1. Bateman, Chris (August 13, 2014),。 “Meet Bertie the Brain, the world's first arcade game, built in Toronto”. Spacing Toronto. Archived from the original on December 22, 2015. Retrieved December 17, 2015.
2.^ Donovan, Tristan (2010)。 Replay: The History of Video Games. East Sussex: Yellow Ant. ISBN 978-0956507204.
3.^ Graetz, Martin (August 1981)。 “The origin of Spacewar”. Creative Computing. Vol. 6 no. 8. pp. 56–67. ISSN 0097-8140.
4.^ Smith, Alexander (November 19, 2019),。 They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. I: 1971-1982. CRC Press. pp. 119–20, 188–91. ISBN 978-0-429-75261-2.
5.^ “The Great Videogame Swindle?”. Next Generation. No. 23. Imagine Media. November 1996. pp. 211–229.
6.^ Smith, Alexander (November 27, 2019)。 They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry. 1: 1971 – 1982. CRC Press. pp. 309–310. ISBN 978-1-138-38990-8.
7.^ Jump up to:a b c d e f g h i j k l Ernkvist, Mirko (2008)。 “Down many times, but still playing the game: Creative destruction and industry crashes in the early video game industry 1971-1986”. In Gratzer, Karl; Stiefel, Dieter (eds.)。 History of Insolvancy and Bankruptcy. pp. 161–191. ISBN 978-91-89315-94-5.
8.^ Goldberg, Marty; Vendel, Curt (November 25, 2012),。 Atari Inc.: Business Is Fun. Syzygy Press. p. 204. ISBN 978-0-9855974-0-5.
9.^ Mullis, Steve (December 8, 2014)。 “Inventor Ralph Baer, The 'Father Of Video Games,' Dies at 92”. National Public Radio. Archived from the original on March 22, 2016. Retrieved May 3, 2016.
10.^ Jump up to:a b c d Picard, Martin. “The Foundation of Geemu: A Brief History of Early Japanese video games”. Game Studies. 13(2),。 ISSN 1604-7982.
11.^ Steve L. Kent (2001),, The ultimate history of video games: from Pong to Pokémon and beyond : the story behind the craze that touched our lives and changed the world, p. 64, Prima, ISBN 0-7615-3643-4
12.^ Jump up to:a b Fulton, Steve (November 6, 2007),。 “The History of Atari: 1971-1977”. Gamasutra. Retrieved September 11, 2018.
13.^ Jump up to:a b c d e f g h June, Laura (January 16, 2013)。 “For Amusement Only: The Life and Death of the American Arcade”. The Verge. Retrieved March 8, 2021.
14.^ Geddes, Ryan; Hatfield, Daemon (December 10, 2007),。 “IGN's Top 10 Most Influential Games”. IGN. Archived from the original on February 13, 2012. Retrieved July 11, 2008.
15.^ Dale Peterson (1983),, Genesis II, creation and recreation with computers, Reston Publishing, p. 175, ISBN 0-8359-2434-3, retrieved May 1, 2011, By 1980, some 300,000 Space Invader video arcade games were in use in Japan, and an additional 60,000 in the United States.
16.^ Jump up to:a b c Everett M. Rogers; Judith K. Larsen (1984),。 Silicon Valley fever: growth of high-technology culture. Basic Books. p. 263. ISBN 0-465-07821-4. Retrieved April 23, 2011.
17.^ Goldberg, Marty; Vendel, Curt (2012),。 “Chapter 5”. Atari Inc: Business is Fun. Sygyzy Press. ISBN 978-0985597405.
18.^ Russell, Jimmy (December 3, 2012)。 101 Amazing Atari 2600 Facts. Andrews UK Limited. ISBN 9781782344957.
19.^ Kent, Steven (2001),。 Ultimate History of Video Games. Three Rivers Press. p. 190. ISBN 0-7615-3643-4.
20.^ Weiss, Brett (2007),。 Classic home video games, 1972–1984: a complete reference guide. Jefferson, N.C.: McFarland. p. 108. ISBN 978-0-7864-3226-4.
21.^ Pogue, David (August 8, 2019)。 “The Secret History of 'Easter Eggs‘”. The New York Times. Retrieved August 8, 2019.
22.^ Yarwood, Jack (March 27, 2016),。 “Easter Eggs: The Hidden Secrets of Videogames”. Paste. Retrieved March 27, 2016.
23.^ Jump up to:a b Barton, Matt; Loguidice, Bill (February 28, 2008),。 “A History of Gaming Platforms: Atari 2600 Video Computer System/VCS”. Gamasutra. Retrieved April 5, 2016.
24.^ “Playing Catch Up: Night Trap's Rob Fulop”. Gamasutra. CMP. Retrieved April 9, 2007.
25.^ Gallager, Scott; Ho Park, Seung (February 2002)。 “Innovation and Competition in Standard-Based Industries: A Historical Analysis of the U.S. Home Video Game Market”. IEEE Transactions on Engineering Management. 49 (1): 67–82. doi:10.1109/17.985749.
26.^ Buchana, Levi (August 26, 2008),。 “Top 10 Best-Selling Atari 2600 Games”. IGN. Archived from the original on July 26, 2011. Retrieved January 18, 2019.
27.^ Wolf, Mark J. P. (2001),。 “5: Narrative in the Video Game”. In Mark J. P. Wolf (ed.)。 The Medium of the Video Game. University of Texas Press. ISBN 978-0292791503.
28.^ Morales, Aaron (January 25, 2013),。 “The 10 best Atari games”. Entertainment Weekly. Archived from the original on January 15, 2018. Retrieved April 17, 2016.
29.^ Moss, Richard (September 15, 2017),。 “Build, gather, brawl, repeat: The history of real-time strategy games”. Ars Technica. Archived from the original on September 28, 2017. Retrieved October 20, 2017.
30.^ Loguidice, Bill; Barton, Matt (2009)。 Vintage Games: An Insider Look at the History of Grand Theft Auto, Super Mario, and the Most Influential Games of All Time. Boston: Focal Press. p. 238. ISBN 978-0240811468.
31.^ DeMaria, Rusel; Wilson, Johnny L. (2003),。 High Score!: The Illustrated History of Electronic Games (2 ed.),。 New York: McGraw-Hill/Osborne. p. 52. ISBN 0-07-223172-6.
32.^ “Most Important Companies”. Byte. September 1995. Archived from the original on June 18, 2008. Retrieved November 4, 2019.
33.^ Edwards, Benj (December 21, 2019)。 “How Atari took on Apple in the 1980s home PC wars”. Fast Company. Retrieved March 6, 2021.
34.^ Earl g. Graves, Ltd (December 1982),。 “Cash in on the Video Game Craze”. Black Enterprise. pp. 41–2. ISSN 0006-4165. Archived from the original on September 14, 2016. Retrieved May 1, 2011.
35.^ John Markoff (November 30, 1981),。 “Atari acts in an attempt to scuttle software pirates”. InfoWorld. pp. 28–9. ISSN 0199-6649. Retrieved May 1, 2011.
36.^ Charles W. L. Hill; Gareth R. Jones (2007)。 Strategic management: an integrated approach (8 ed.),。 Cengage Learning. ISBN 978-0-618-89469-7.
37.^ McCracken, Harry (April 29, 2014),。 “Fifty Years of BASIC, the Programming Language That Made Computers Personal”. Time. Retrieved March 5, 2021.
38.^ Plunkett, Luke (December 29, 2009)。 “A Little Background On The World's First Ever Video Game Magazine”. Kotaku. Retrieved March 5, 2021.
39.^ Ahl, David H. (1976),。 “Birth of a Magazine (History of Creative Computing)”. The Best of Creative Computing Volume 1. pp. 2–3.
40.^ Izushi, Hiro; Aoyama, Yuko (2006),。 “Industry evolution and cross-sectoral skill transfers: a comparative analysis of the video game industry in Japan, the United States, and the United Kingdom”. Environment and Planning A. 38 (10): 1843–1861. doi:10.1068/a37205. S2CID 143373406.
41.^ Jump up to:a b “How British video games became a billion pound industry”. BBC. December 2014. Retrieved September 30,2019.
42.^ “The making of Zork”, Retro Gamer, Imagine Publishing (77): 32–33, May 2010
43.^ Barton, Matt; Loguidice, Bill (May 9, 2009)。 “The History of Rogue: Have @ You, You Deadly Zs”. Gamasutra. Retrieved June 12, 2014.
44.^ Melanson, Donald (March 3, 2006),。 “A Brief History of Handheld Video Games”. Weblogs, Inc. Archived from the original on June 18, 2009. Retrieved September 20, 2009.
45.^ Alt, Matt (November 12, 2020),。 “How Gunpei Yokoi Reinvented Nintendo”. Vice. Retrieved November 12, 2020.
46.^ “Stream of video games is endless”. Milwaukee Journal. December 26, 1982. pp. Business 1. Retrieved January 10, 2015.
47.^ Flemming, Jeffrey. “The History Of Activision”. Gamasutra. Archived from the original on December 20, 2016. Retrieved December 30, 2016.
48.^ Boyd, Andy. “No. 3038: The Video Game Crash of 1983”. www.uh.edu. Retrieved September 30, 2020.
49.^ Naramura, Yuki (January 23, 2019)。 “Peak Video Game? Top Analyst Sees Industry Slumping in 2019”. Bloomberg L.P.Retrieved January 29, 2019.
50.^ Senger, Emily. “The ODE: Atari (1972-2013)”. Canadian Business.
51.^ O'Donnell, Casey (2011),。 “The Nintendo Entertainment System and the 10NES Chip: Carving the Video Game Industry in Silicon”. Games and Culture. 6 (1): 83–100. doi:10.1177/1555412010377319. S2CID 53358125.
52.^ Hormby, Thomas (February 8, 2007),。 “Acorn and the BBC Micro: From education to obscurity”. Low End Mac. Archived from the original on March 3, 2007. Retrieved March 1, 2007.
53.^ “Death of the bedroom coder”. The Guardian. January 24, 2004. Retrieved September 30, 2019.
54.^ Blake, Jimmy (January 6, 2019)。 “How the UK became a major player in the gaming world”. BBC News. Retrieved January 7,2019. The gaming industry as it now exists formed around the same time back in the late 70s early 80s - there were a small number of influential people in programming.
55.^ “Sinclair Spectrum designer Rick Dickinson dies in US”. BBC News. April 26, 2018. Retrieved April 27, 2018. the machines had “spawned a generation” of coders that had helped to establish the UK's reputation as a creative, game-making powerhouse
56.^ Kelion, Leo (April 23, 2012),。 “Sinclair's ZX Spectrum turns 30”. BBC News. Retrieved April 26, 2018. The success was also driven by videogame sales - the machines were originally marketed as an educational tool but you ensured titles were ready at launch.
57.^ Bertz, Matt (December 6, 2011),。 “Ubi Uncensored: The History Of Ubisoft By The People Who Wrote It”. Game Informer. Archived from the original on October 5, 2018. Retrieved October 8, 2018.
58.^ Breslin, Steve (July 16, 2009),。 “The History and Theory of Sandbox Gameplay”. Gamasutra. Retrieved May 2, 2020.
59.^ Stanton, Jeffrey; Wells, Robert P.; Rochowansky, Sandra; Mellin, Michael (1984)。 The Addison-Wesley Book of Atari Software 1984. Addison-Wesley. pp. TOC. ISBN 020116454X. Archived from the original on January 3, 2015.
60.^ Kirkpatrick, Grahme (2016),。 “Making games normal: Computer gaming discourse in the 1980s”. New Media & Society. 18 (6): 1439–1454. doi:10.1177/1461444814558905. S2CID 37854697.
61.^ Stuart, Keith (July 23, 2015),。 “Commodore Amiga at 30 – the computer that made the UK games industry”. The Guardian. Retrieved September 30, 2019.
62.^ Jump up to:a b Den Hartigh, Erik; Ortt, J. Roland; Van de Kaa, Geerten; Stolwijk, Claire CM (2016)。 “Platform control during battles for market dominance: The case of Apple versus IBM in the early personal computer industry”. Technovation. 48: 4–12.
63.^ Libes, Sol (December 1981),。 “Bytelines”. BYTE. pp. 314–318. Retrieved January 29, 2015.
64.^ “Lookalikes From Home & Abroad”. PC Magazine. February–March 1982. p. 5. Retrieved October 20, 2013.
65.^ Zussman, John Unger (August 23, 1982),。 “Let's keep those systems open”. InfoWorld. p. 29. Retrieved January 29, 2015.
66.^ Barmash, Isadore (June 10, 1983)。 “Corporate Triumph, Then Death in a Ferrari”. The New York Times. p. A1. ISSN 0362-4331. Retrieved June 19, 2019.
67.^ Mace, Scott (January 9–16, 1984),。 “IBM PC clone makers shun total compatibility”. InfoWorld. pp. 79–81. Retrieved February 4, 2015.
68.^ Cook, Karen; Langdell, James (January 24, 1984),。 “PC-Compatible Portables”. PC Magazine. p. 39. Retrieved October 23, 2013.
69.^ Reimer, Jeremy. “Total share: 30 years of personal computer market share figures”. Ars Technica. Retrieved September 13,2008.
70.^ Totilo, Stephen (March 3, 2008)。 “The Three Most Important Moments In Gaming, And Other Lessons From Sid Meier, In GameFile”. MTV News. Archived from the original on July 15, 2014. Retrieved July 7, 2014.
71.^ “The 50 most important PC games of all time”. PC Gamer. January 18, 2016. Retrieved March 11, 2021.
72.^ Jump up to:a b Campbell, Colin; Gurman, Andres (July 14, 2015),。 “How Electronic Arts Lost Its Soul”. Polygon. Retrieved March 17,2021.
73.^ Jones, Stephan (April 24, 1989),。 “Software Adventure Games For Personal Computers”. The Washington Post. Retrieved March 19, 2021.
74.^ Mulligan, Jessica; Patrovsky, Bridgette (2003)。 Developing Online Games: An Insider's Guide. New Riders. p. 444. ISBN 1-59273-000-0. 1980 … Final version of MUD1 completed by Richard Bartle. Essex goes on the ARPANet, resulting in Internet MUDs
75.^ “Nintendo's Final Solution”. Electronic Games. Vol. 4 no. 36. March 1985. p. 9. Retrieved February 5, 2012.
76.^ Cunningham, Andrew (July 15, 2013),。 “The NES turns 30: How it began, worked, and saved an industry”. Ars Technica. Retrieved September 21, 2018.
77.^ Kinder, Marsha (1993),, Playing with Power in Movies, television, and Video Games: From Muppet Babies to Teenage Mutant Ninja Turtles, University of California Press, p. 90, ISBN 0-520-07776-8, retrieved April 26, 2011
78.^ Mochizuki, Takahashi; Savov, Vlad (August 25, 2020)。 “Epic's Battle With Apple and Google Actually Dates Back to Pac-Man”. Bloomberg News. Retrieved August 25, 2020.
79.^ Ramirez, Anthony (December 21, 1989),。 “The Games Played For Nintendo's Sales”. The New York Times. Retrieved June 28, 2010.
80.^ O'Donnell, Casey (2011),。 “The Nintendo Entertainment System and the 10NES Chip: Carving the Video Game Industry in Silicon”. Games and Culture. 6 (1): 83–100. doi:10.1177/1555412010377319. S2CID 53358125.
81.^ Cifaldi, Frank (December 11, 2012)。 “Nintendo Power: Remembering America's Longest-Lasting Game Magazine”. Gamasutra. Retrieved July 12, 2019.
82.^ http://www.gamepilgrimage.com/book/export/html/10920Archived March 31, 2016, at the Wayback Machine Sega Master System vs Nintendo Entertainment System – Game Pilgrimage
83.^ “Consolidated Sales Transition by Region” (PDF),。 Nintendo. January 27, 2010. Archived from the original (PDF)on February 24, 2011. Retrieved February 14, 2010.
84.^ “NES”. Classic Systems. Nintendo. Archived from the original on August 4, 2007. Retrieved December 4, 2007.
85.^ Plunkett, Luke (April 6, 2011),。 “Remembering Sega's Exiled Mascot”. Kotaku. Retrieved March 10, 2021.
86.^ Shane Patterson (February 3, 2009)。 “The sneaky history of stealth games: Hide and seek through the ages”. GamesRadar. Archived from the original on May 23, 2012. Retrieved June 21, 2009.
87.^ Don L. Daglow (August 1988),。 “Over the River and Through the Woods: The Changing Role of Computer Game Designers”. Computer Gaming World. p. 18. I'm sure you've noticed that I've made no reference to the Nintendo craze that has repeated the Atari and Mattel Phenomenon of 8 years ago. That's because for American game designers the Nintendo is a non-event: virtually all the work to date has been done in Japan. Only the future will tell if the design process ever crosses the Pacific as efficiently as the container ships and the letters of credit now do.
88.^ “The Good, The Bad & The Uncertain”. Computer Gaming World. No. 65. November 1989. p. 4.
89.^ “Soaring Into 1989”. Computer Gaming World. February 1989. p. 8.
90.^ Therrien, Carl; Picard, Martin (April 29, 2015),。 “Enter the bit wars: A study of video game marketing and platform crafting in the wake of the TurboGrafx-16 launch”. New Media & Society. 18 (10): 2323–2339. doi:10.1177/1461444815584333. S2CID 19553739.
91.^ Greene, Gavin (November 28, 2015)。 “The art and legacy of the '90s console war”. Venture Beat. Retrieved February 22,2021.
92.^ Hruby, Patrick (August 5, 2010),。 “The Franchise”. ESPN. Retrieved January 23, 2015.
93.^ Nicoll, Benjamin (2015),。 “Bridging the Gap: The Neo Geo, the Media Imaginary, and the Domestication of Arcade Games”. Games and Culture. 12 (2): 1–22. doi:10.1177/1555412015590048. S2CID 147981978.
94.^ Nintendo Power Magazine
95.^ Kohler, Chris (July 29, 2009)。 “July 29, 1994: Videogame Makers Propose Ratings Board to Congress”. Wired. Condé Nast Publications. Archived from the original on February 18, 2014. Retrieved April 20, 2015.
96.^ Alpert, Mark (June 29, 1992),。 “CD-ROM: The Next PC Revolution”. Fortune. Retrieved March 11, 2021.
97.^ Jump up to:a b c d e Therrien, Carl (2007),。 “Chapter 22: CD-ROM Games”. In Wolf, Mark (ed.)。 The Video Game Explosion. Westport, CT: Greenwood Press. pp. 121–126. ISBN 978-0313338687.
98.^ Perron, Bernard (2007),。 “Chapter 23: Interactive Movies”. In Therrien, Mark (ed.),。 The Video Game Explosion. Westport, CT: Greenwood Press. pp. 127–134. ISBN 978-0313338687.
99.^ Kohler, Chris (September 18, 2009)。 “LaserActive, Gaming's Greatest Boondoggle”. Wired. Retrieved March 15, 2021.
100.^ Jump up to:a b Aoyama, Yuko; Izushi, Hiro (2003),。 “Hardware gimmick or cultural innovation? Technological, cultural, and social foundations of the Japanese video game industry”. Research Policy. 32 (3): 423–444. doi:10.1016/S0048-7333(02)00016-1.
101.^ Cowan, Danny (April 25, 2006),。 “CDi: The Ugly Duckling”. 1UP.com. Archived from the original on November 4, 2012. Retrieved March 8, 2012.
102.^ Philips, Tom (February 13, 2020)。 “Ultra-rare Nintendo PlayStation prototype up for auction”. Eurogamer. Retrieved February 13, 2020.
103.^ Tomaselli, Fernando Claro; Di Serio, Luiz Carlos; de Oliveira, Luciel Henrique (2008)。 Value chain management and competitive strategy in the home video game industry. 19th Annual Conference POMS.
104.^ Leone, Matt (January 9, 2017),。 “Final Fantasy 7: An oral history”. Polygon. Vox Media. Archived from the original on January 9, 2017. Retrieved January 11, 2017.
105.^ Kraus, Alex (August 30, 2006),。 “'Dirge of Cerberus' defies expectations, for better and worse”. USA Today. Archived from the original on June 29, 2011. Retrieved August 6, 2011.
106.^ Parrish, Jeremy. “When SCUMM Ruled the Earth”. 1UP.com. Archived from the original on June 4, 2011. Retrieved May 2, 2008.
107.^ “PC Retroview: Myst”. IGN. August 1, 2000. Archivedfrom the original on January 20, 2012. Retrieved April 21, 2008.
108.^ “Virtua Racing – Arcade (1992)”. 15 Most Influential Games of All Time. GameSpot. March 14, 2001. Archived from the original on April 12, 2010. Retrieved January 19, 2014.
109.^ Feit, Daniel (September 5, 2012)。 “How Virtua Fighter Saved PlayStation's Bacon – WIRED”. WIRED. Archived from the original on October 14, 2014. Retrieved October 13, 2014.
110.^ “A Brief History of 3D Texturing in Video Games”. Discover | The Rookies. May 9, 2019. Retrieved December 1, 2020.
111.^ Jump up to:a b c “The evolution of 3D games”. TechRadar. July 11, 2010. Retrieved March 15, 2021.
112.^ Fiadotau, Mikhail (2019),。 “Dezaemon, RPG Maker, NScripter: Exploring and classifying game 'produsage' in 1990s Japan”. Journal of Gaming & Virtual Worlds. 11 (3): 215–230. doi:10.1386/jgvw.11.3.215_1.
113.^ Shanna Compton (2004),, Gamers: writers, artists & programmers on the pleasures of pixels, Soft Skull Press, p. 119, ISBN 1-932360-57-3, archived from the original on April 18, 2016
114.^ Spencer, Spanner, The Tao of Beat-'em-ups (part 2)Archived July 15, 2011, at the Wayback Machine, EuroGamer, February 12, 2008, Accessed March 18, 2009
115.^ Grabarczyk, Pawel; Aarseth, Espen (2019)。 “Port or conversion? An ontological framework for classifying game versions”. Unknown parameter |conference= ignored (help),;
116.^ “News: Virtua Fighter 3”. Computer and Video Games (174): 10–11. May 1996.
117.^ Sparkes, Matthew (June 6, 2014),。 “Tetris at 30: a history of the world's most successful game”. The Daily Telegraph. Archived from the original on April 27, 2017. Retrieved April 26, 2017.
118.^ Alt, Matt (November 12, 2020)。 “How Gunpei Yokoi Reinvented Nintendo”. Vice. Retrieved February 22, 2021.
119.^ “Pokémon in Figures”. The Pokémon Company. March 2020. Archived from the original on October 10, 2020. Retrieved July 31, 2020.
120.^ MARCELO PRINCE, PETER ROTH (December 21, 2004),。 “Videogame Publishers Place Big Bets on Big-Budget Games”. Wallstreet journal Online. Retrieved July 1, 2013. The jump in development and marketing costs has made the videogame industry “enormously risk averse,[…]Publishers have largely focused on making sequels to successful titles or games based on movie or comic book characters, which are seen as less risky. ”We don't green light any more things that will be small or average size games.[…]“[permanent dead link]
121.^ Juul, Jesper (November 15, 2019),。 ”The indie explosion that's been going on for 30 years (give or take)“. Polygon. Retrieved November 15, 2019.
122.^ Arsenault, Dominic (2009),。 ”Video Game Genre, Evolution and Innovation“. Eludamos. Journal for Computer Game Culture. 3 (2): 149–176.
123.^ ”The Circle of Life: An Analysis of the Game Product Life-cycle“. Gamasutra. May 15, 2007. Archived from the original on May 14, 2008. Retrieved July 15, 2008.
124.^ ”Looking Glass Prepares To Shock Gamers Again“. Archived from the original on July 10, 2015. Retrieved May 28, 2014.
125.^ ”The History of Resident Evil: The Beginning - PlayStation Universe“. Psu.com. Archived from the original on February 22, 2013. Retrieved August 11, 2013.
126.^ Willetts, Samual (July 27, 2020),。 ”How DirectX defined PC gaming… with help from a shotgun-toting Bill Gates“. PC Gamer. Retrieved December 7, 2020.
127.^ Kent, Steven L. (2002)。 The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World. New York: Random House International. ISBN 978-0-7615-3643-7. OCLC 59416169.
128.^ Webster, Andrew (March 4, 2009),。 ”Roots of rhythm: a brief history of the music game genre“. Ars Technica. Retrieved July 5, 2014.
129.^ Fahs, Travis. ”IGN Presents the History of Survival Horror“. IGN. IGN Entertainment, Inc. p. 5. Retrieved June 9, 2011.
130.^ Leslie Hook (June 18, 2012),。 ”Lenovo's Kinect-clone evades Chinese ban on video-game consoles“. The Globe and Mail. Toronto. Archived from the original on June 8, 2012. Retrieved August 20, 2012.
131.^ Luke Ume (December 15, 2011)。 ”Console Revolution“. The Escapist. Archived from the original on May 12, 2012. Retrieved August 20, 2012.
132.^ Scott Sharkey. ”Top 5 Underappreciated Innovators: Five genre-defining games that didn't get their due“. 1UP.com. Archived from the original on October 18, 2012. Retrieved April 1, 2011.
133.^ Adam LaMosca, On-Screen Help, In-Game HindranceArchived February 1, 2014, at the Wayback Machine, The Escapist
134.^ ”The making of the Xbox: How Microsoft unleashed a video game revolution (part 1)“. VentureBeat. November 14, 2011. Archived from the original on June 1, 2019. Retrieved June 1,2019.
135.^ Stuart, Keith (March 4, 2020),。 ”PlayStation 2 at 20: the console that revealed the future of gaming“. The Guardian. Retrieved March 15, 2021.
136.^ Cole, Vladimir (September 26, 2005),。 ”Forbes: Xbox lost Microsoft $4 billion (and counting)“. Joystiq. Archived from the original on August 7, 2007. Retrieved July 18, 2007.
137.^ Melanson, Donald. ”Wii becomes fastest selling console in the United States“. Archived from the original on August 14, 2009. Retrieved September 29, 2009.
138.^ Burger, Danielle (February 19, 2015)。 ”New Rock Band Game Said to Be Developed for Latest Consoles“. Bloomberg. Retrieved February 19, 2015.
139.^ ”Sales Of Music Video Games Plummet In 2009“. Reuters. December 18, 2009. Retrieved December 20, 2009.[dead link]
140.^ ”Game Boy: Technical Specs“. Nintendo. Archived from the original on October 3, 2005. Retrieved July 8, 2019.
141.^ Miekle, James (January 30, 2018),。 ”How Monster Hunter rose from niche import to an international sensation“. PC Gamer. Retrieved January 30, 2018.
142.^ Jump up to:a b Bartle, Richard A. (2010),。 ”From MUDs to MMORPGs: The History of Virtual Worlds“. In Hunsinger, Jeremy; Klastrup, Lisbeth; Allen, Matthew (eds.)。 International Handbook of Internet Research. Springer. ISBN 978-1402097881.
143.^ Harris, H.; Bailenson, J.N.; Nielsen, A.; Yee, N. (2009),。 ”The evolution of social behavior over time in second life“. Presence: Teleoperators and Virtual Environments. 18 (6): 434–448. CiteSeerX 10.1.1.363.6225. doi:10.1162/pres.18.6.434. S2CID 1339472.
144.^ Jin, Dal Yong (2010),。 Korea's Online Gaming Empire. MIT Press.
145.^ Kim, Ryan (June 11, 2007)。 ”League beginning for video gamers“. Sfgate.com. Retrieved June 4, 2012.
146.^ Ben Popper (September 30, 2013),。 ”Field of Streams: How Twitch Made Video Games a Spectator Sport“. The Verge. Retrieved October 9, 2013.
147.^ Jump up to:a b c d e Reeves, Ben (December 22, 2018),。 ”How Flash Games Changed Video Game History“. Game Informer. Retrieved March 15, 2021.[permanent dead link]
148.^ Walker, Trey (March 22, 2002)。 ”The Sims overtakes Myst“. GameSpot. CNET. Archived from the original on January 19, 2010. Retrieved March 15, 2008.
149.^ Jump up to:a b Kohler, Chris (December 24, 2009),。 ”14. Happy Farm (2008)“. The 15 Most Influential Games of the Decade. Wired. p. 2. Archived from the original on October 2, 2011. Retrieved September 10, 2011.
150.^ Jump up to:a b ”China's growing addiction: online farming games |“. Techgearx.com. October 29, 2009. Archived from the originalon November 2, 2009. Retrieved May 6, 2010.
151.^ Nutt, Christian (October 11, 2009),。 ”GDC China: Chinese Indie Game Trends and Opportunities“. Gamasutra. Archivedfrom the original on October 19, 2011. Retrieved September 10, 2011.
152.^ Jump up to:a b Kohler, Chris (May 19, 2010)。 ”Farm Wars: How Facebook Games Harvest Big Bucks“. Wired. Archived from the original on September 25, 2011. Retrieved September 12, 2011.
153.^ ”外媒關(guān)注開心農(nóng)場:中國擁有最多「在線農(nóng)民」 – 大洋新聞“. Game. dayoo.com. Archived from the original on October 13, 2010. Retrieved May 6, 2010.
154.^ ”China's Social Gaming Landscape: What's Coming Next“. Readwriteweb.com. Archived from the original on May 1, 2010. Retrieved May 6, 2010.
155.^ Elliott Ng (October 29, 2009),。 ”China's growing addiction: online farming games“. VentureBeat. Archived from the original on May 7, 2010. Retrieved May 6, 2010.
156.^ ”Facebook》到開心農(nóng)場歡呼收割“. China Times. September 1, 2009. Archived from the original on March 24, 2012. Retrieved September 12, 2011. (chinatimes. com%2F2009Cti%2FChannel%2FLife%2Flife-article%2F0%2C5047%2C100304%2B112009090100272%2C00.html&act=url Translation)
157.^ Walker, Tim (February 22, 2010),。 ”Welcome To Farmville: Population 80 Million“. The Independent. Retrieved August 18, 2020.
158.^ Walton, Zach (February 3, 2012)。 ”Snake, Classic Phone Game, Turns 15“. WebProNews. Archived from the originalon October 4, 2015. Retrieved August 22, 2015.
159.^ Hermida, Alfred (August 28, 2003),。 ”Japan leads mobile game craze“. BBC News. Archived from the original on December 2, 2011. Retrieved September 22, 2011.
160.^ Thomson, Iain (November 23, 2005),。 ”Nokia holds fire on mobile gaming“. Archived from the original on January 12, 2008. Retrieved January 12, 2008.
161.^ M?yr?, Frans (2015)。 ”Mobile Games“. In Mansell, Robin; Ang, Peng Hwa (eds.),。 The International Encyclopedia of Digital Communication and Society. John Wiley & Sons, Inc.doi:10.1002/9781118290743.wbiedcs014 (inactive May 6, 2021),。
162.^ ”The Indie Revolution: How little games are making big money“. October 9, 2013. Archived from the original on January 3, 2015. Retrieved January 7, 2015.
163.^ Topolsky, Joshua (March 6, 2012),。 ”Hello, Google Play: Google launches sweeping revamp of app, book, music, and video stores“. The Verge. Vox Media. Retrieved February 23,2017.
164.^ Chiang, Oliver (December 29, 2010)。 ”10 Years Of PopCap Games: Beyond Bejeweled“. Forbes. Retrieved August 19,2020.
165.^ West, Joel; Mace, Michael (2010),。 ”Browsing as the killer app: Explaining the rapid success of Apple's iPhone“. Telecommunications Policy. 34 (5–6): 270–286. doi:10.1016/j.telpol.2009.12.002.
166.^ Shaul, Brandy (June 11, 2013),。 ”King.com Dumps Advertising on its Games“. Adweek. Retrieved December 14, 2016.
167.^ Tang, Ailie K. Y. (October 2016)。 ”Mobile App Monetization: App Business Models in the Digital Era“. International Journal of Innovation, Management and Technology. 7 (5): 224–227. doi:10.18178/ijimt.2016.7.5.677.
168.^ Carsten, Paul (January 6, 2014),。 ”China suspends ban on video game consoles after more than a decade“. Reuters. Retrieved March 22, 2021.
169.^ Fung, Anthony (2017),。 ”The Impact of the Rise of Mobile Games on the Creativity and Structure of the Games Industry in China“. In Jin, D.Y. (ed.)。 Mobile Gaming in Asia. Mobile Communication in Asia: Local Insights, Global Implications. Springer. pp. 91–103. doi:10.1007/978-94-024-0826-3_6. ISBN 978-94-024-0824-9.
170.^ Naramura, Yuki (January 23, 2019),。 ”Peak Video Game? Top Analyst Sees Industry Slumping in 2019“. Bloomberg L.P.Retrieved January 29, 2019.
171.^ Gaudiosi, John (October 16, 2014),。 ”How Android TV is a (video) game changer“. Fortune. Retrieved June 21, 2021.
172.^ Yang, George (June 24, 2021)。 ”'The Little Handheld That Could': Examining The Vita's Impact A Decade Later“. The Verge. Retrieved June 24, 2021.
173.^ ”Final Fantasy 7: An oral history“. Polygon. January 9, 2017. Retrieved February 2, 2018.
174.^ Diver, Mike (May 2, 2015),。 ”Shenmue – discovering the Sega classic 14 years too late“. The Guardian. Archived from the original on June 26, 2015. Retrieved June 30, 2015.
175.^ Nussenbaum, Evelyn (August 22, 2004),。 ”Video Game Makers Go Hollywood. Uh-Oh“. The New York Times. Retrieved March 20, 2021.
176.^ Demaria, Rusel; Wilson, John (2002)。 High Score!: The Illustrated History of Electronic Games (1st ed.),。 McGraw-Hill Osborne Media. ISBN 0-07-222428-2.
177.^ Jump up to:a b Shirinian, Ara (January 26, 2010),。 ”The Uneasy Merging of Narrative and Gameplay“. Gamasutra. Retrieved March 20,2021.
178.^ Moss, Richard (January 26, 2011)。 ”A truly graphic adventure: the 25-year rise and fall of a beloved genre“. Ars Technica. Archived from the original on November 2, 2015. Retrieved November 10, 2015.
179.^ Parker, Felan (2017),。 ”Canonizing BioShock: cultural value and the prestige game“. Games and Culture. 12 (7–8): 739–763. doi:10.1177/1555412015598669. S2CID 148319261.
180.^ Jump up to:a b c Cobbett, Richard (September 22, 2017),。 ”From shareware superstars to the Steam gold rush: How indie conquered the PC“. PC Gamer. Retrieved September 25,2017.
181.^ Chan, Khee Hoon (March 18, 2021)。 ”Tracing the Sprawling Roots of Flash Preservation“. Vice. Retrieved March 18, 2021.
182.^ Wright, Steven (September 28, 2018),。 ”There are too many video games. What now?“. Polygon. Retrieved October 15,2019.
183.^ Futter, Michael (March 18, 2019),。 ”The Changing Face of Video Game Crowdfunding“. Variety. Retrieved March 18,2021.
184.^ Orland, Kyle (April 6, 2011)。 ”Minecraft Draws Over $33 Million In Revenue From 1.8M Paying Customers“. Gamasutra. Retrieved October 16, 2013.
185.^ Rose, Mike (November 19, 2013),。 ”How indies made an impact on a generation of game consoles“. Gamasutra. Retrieved August 26, 2020.
186.^ Bearman, Joshuah (November 15, 2009),。 ”Can D.I.Y. Supplant the First-Person Shooter?“. The New York Times. Archivedfrom the original on September 6, 2015. Retrieved September 23, 2015.
187.^ Chaplin, Heather (August 27, 2008)。 ”Xbox's 'Braid' A Surprise Hit, For Surprising Reasons“. NPR. Retrieved February 4,2011.
188.^ Plunkett, Luke (January 4, 2011),。 ”Why Minecraft Is So Damn Popular“. Kotaku. Retrieved February 4, 2011.
189.^ Stuart, K. (February 26, 2010),。 ”Natal vs Sony Motion Controller: is the console cycle over?“. The Guardian. London. Archived from the original on November 5, 2013. Retrieved May 13, 2010.
190.^ Totilo, Stephen. ”These Are The New Xbox 360 Specs“. Kotaku. Archived from the original on June 29, 2011. Retrieved May 22, 2011.
191.^ Mangalindan, J. P. (October 15, 2020)。 ”Cloud gaming's history of false starts and promising reboots“. Polygon. Retrieved November 1, 2020.
192.^ ”Every Single Way the Nintendo Wii U Failed“. March 2, 2016.
193.^ ”Why the Wii U Really Failed – VGU“.
194.^ Kuchera, Ben (August 5, 2014),。 ”The Wii U name is still hurting Nintendo“.
195.^ Clark, Peter Allen. ”Thank Nintendo's failed Wii U for the Switch's wild success“. mashable.com.
196.^ Kollar, Phil (September 13, 2011),。 ”PlayStation Vita hit Japan on December 17“. Archived from the original on November 18, 2011.
197.^ Kim, Tae (January 22, 2018)。 ”AMD, Nvidia must do more to stop cryptominers from causing PC gaming card shortages, price gouging“. CNBC. Retrieved March 16, 2021.
198.^ Orland, Kyle (October 15, 2013),。 ”Console makers making noises about relaxing multiplayer exclusivity“. Ars Technica. Retrieved March 17, 2016.
199.^ Phillips, Tom (March 17, 2016),。 ”So, will Sony actually allow PS4 and Xbox One owners to play together?“. Eurogamer. Retrieved March 17, 2016.
200.^ Plunkett, Luke (September 26, 2018)。 ”Sony Is Finally Allowing Cross-Play On The PS4“. Kotaku. Retrieved September 26, 2018.
201.^ Valentine, Rebekah (May 13, 2020),。 ”Epic Games announces Unreal Engine 5 with first PS5 footage“. GamesIndustry.biz. Retrieved May 13, 2020.
202.^ Kelly, Kevin. ”GDC09: Rearden Studios introduces OnLive game service and 'microconsole’“. Joystiq.com. Archivedfrom the original on March 25, 2009. Retrieved March 25, 2009.
203.^ ”WoW streamed to iPad gets fans excited“. May 3, 2010. Retrieved May 26, 2011.
204.^ Mulholland, Patrick (March 8, 2021),。 ”Gamers prepare for cloud computing power-up“. Financial Times. Retrieved March 20, 2021.
205.^ McCaffrey, Matthew (2019)。 ”The macro problem of microtransactions: The self-regulatory challenges of video game loot boxes“. Business Horizons. 62 (4): 483–495. doi:10.1016/j.bushor.2019.03.001. S2CID 86550018.
206.^ McWhertor, Michael (January 30, 2009)。 ”Top Oblivion DLC Revealed, Horse Armor Surprisingly Popular“. Kotaku. Retrieved October 11, 2017.
207.^ Senior, Tom (December 24, 2019),。 ”Horse armor won“. PC Gamer. Retrieved December 24, 2019.
208.^ Jump up to:a b c d e Williams, Mike (October 11, 2017),。 ”The Harsh History Of Gaming Microtransactions: From Horse Armor to Loot Boxes“. US Gamer. Retrieved October 11, 2017.
209.^ Snyder, Matt (May 17, 2018)。 China's Digital Game Sector(PDF) (Report),。 United States-China Economic and Security Review Commission. Retrieved September 25, 2019.
210.^ Robinson, Andrew (March 23, 2020),。 ”Review: Half-Life Alyx is VR's stunning killer app“. VGC. Archived from the original on March 24, 2020. Retrieved March 24, 2020.
^ Wingfield, Nick (July 13, 2016)。 ”Unity Technologies, Maker of Pokémon Go Engine, Swells in Value“. NYT. Archivedfrom the original on July 16, 2016. Retrieved July 16, 2016.