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List of best-selling game consoles

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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 includes sales from every iteration unless otherwise noted. The years correspond to when the first version of each console was released (excluding test markets).

Best-selling consoles

  Background shading and # indicates consoles currently on the market.

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

Notes

  1. ^ Including Nintendo Switch Lite and OLED units
  2. ^ Including Nintendo DS Lite, DSi and DSi XL units
  3. ^ Nintendo only provided a combined sales total.[3] Before Game Boy Color's release in late 1998,[2] previous models sold 64.42 million units combined worldwide.[4]
  4. ^ Including Game Boy Advance SP and Micro units
  5. ^ 30.75 million sold by Sega worldwide as of March 1996,[11][12] not including sales of third-party licensed consoles from manufacturers such as Majesco in the United States (which projected it would sell 1.5 million)[13] or Tec Toy in Brazil (listed separately)
  6. ^ a b Game Gear
    Sega announced that it had shipped 10.62 million Game Gear units by March 31, 1996,[11] but the Game Gear continued to be produced until April 30, 1997.[19]
    Sega Mark III/Master System
    Sega announced that it had shipped 10 million Sega Mark III/Master Systems by March 31, 1994,[20] but the Master System continued to be produced until April 16, 1996.[21]
  7. ^ PlayStation Vita: Third-party estimates range from 10–15 million.[22] Glixel stated in June 2017 that 15 million were sold,[23] while the Electronic Entertainment Design and Research suggests several million less by the end of 2015.[24] Production ceased in Japan in March 2019.[22]
  8. ^ Designed by Hudson and manufactured and marketed by NEC[25]
  9. ^ Bandai released three WonderSwan iterations.[35] A March 2003 Famitsu article reported the original (March 1999)[36] and color (December 2000)[36] versions sold approximately 3 million units combined,[37] while the SwanCrystal (July 2002)[35] sold over 200 thousand units.[37] Bandai announced the transition from hardware to third-party development in February 2003 due to declining sales and would supply software to Nintendo's Game Boy Advance by March 2004.[38] 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.[37] WonderSwan hardware designer Koto claimed over 3.5 million were sold.[39]
  10. ^ Sega sold this amount as of April 2005.[40] Its successor launched on August 6, 2005.[41] Majesco re-manufactured and distributed the Pico in the United States starting at the end of 1999.[42]
  11. ^ 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[49][50] with most inventory gone by October 1985.[51]
  12. ^ Developed by The 3DO Company and manufactured by Panasonic, Sanyo, GoldStar and Creative Technology.
  13. ^ Includes Quest 3S sales
  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[50]—almost bankrupting the company.[61]
  15. ^ This Philips-reported figure was in The New York Times on September 15, 1994.[63] The CD-i was discontinued in 1998.[64]

References

  1. ^ a b c d "Business Data & Sales". Sony Interactive Entertainment. Retrieved November 27, 2024.
  2. ^ a b c d e f g h i j k l m n "IR Information : Sales Data - Dedicated Video Game Sales Units". Nintendo Co., Ltd. Archived from the original on February 3, 2026. Retrieved February 3, 2026.
  3. ^ 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.
  4. ^ "Historical Data: Consolidated Sales Transition by Region" (xlsx). Nintendo. April 27, 2017. Archived from the original on October 26, 2017. Retrieved April 27, 2017.
  5. ^ "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.
  6. ^ "PlayStation Cumulative Production Shipments of Hardware". Sony Computer Entertainment. Archived from the original on May 24, 2011. Retrieved October 31, 2013.
  7. ^ "PS5 shipments top 92.2 million". Gematsu. February 4, 2026. Archived from the original on February 5, 2026. Retrieved February 5, 2026.
  8. ^ "2007 PlayStation 3 - PlayStation Vita | PlayStation History timeline". PlayStation. Retrieved November 27, 2024.
  9. ^ "E3 2014: $399 Xbox One Out Now, Xbox 360 Sales Rise to 84 million". GameSpot. Retrieved May 14, 2026.
  10. ^ "Xbox Series X/S Has Sold 21 Million Units, Xbox One at 58 Million, as Per Microsoft Brazil Presentation". GamingBolt. Retrieved June 30, 2023.
  11. ^ a b "Yearly market report". Famitsu Weekly (in Japanese) (392): 8. June 21, 1996.
  12. ^ a b 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.
  13. ^ "Sega farms out Genesis". Consumer Electronics. March 2, 1998.{{cite web}}: CS1 maint: deprecated archival service (link)
  14. ^ "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.
  15. ^ 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.
  16. ^ "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.
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  19. ^ Kapa, Damien (2005). "Sega Game Gear". Retro Gamer. No. 17. Live Publishing. pp. 26–35 – via Internet Archive.
  20. ^ 長谷川清; 駒井徳造 (1991). "<遊びの世界を探る> 豊かな生活をアレンジする アミューズメント業界の雄 「セガ・エンタープライゼス」". コンピュートピア (1991年7月号). コンピュータ・エージ社: 24–29. doi:10.11501/3250169.
    大下英治 (February 1993). セガ・ゲームの王国. 講談社. ISBN 4062063255.
    "Weekly Famitsu Express". Famitsu. Vol. 234, no. 313. December 16, 1994. p. 8.
  21. ^ "SEGA TRIMS HARDWARE RANGE". Telecompaper. April 16, 1996. Retrieved June 7, 2025.
  22. ^ 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.
  23. ^ 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.
  24. ^ 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.
  25. ^ 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.
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  27. ^ "第44期事業戦略" (PDF). SEGA. June 28, 2001. p. 4&10. Archived from the original (PDF) on July 26, 2015. Retrieved June 8, 2025.
  28. ^ 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.
  29. ^ Stuart, Keith (August 4, 2010). "The Leapster generation". The Guardian. ISSN 0261-3077. Retrieved January 2, 2026.
  30. ^ "Приставка Dendy: Как Виктор Савюк придумал первый в России поп-гаджет" [Dendy Console: 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.
  31. ^ "Consolidated Financial Statements" (PDF). Nintendo. April 26, 2018. p. 3. Archived (PDF) from the original on April 26, 2018. Retrieved April 26, 2018.
  32. ^ "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.
  33. ^ "Nintendo sold 2.3 million NES Classic Editions". April 28, 2017. Archived from the original on October 26, 2017. Retrieved February 1, 2018.
  34. ^ "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.
  35. ^ 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.
  36. ^ 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.
  37. ^ 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.
  38. ^ "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.
  39. ^ "Device solution". Koto. Archived from the original on February 16, 2014. Retrieved February 12, 2014.
  40. ^ "Business Strategy: Interactive Education Business". Sega Toys. Archived from the original on February 21, 2009. Retrieved January 6, 2015.
  41. ^ "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.
  42. ^ "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.
  43. ^ 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."
  44. ^ "Intellivision: Intelligent Television". GameSpy. Archived from the original on October 23, 2013. Retrieved October 31, 2013.
  45. ^ 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
  46. ^ Sponsel, Sebastian (November 16, 2015). "Interview: Stefano Arnhold (Tectoy)". Sega-16. Archived from the original on October 4, 2018. Retrieved November 21, 2015.
  47. ^ 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.
  48. ^ "Top 25 Video Game Consoles of All Time (Magnavox Odyssey 2)". IGN. Archived from the original on September 8, 2009. Retrieved October 31, 2013.
  49. ^ "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.
  50. ^ 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.
  51. ^ "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.
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  53. ^ Adam Brandenburger, Barry Nalebuff. Co-opetition. p. 238.
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  63. ^ 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.
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1 WonderSwan Famitsu sources

2 Release year sources

Bibliography