved November 3, 2013. 'First quarter sales of ColecoVision were substantial, although much less that [sic] those for the year ago quarter,' Greenberg said in a prepared statement. He said the company has sold 2 million ColecoVision games since its introduction in 1982.
  85. ^ a b Kleinfield, N. R. (July 21, 1985). "Coleco Moves Out Of The Cabbage Patch". The New York Times. p. F4. Archived from the original on January 11, 2018. Retrieved January 13, 2014. Coleco is now debating whether to withdraw from electronics altogether. Colecovision still sells, but it is a shadow of its former self.
  86. ^ "Coleco's Net In Sharp Rise". The New York Times. Associated Press. October 19, 1985. p. 45. ISSN 0362-4331. Archived from the original on June 12, 2018. Retrieved January 13, 2014. Thursday, Coleco said the entire inventory of its troubled Adam personal computer has been sold, along with much of its Colecovision inventory. The company's chairman, Arnold Greenberg, said Coleco expects no more charges against earnings from the two discontinued products.
  87. ^ Blake Snow (July 30, 2007). "The 10 Worst-Selling Consoles of All Time". GamePro. Archived from the original on August 23, 2008. Retrieved July 14, 2023.
  88. ^ Blake Snow (July 30, 2007). "The 10 Worst-Selling Handhelds of All Time". GamePro. Archived from the original on July 30, 2008. Retrieved July 22, 2023.
  89. ^ "Top 25 Video Game Consoles of All Time (Magnavox Odyssey 2)". IGN. Archived from the original on September 8, 2009. Retrieved October 31, 2013.
  90. ^ Tanaka, Tatsuo (August 2001). Network Externality and Necessary Software Statistics (PDF) (Report). Statistics Bureau of Japan. p. 2.
  91. ^ Adam Brandenburger, Barry Nalebuff. Co-opetition. p. 238.
  92. ^ Rodriguez, Salvador (July 14, 2019). "Facebook will never break through with Oculus, says one of the VR company's co-founders". CNBC. Retrieved February 12, 2024.
  93. ^ "Press Release: Axlon To Develop New Video Games For Atari; Bushnell Returns". Atari Corporation. June 1, 1988. Archived from the original on October 9, 2021. Retrieved October 9, 2021. The 7800 system with its enhanced graphics capabilities was introduced in 1986 and has sold more than million units to date.
  94. ^ Pereira, Joseph (November 16, 1992). "Technology (A Special Report): At Our Leisure --- (Not So) Great Expectations: Hand-held Video Games Will Get Better, But Big Improvements May Take a While". The Wall Street Journal. p. R10. ISSN 0099-9660. Meanwhile, Nintendo, the first on the market with its black-and-white Game Boy, has sold approximately 7.5 million portable systems, analysts estimate. Sega has sold about 1.6 million units of its color Game Gear system, while Atari Inc. has sold about one million units of its $99 Lynx color portable system.
  95. ^ Dvorak, John (September 1999). "The Riddle of the Lynx". Computer Shopper. SX2 Media Labs: 97. ISSN 0886-0556. Archived from the original on June 11, 2014. Retrieved February 13, 2014. The Jaguar looked to be a winner, with popular new games and hot sales. Around June of 1994 the company decided to stop supporting the Lynx and concentrate on the Jaguar.
  96. ^ Elrich, David (September 15, 1994). "Video-Game Wars: Fighting It Out Off-Screen". The New York Times. p. C2. ISSN 0362-4331. According to Philips, there are 1 million CD-i owners worldwide.
  97. ^ Townsend, Allie (November 4, 2010). "Top 10 Failed Gaming Consoles". Time. Archived from the original on August 12, 2014. Retrieved July 23, 2014.
  98. ^ Dillon, Roberto (April 12, 2011). The Golden Age of Video Games: The Birth of a Multibillion Dollar Industry. Taylor & Francis. pp. 22–23. ISBN 9781439873236. Archived from the original on January 3, 2014. Retrieved November 26, 2013.
  99. ^ Mehegan, David (May 8, 1988). "Putting Coleco Industries Back Together". The Boston Globe. p. A1. ISSN 0743-1791. Archived from the original on September 24, 2015. Retrieved April 23, 2014. When the game [Telstar] crashed hard, earnings fell 50 percent in 1977 and the company lost $22 million in 1978, barely skirting bankruptcy after Handel -- then chief financial officer -- found new credit and mollified angry creditors after months of tough negotiation.
  100. ^ Schrage, Michael (May 22, 1984). "Atari Introduces Game In Attempt for Survival". The Washington Post. p. C3. ISSN 0190-8286. ProQuest 138312072. Archived from the original on November 4, 2013. Retrieved July 29, 2009. The company has stopped producing its 5200 SuperSystem games player, more than 1 million of which were sold.
  101. ^ Paweł Winiarski (May 15, 2015). "Ponad milion sprzedanych egzemplarzy. Poznajcie historię Pegasusa - najpopularniejszej konsoli w Polsce" [More than one million copies sold. Learn about the history of Pegasus - the most popular console in Poland]. AntyWeb (in Polish). Retrieved July 22, 2023.

1 WonderSwan Famitsu sources

2 Release year sources

Bibliography