List of best-selling game consoles: Difference between revisions
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|style="text-align:center;"|{{efn|group=note|name=PlayStation family|Sony stopped divulging individual platform sales in their fiscal reports in 2012.<ref name="sony combined"/><ref name="sony stop combined"/> '''PlayStation 2''': 138.8 million units sold as of Sony's first fiscal quarter ending June 2009 (Q1 FY2009).<ref name="Q1 2009 PSP and PS2"/> Sony sold 16.2 million units from Q2 FY2009 until March 31, 2012.<ref name="PS2 Q2 and beyond"/> It was discontinued worldwide on January 4, 2013.<ref name=PSVita/> '''PlayStation 3''': A Sony press release reported 80 million sold as of November 2, 2013.<ref name="PS3 80mil"/> 3.4 million were shipped in 2014 and 0.4 million in the first quarter of 2015.<ref name="PS4 Q4 FY2014"/> '''PlayStation Portable''': 52.9 million units sold as of Q1 FY2009.<ref name="Q1 2009 PSP and PS2"/> Sony sold 23.4 million units from Q2 FY2009 until March 31, 2012.<ref name="PSP Q2 and beyond"/> On June 3, 2014, [[IGN]] reported a sales figure of 80 million,<ref name="IGN guess-estimate"/> but the [[Associated Press]] noted "More than 76 million PSP machines were sold, as of two years ago, the last time a tally was taken."<ref name="PSP discontinued"/> Shipments to North America ended in January 2014, and to Japan in June 2014. Shipments to Europe will end during the latter part of 2014.<ref name="PSP discontinued"/> On November 17, 2014, [[IGN]] reported that 82 million PSP were manufactured and shipped at end of production.<ref name="IGN 82million sold"/> '''PlayStation Vita''': 4 million reported by ''[[The Guardian]]'' on January 4, 2013.<ref name=PSVita/>}} |
|style="text-align:center;"|{{efn|group=note|name=PlayStation family|Sony stopped divulging individual platform sales in their fiscal reports in 2012.<ref name="sony combined"/><ref name="sony stop combined"/> '''PlayStation 2''': 138.8 million units sold as of Sony's first fiscal quarter ending June 2009 (Q1 FY2009).<ref name="Q1 2009 PSP and PS2"/> Sony sold 16.2 million units from Q2 FY2009 until March 31, 2012.<ref name="PS2 Q2 and beyond"/> It was discontinued worldwide on January 4, 2013.<ref name=PSVita/> '''PlayStation 3''': A Sony press release reported 80 million sold as of November 2, 2013.<ref name="PS3 80mil"/> 3.4 million were shipped in 2014 and 0.4 million in the first quarter of 2015.<ref name="PS4 Q4 FY2014"/> '''PlayStation Portable''': 52.9 million units sold as of Q1 FY2009.<ref name="Q1 2009 PSP and PS2"/> Sony sold 23.4 million units from Q2 FY2009 until March 31, 2012.<ref name="PSP Q2 and beyond"/> On June 3, 2014, [[IGN]] reported a sales figure of 80 million,<ref name="IGN guess-estimate"/> but the [[Associated Press]] noted "More than 76 million PSP machines were sold, as of two years ago, the last time a tally was taken."<ref name="PSP discontinued"/> Shipments to North America ended in January 2014, and to Japan in June 2014. Shipments to Europe will end during the latter part of 2014.<ref name="PSP discontinued"/> On November 17, 2014, [[IGN]] reported that 82 million PSP were manufactured and shipped at end of production.<ref name="IGN 82million sold"/> '''PlayStation Vita''': 4 million reported by ''[[The Guardian]]'' on January 4, 2013.<ref name=PSVita/>}} |
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Revision as of 22:46, 10 October 2015
A video game console is a boxlike standardized computing device tailored for video gaming that requires a monitor or television set as an output.[2] Handheld controllers are commonly used as input devices. Video game consoles may use one or more storage media like hard disk drives, optical discs, and memory cards for content. They weigh between 2 and 9 pounds on average and their compact size allows them to be easily used in a variety of locations with an electrical outlet.[3] Each are usually developed by a single business organization.[2] Dedicated consoles can only play built-in games.[4] Gaming consoles in general are also described as "dedicated" in distinction from the more versatile personal computer and other consumer electronics.[5][6][7] 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 Magnavox Odyssey's 1972 release—the first commercially available video game console.[8]
A handheld game console is a lightweight device with a built-in screen, games controls, speakers,[9] and has greater portability than a standard video game console.[3] It is capable of playing multiple games unlike tabletop and handheld electronic game devices. Tabletop and handheld electronic game devices of the 1970s and 1980s are the precursors of handheld game consoles.[10] Mattel introduced the first handheld electronic game with the 1977 release of Auto Race.[11] Later, several companies—including Coleco and Milton Bradley—made their own single-game, lightweight tabletop or handheld electronic game devices.[12] The oldest handheld game console with interchangeable cartridges is the Milton Bradley Microvision in 1979.[13] Nintendo is credited with popularizing the handheld console concept with the Game Boy's release in 1989[10] and continues to dominate the handheld console market.[14][15]
PlayStation 2 has over 10,828 software titles, and 1.52 billion units of software were sold worldwide as of December 2010.[16] Nintendo DS has over 2,000 software titles (as of August 2013),[17] and 945.48 million units of software sold worldwide as of September 2014.[18]
Million-selling game consoles
The following tables contain video game consoles and handheld 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. Dedicated consoles are marked with an asterisk (*) next to the platform's name, while † indicates the latest generation consoles on the market. The years correspond to when the home or handheld game console was first released—excluding test markets. Each year links to the corresponding "year in video gaming". Hardware firms labelled Atari , Microsoft , Nintendo , Sega or Sony have more than two consoles listed; those with a white background do not.
All game consoles
Home game consoles
Handheld game consoles
Platform | Firm | Released[‡] | Units sold | Ref. |
---|---|---|---|---|
Nintendo DS | Nintendo | Template:Vgy | 154.01 million | [18] |
Game Boy | Nintendo | Template:Vgy | 118.69 million | [note 2] |
PlayStation Portable | Sony | Template:Vgy | 82 million | [note 1] |
Game Boy Advance | Nintendo | Template:Vgy | 81.51 million | [18] |
Nintendo 3DS † | Nintendo | Template:Vgy | 53.07 million | [18] |
Sega Game Gear | Sega | Template:Vgy | 11 million | [57] |
PlayStation Vita † | Sony | Template:Vgy | >4 million | [note 1] |
WonderSwan | Bandai | Template:Vgy | 3.2–3.5 million | [note 7] |
N-Gage | Nokia | Template:Vgy | 3 million | [72] |
Atari Lynx | Atari | Template:Vgy | >1 million | [note 9] |
Million-selling game consoles by firm
Total amount of every console with at least 1 million units sold.
Manufacturer | Home console sales |
Handheld console sales |
Total sales |
---|---|---|---|
Nintendo | 280.25 million | 407.28 million | 687.53 million |
Sony | >366.59 million | >86 million | >452.59 million |
Microsoft | 118 million | – | 118 million |
Sega | 73.1–74.9 million | >14.4 million | >87.5 million |
Atari | 31 million | >1 million | |
Hudson Soft/NEC | 10 million | – | 10 million |
Bandai | – | 3.2–3.5 million | 3.2–3.5 million |
Coleco | >3 million | – | >3 million |
Magnavox/Philips | >3 million | – | >3 million |
Mattel | 3 million | – | 3 million |
Nokia | – | 3 million | 3 million |
Notes
- ^ a b c d e f g h Sony stopped divulging individual platform sales in their fiscal reports in 2012.[19][20] PlayStation 2: 138.8 million units sold as of Sony's first fiscal quarter ending June 2009 (Q1 FY2009).[21] Sony sold 16.2 million units from Q2 FY2009 until March 31, 2012.[22] It was discontinued worldwide on January 4, 2013.[23] PlayStation 3: A Sony press release reported 80 million sold as of November 2, 2013.[24] 3.4 million were shipped in 2014 and 0.4 million in the first quarter of 2015.[25] PlayStation Portable: 52.9 million units sold as of Q1 FY2009.[21] Sony sold 23.4 million units from Q2 FY2009 until March 31, 2012.[26] On June 3, 2014, IGN reported a sales figure of 80 million,[27] but the Associated Press noted "More than 76 million PSP machines were sold, as of two years ago, the last time a tally was taken."[28] Shipments to North America ended in January 2014, and to Japan in June 2014. Shipments to Europe will end during the latter part of 2014.[28] On November 17, 2014, IGN reported that 82 million PSP were manufactured and shipped at end of production.[29] PlayStation Vita: 4 million reported by The Guardian on January 4, 2013.[23]
- ^ a b Nintendo only provided a combined sales total.[30] Before Game Boy Color's release in late-1998,[‡] previous models sold 64.42 million units combined worldwide.[18]
- ^ a b c d Starting with Microsoft's fiscal quarter ending June 2014 (Q4), the company stopped divulging individual platform sales in their fiscal reports.[32] Xbox 360: Sold 84 million as of June 2014.[33] Xbox One: Microsoft CEO Satya Nadella unveiled at a December 3, 2014 shareholder presentation that 10 million units were sold.[34] Ars Technica estimated it to have outsold the Wii U starting in late 2014 and continues to outpace it.[35]
- ^ a b Sega sold approximately 40 million units worldwide.[36] Former Sega Senior Vice President of Product Development Joe Miller elaborated this figure; it includes the model 1, model 2, Sega Nomad, and others, but not those released by Majesco.[37] According to Man!ac magazine, the Sega Genesis sold 29 million units with 14 million of those in North America by the end of 1994.[38] Famitsu reported 3.58 million in Japan and 25 million for the United States and Europe by the end of March 1996.[39] Computer and Video Games' November 1996 issue reported 8 million sold in Europe.[40] The 29 million figure was later published by other sources, including IGN and Wired.[41][42] However, Sega continued to sell the Genesis worldwide through 1997.[43][44] Reports of the Genesis reaching 20 million units sold in the United States started as early as 1998.[45][46][47] Different console variations, including those by Tectoy, were later sold.[48][49]
- ^ a b 13 million according to a 2009 article by IGN's Levi Buchanan.[41] 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, Germany at 700 thousand, the Netherlands at 200 thousand, Spain at 550 thousand, the United Kingdom at 1.35 million, 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.[53] 1 million were sold in Japan as of 1986.[54] 2 million were sold in the United States.[55] 5 million were sold by Tectoy in Brazil as of 2012.[56]
- ^ a b Sega sold this amount as of April 2005.[61] Its successor launched on August 6, 2005.[62] Majesco re-manufactured and distributed the Pico in the United States starting at the end of 1999.[63]
- ^ a b Bandai released three WonderSwan iterations.[64] A March 2003 Famitsu article reported the original (March 1999)[65] and color (December 2000)[65] versions sold approximately 3 million units combined,[66] while the SwanCrystal (July 2002)[64] sold over 200 thousand units.[66] 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.[67] Average weekly Famitsu sales during the transition were only a couple hundred units,[§] and the SwanCrystal went build to order starting in autumn 2003.[66] WonderSwan hardware designer Koto claimed over 3.5 million were sold.[68]
- ^ a b 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[73][74] with most inventory gone by October 1985.[75]
- ^ a b The Wall Street Journal reported in November 1992 approximately 1 million were sold.[77] Around June 1994, Atari shifted its focus from the Lynx to its Jaguar console.[78]
- ^ a b This Philips-reported figure was in The New York Times on September 15, 1994.[79] The CD-i was discontinued in 1998.[80]
- ^ a b 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[74]—almost bankrupting the company.[82]
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Computer Entertainment System: 2.8. PS4 (included): 2.4
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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.
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The game and its star became synonymous with Sega and helped propel the Mega Drive to sales of around 40 million, only 9 million short of the SNES—a minuscule gap compared to the 47 million that separated the Master System and NES.
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"But that doesn't distract us from our mission to convert our MegaDrive owners into Saturn owners." Which by their figures, adds up to 8 million potential Saturn upgraders!
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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.
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Sega hit its projections on the mark, selling 1.1 million hardware units and 3 million Sega Genesis games. While the company recently announced it will dispose of all remaining 16-bit peripheral inventory, specifically the Genesis 32X and Sega CD products, it will continue to sell Genesis hardware and software in the coming years.
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After the company sold some 20 million 16-bit Genesis consoles in the United States alone [...]
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Its 16-bit Genesis hit the market before the Super Nintendo; both systems eventually sold about 20 million units.
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The Saturn only managed to sell two million units in the US compared with 20 million units of the Genesis 16bit version in the early 1990s.
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FY15 Q1: 3.0
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Base instalada: 5 milhões de Master System; 3 milhões de Mega Drive
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[...] Sega has sold 9.5 million of its 32-bit Saturns worldwide after selling more than 30 million of its 16-bit Genesis consoles.
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{{cite press release}}
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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.
- ^ 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.
- ^ 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.
{{cite web}}
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suggested) (help) - ^ "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.
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{{cite web}}
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suggested) (help) - ^ a b Sheff & Eddy 1999, p. 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."
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We had 700,000 active users and we had 3 million N-Gage devices out there.
{{cite web}}
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ignored (|url-status=
suggested) (help) - ^ "Coleco Industries sales report" (Press release). PR Newswire. April 17, 1984. 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.
{{cite press release}}
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ignored (|url-status=
suggested) (help) - ^ a b Kleinfield, N. R. (July 21, 1985). "Coleco Moves Out Of The Cabbage Patch". The New York Times. p. F4. 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.
- ^ Associated Press (October 19, 1985). "Coleco's Net In Sharp Rise". The New York Times. p. 45. ISSN 0362-4331. 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.
- ^ 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.
- ^ Dvorak, John (September 1999). "The Riddle of the Lynx". Computer Shopper. SX2 Media Labs: 97. ISSN 0886-0556. 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.
{{cite journal}}
: Unknown parameter|subscription=
ignored (|url-access=
suggested) (help) - ^ 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.
- ^ Townsend, Allie (November 4, 2010). "Top 10 Failed Gaming Consoles". Time. Retrieved July 23, 2014.
- ^ a b 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. Retrieved November 26, 2013.
- ^ Mehegan, David (May 8, 1988). "Putting Coleco Industries Back Together". The Boston Globe. p. A1. ISSN 0743-1791. 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.
{{cite news}}
: Unknown parameter|subscription=
ignored (|url-access=
suggested) (help) - ^ a b Schrage, Michael (May 22, 1984). "Atari Introduces Game In Attempt for Survival". The Washington Post: C3. ISSN 0190-8286. Retrieved July 29, 2009.
The company has stopped producing its 5200 SuperSystem games player, more than 1 million of which were sold.
{{cite journal}}
: Unknown parameter|subscription=
ignored (|url-access=
suggested) (help) - ^ Reimer, Jeremy (October 10, 2005). "The evolution of gaming: computers, consoles, and arcade". Ars Technica. Retrieved May 10, 2014.
- § WonderSwan Famitsu sources
- ‡ Release year sources
- Bibliography
- Forster, Winnie (2011). Game Machines: The encyclopedia of consoles, handhelds & home computers 1972 - 2012 (2nd ed.). Enati Media. ISBN 9780987830500.
{{cite book}}
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(help) - Sheff, David; Eddy, Andy (April 15, 1999). Game Over: Press Start to Continue - The Maturing of Mario. Cyberactive Media Group/GamePress. ISBN 9780966961706.
{{cite book}}
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