1970s | 1970 · 1971 · 1972 · 1973 · 1974 1975 · 1976 · 1977 · 1978 · 1979 |
1980s | 1980 · 1981 · 1982 · 1983 · 1984 1985 · 1986 · 1987 · 1988 · 1989 |
1990s | 1990 · 1991 · 1992 · 1993 · 1994 1995 · 1996 · 1997 · 1998 · 1999 |
2000s | 2000 · 2001 · 2002 · 2003 · 2004 2005 · 2006 · 2007 · 2008 · 2009 |
2010s | 2010 · 2011 · 2012 · 2013 · 2014 2015 · 2016 · 2017 · 2018 · 2019 |
2020s | 2020 · 2021 · 2022 |
In 1973, the arcade hit Pong spawned numerous clones, which led to the establishment of the video game industry. The year's best‑selling arcade game was Paddle Battle, a Pong clone that outsold Pong itself. The best-selling home console was the Magnavox Odyssey, the only console on the market for the second year in a row.
Financial performance[]
The following table lists the annual sales and revenue generated by the electronic games industry this year, including video games and electro‑mechanical games.
Industry | Products | Market | Unit sales | Annual revenue (est.) | Ref | ||
---|---|---|---|---|---|---|---|
Annual | Cume | Nominal | Inflation | ||||
Electronic games | USA | 189,000+ | 1,158,000+ | $189,000,000 | $1,300,000,000 | ||
Arcade | Arcade games | Worldwide | 250,000+ | 1,750,000+ | $682,000,000 | $4,700,000,000 | |
Arcade | Arcade games | Japan | 100,000+ | 700,000 | $400,000,000 | $2,700,000,000 | [1][2] |
USA | 100,000+ | 1,000,000+ | $182,000,000 | $1,250,000,000 | [3][4][5] | ||
Arcade video games | UK | 50,000 | 50,000 | $100,000,000 | $690,000,000 | [6] | |
Arcade | Electro‑mechanical games | Worldwide | 130,000+ | 1,427,000+ | $328,000,000+ | $2,300,000,000+ | |
Arcade | Electro‑mechanical games | Japan | 100,000+ | 500,000+ | $300,000,000+ | $2,100,000,000+ | [1][2] |
USA | 30,000+ | 927,000+ | $28,000,000+ | $190,000,000+ | |||
Video games | USA | 209,000 | 281,000 | $261,000,000 | $1,800,000,000 | ||
Arcade | Arcade video games | USA | 70,000 | 73,000 | $154,000,000 | $1,100,000,000 | [7][8] |
UK | 50,000 | 50,000 | $100,000,000 | $690,000,000 | [6] | ||
Console | Video game consoles | USA | 89,000 | 158,000 | $7,000,000 | $48,000,000 | [9] |
Electronic games | Worldwide | 359,000+ | 1,858,000+ | $689,000,000 | $4,700,000,000 |
Best-selling arcade video games[]
The following titles were the best-selling arcade video games of 1973 in the United States and Europe.
Rank | Title | Company | Release | Cabinet sales | Gross revenue (est.) | Genre | |||
---|---|---|---|---|---|---|---|---|---|
Annual[10] | Cume | Nominal[11] | Inflation | Ref | |||||
1 | Paddle Battle | Allied | 1973-03[12] | 17,000[13] | 17,000 | $40,000,000 | $270,000,000 | [12] | Pong |
2 | Pong | Atari | 1972-11[14] | 8,000 | 10,000[15] | $25,000,000 | $170,000,000 | [14] | |
3 | Winner | Midway | 1973-04[16] | 7,000 | 7,000 | $20,000,000 | $69,000,000 | [17] | |
4 | Pro Tennis | Williams | 1973-11[18] | 7,000 | 7,000 | $9,300,000 | $64,000,000 | [19] | |
5 | Tennis Tourney | Allied | 1973-07[12] | 5,000 | 5,000 | $9,400,000 | $62,000,000 | [12] | |
6 | Super Soccer | Allied | 1973-11[20] | 5,000 | 5,000 | $4,000,000 | $27,000,000 | [21] | |
7 | TV Ping Pong | Chicago | 1973-04[22] | 3,300[23] | 3,300 | $5,000,000 | $34,000,000 | [23] | |
8 | Ping-Pong | Alca | 1973-03[6] | 3,000[6] | 3,000 | $8,000,000 | $55,000,000 | [6] | |
9 | Gotcha | Atari | 1973-10[14] | 3,000 | 3,000 | $4,000,000 | $27,000,000 | [14] | Maze |
10 | Tele-Tennis Pong | COPS | 1973-07[6] | 2,000[6] | 2,000 | $5,000,000 | $34,000,000 | [6] | Pong |
11 | Asteroid | Midway | 1973-10[24] | 2,000 | 2,000 | $3,000,000 | $21,000,000 | [14] | Racing |
12 | Space Race | Atari | 1973-07[14] | 1,500 | 1,500 | $2,600,000 | $17,000,000 | ||
13 | Rally | For-Play | 1973-03[20] | 1,200[25] | 1,200 | $2,500,000 | $17,000,000 | [17] | Pong |
14 | TV Tennis | Chicago | 1973-08[20] | 1,000[23] | 1,000 | $2,000,000 | $14,000,000 | [23] | |
Volley | Ramtek | 1973-03[26] | 1,000 | 1,000 | $2,000,000 | $14,000,000 | [21] | ||
16 | Hockey | Ramtek | 1973-11[27] | 1,000 | 1,000 | $1,400,000 | $6,900,000 | [21] | |
17 | Olympic TV Hockey | Chicago | 1973-11[28] | 750[23] | 750 | $1,500,000 | $10,300,000 | [23] | |
18 | Pong Doubles | Atari | 1973-09[14] | 500 | 500 | $800,000 | $5,500,000 | [14] | |
19 | Elimination | Kee Games | 1973-10[14] | 500 | 500 | $600,000 | $4,100,000 | ||
20 | TV Tennis | US Billiards | 1973-10[29] | 300 | 300 | $400,000 | $2,700,000 | ||
21 | TV Hockey | Amutronics | 1973-12[20] | 250 | 250 | $370,000 | $2,500,000 | [21] | |
Tele-Soccer | BAC | 1973-11[30] | 250 | 250 | $350,000 | $2,400,000 | [14] | ||
Champion Ping Pong | Mirco | 1973-11[31] | 250 | 250 | $350,000 | $2,400,000 |
Home console[]
Console | Manufacturer | Generation | Unit sales | Gross revenue (est.) | ||
---|---|---|---|---|---|---|
Annual | Cume | Nominal | Inflation | |||
Magnavox Odyssey | Magnavox | First | 89,000[32] | 158,000[9] | $7,000,000[9] | $48,000,000 |
Japan[]
Japan had a thriving arcade market, with more than 500,000–700,000 arcade machines by 1973, mostly consisting of electro-mechanical (EM) shooting and driving games from Japanese manufacturers alongside pinball machines imported from the United States.[1] The first arcade video games released in Japan were Pong clones from Taito and Sega, followed by Namco's official release of Pong later that year.
References[]
- ↑ 1.0 1.1 1.2 Smith, Alexander (19 November 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. https://books.google.com/books?id=Cxy_DwAAQBAJ&pg=PT119.
- ↑ 2.0 2.1 情報メディア白書 [Information Media White Paper]. Dentsu Institute. 2010. p. 293. https://books.google.com/books?id=fSFNAQAAIAAJ. "産業興行収入市場規模営業収入営業収入全体ビデオゲームアーケードゲーム中短波 FM (Box office revenue, Market size, Operating revenue, Total operating revenue, Video games, Arcade games, Medium and shortwave FM) ... 1965 755 152 713 1,090 4,843 1966 758 174 752 1,266 5,760 1967 789 214 788 1,530 6,793 1968 820 254 792 1,736 7,843 1969 838 323 0 848 2,206 9,305 1970 825 398 13 921 2,691 10,802 1971 793 430 17 1,010 2,893 12,649 1972 770 482 1,100 3,333 14,828 1973 927 580 235 24 1,187 4,018 17,344 1974 1,171 628 46 1,258 4,442 19,171 1975 1,308 683 52 1,314 4,856 21,555 1976 1,457 790 65 1,915 5,809 25,714 1977 1,524 892 83 2,091 6,512 34,784 1978 1,605 1,006 97 2,141 7,362 37,058 1979 1,582 1,164 115 2,191 8,326 39,255 1980 1,659 1,263 131 2,714 8,687 41,008 1981 1,633 1,347 143 2,816 9,284 42,625 1982 1,695 2,780 4,500 1,391 180 2,877 9,967 44,611 1983 1,863 3,860 4,570 1,450 237 2,926 10,713 46,915"
- ↑ To Authorize a Change in the Composition of the One-cent Coin: Hearing, Ninety-third Congress, Second Session, on H.R. 11841 ... March 27, 1974. United States Congress House Committee on Banking and Currency Subcommittee on Consumer Affairs (U.S. Government Printing Office). 1974. pp. 137. https://books.google.com/books?id=d9UfAAAAMAAJ&pg=PA137.
- ↑ Annual Survey of Manufactures • 1973. U. S. Department of Commerce, Bureau of the Census. October 1975. p. 35. https://books.google.com/books?id=t_qUJBKU1-IC&pg=RA1-PA35.
- ↑ Annual Survey of Manufactures: 1974. U.S. Department of Commerce, Bureau of the Census. November 1976. pp. 34. https://books.google.com/books?id=yOzan1iBnQoC&pg=RA1-PA34.
- ↑ 6.0 6.1 6.2 6.3 6.4 6.5 6.6 6.7 Meades, Alan (2022-10-25). "5: Pings, Pongs, and Pioneers". Arcade Britannia: A Social History of the British Amusement Arcade. The MIT Press. pp. 121-44. ISBN 978-0-262-37234-3. https://direct.mit.edu/books/oa-monograph/5459/chapter/3979910/Pings-Pongs-and-Pioneers.
- ↑ Video Game Sales: 1972-1999. Gaming Alexandria (June 7, 2021).
- ↑ 1972
- ↑ 9.0 9.1 9.2 How Many Units Were Sold? Playing the Numbers Game with Video Games. The History of How We Play (2020-03-20).
- ↑ Baer, Ralph H. (2005). Videogames: In the Beginning. Rolenta Press. pp. 10–3. ISBN 978-0-9643848-1-1. https://archive.org/details/VideogamesInTheBeginningRalphH.Baer/page/n31/mode/2up.
- ↑ 1973 AMUSEMENT MACHINE ROUTE SURVEY (Cash Box)
- ↑ 12.0 12.1 12.2 12.3 The Ultimate (So Far) History of Allied Leisure/Centuri - Part 2
- ↑ https://allincolorforaquarter.blogspot.com/2012/08/what-was-best-selling-us-arcade-video.html
- ↑ 14.0 14.1 14.2 14.3 14.4 14.5 14.6 14.7 14.8 14.9 Production Numbers. Atari Games (1999). Archived from the original on 2013-01-20. Retrieved on 19 March 2012.
- ↑ The Effects of Video Games on Children: The Myth Unmasked. 1998. p. 12. https://books.google.com/books?id=gHu0Qf1n5TYC&pg=PA12.
- ↑ https://www.arcade-history.com/?n=winner&page=detail&id=4750
- ↑ 17.0 17.1 https://www.worldradiohistory.com/Archive-All-Music/Cash-Box/70s/1974/CB-1974-02-02.pdf#page=53
- ↑ https://www.arcade-history.com/?n=pro-tennis&page=detail&id=4810
- ↑ https://www.worldradiohistory.com/Archive-All-Music/Cash-Box/70s/1974/CB-1974-07-27.pdf#page=38
- ↑ 20.0 20.1 20.2 20.3 https://allincolorforaquarter.blogspot.com/2015/04/the-etymology-of-term-video-game.html
- ↑ 21.0 21.1 21.2 21.3 https://www.worldradiohistory.com/Archive-All-Music/Cash-Box/70s/1974/CB-1974-06-01.pdf#page=36
- ↑ Akagi, Masumi (1971-2005). アーケードTVゲームリスト国内•海外編 (Arcade TV Game List: Domestic • Overseas Edition). Japan: Amusement News Agency (published 13 October 2006). pp. 114-5. ISBN 978-4990251215. https://archive.org/details/ArcadeGameList1971-2005/page/n115/mode/2up.
- ↑ 23.0 23.1 23.2 23.3 23.4 23.5 "Stern Electronics, Inc.". 1977-07-11 Notice Of Motion. 1977-07-11. https://archive.org/details/19770711NoticeOfMotion/page/n10.
- ↑ https://www.worldradiohistory.com/Archive-All-Music/Cash-Box/70s/1973/Cash-Box-1973-10-06.pdf#page=48
- ↑ https://www.worldradiohistory.com/Archive-All-Music/Cash-Box/70s/1973/Cash-Box-1973-09-01.pdf#page=43
- ↑ https://www.igdb.com/games/volly
- ↑ https://www.igdb.com/games/hockey--1
- ↑ https://www.worldradiohistory.com/Archive-All-Music/Cash-Box/70s/1973/Cash-Box-1973-11-10.pdf#page=70
- ↑ https://www.worldradiohistory.com/Archive-All-Music/Cash-Box/70s/1973/Cash-Box-1973-10-27.pdf#page=65
- ↑ https://www.worldradiohistory.com/Archive-All-Music/Cash-Box/70s/1973/Cash-Box-1973-11-24.pdf#page=51
- ↑ https://www.worldradiohistory.com/Archive-All-Music/Cash-Box/70s/1974/CB-1974-02-16.pdf#page=56
- ↑ Smith, Alexander (2019). They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. I: 1971-1982. CRC Press. pp. 151–153. ISBN 978-1-138-38990-8. https://books.google.com/books?id=Cxy_DwAAQBAJ&pg=PT202.