1982 in video gaming

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List of years in video gaming (table)

Events[edit]

Business[edit]

Notable releases[edit]

Games[edit]

Arcade
Console
Computer

Hardware[edit]

Arcade
Console
Computer

References[edit]

  1. ^ Video Game Myth Busters - Did the "Crash" of 1983/84 Affect Arcades?, The Golden Age Arcade Historian (December 27, 2013)
  2. ^ Everett M. Rogers & Judith K. Larsen (1984), Silicon Valley fever: growth of high-technology culture, Basic Books, p. 263, ISBN 0-465-07821-4, Video game machines have an average weekly take of $109 per machine. The video arcade industry took in $8 billion in quarters in 1982, surpassing pop music (at $4 billion in sales per year) and Hollywood films ($3 billion). Those 32 billion arcade games played translate to 143 games for every man, woman, and child in America. A recent Atari survey showed that 86 percent of the US population from 13 to 20 has played some kind of video game and an estimated 8 million US homes have video games hooked up to the television set. Sales of home video games were $3.8 billion in 1982, approximately half that of video game arcades. 
  3. ^ http://www.gbrc.jp/content/old/PDF/GameCase.PDF#page=43
  4. ^ "ランダム・アクセス・メモ". Oh! FM-7. 4 August 2001. p. 4. Retrieved 19 September 2011.  (Translation)
  5. ^ http://blog.hardcoregaming101.net/2013/04/dark-age-of-jrpgs-dragon-princess-1982.html
  6. ^ Retro Japanese Computers: Gaming's Final Frontier, Hardcore Gaming 101, reprinted from Retro Gamer, Issue 67, 2009
  7. ^ http://blog.hardcoregaming101.net/2013/04/dark-age-of-jrpgs-2-some-games-we.html
  8. ^ http://fm-7.com/museum/softhouse/ponyca/540200300.html
  9. ^ "Time Zone: An interview with Roberta Williams". Computer Gaming World. May–June 1982. pp. 14–15. 
  10. ^ Maher, Jimmy (2012-06-05). "Time Zone". The Digital Antiquarian. Retrieved 10 July 2014. 
  11. ^ http://www.vasulka.org/archive/Writings/VideogameImpact.pdf#page=23
  12. ^ http://mamedev.org/source/src/mame/drivers/polepos.c.html