1982 in video gaming

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List of years in video gaming

1982 was the peak year of arcade and console games during the Golden age of arcade video games. Troubles at Atari, Inc. late in the year trigger the North American video game crash of 1983. Many games were released that would spawn franchises, or at least sequels, including Dig Dug, Pole Position, Mr. Do!, Pitfall!, Q*bert, and Xevious. Additional consoles add to a crowded market. The new Commodore 64 goes on to eventually dominate the 8-bit home computer market.



Notable releases








  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. ^ a b Buchanan, Levi. "Top 10 Best-Selling Atari 2600 Games". IGN.
  5. ^ "ランダム・アクセス・メモ". Oh! FM-7. August 4, 2001. p. 4. Retrieved September 19, 2011. (Translation)
  6. ^ http://blog.hardcoregaming101.net/2013/04/dark-age-of-jrpgs-dragon-princess-1982.html
  7. ^ Retro Japanese Computers: Gaming's Final Frontier, Hardcore Gaming 101, reprinted from Retro Gamer, Issue 67, 2009
  8. ^ http://blog.hardcoregaming101.net/2013/04/dark-age-of-jrpgs-2-some-games-we.html
  9. ^ http://fm-7.com/museum/softhouse/ponyca/540200300.html
  10. ^ "Time Zone: An interview with Roberta Williams". Computer Gaming World. May–June 1982. pp. 14–15.
  11. ^ http://www.vasulka.org/archive/Writings/VideogameImpact.pdf#page=23
  12. ^ "Archived copy". Archived from the original on October 6, 2014. Retrieved 2014-11-06.
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