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list of commercial failures in video gaming : ウィキペディア英語版
list of commercial failures in video gaming


As a hit-driven business, the great majority of the video games industry's software releases have been commercial failures. In the early 21st century, industry commentators made these general estimates: 10% of published games generated 90% of revenue;〔(Mapping the Canadian Video and Computer Game Industry ) from The Canadian Video Game Industry with data from the (PDF)〕 that around 3% of PC games and 15% of console games have global sales of 100,000+ a year, with even this level insufficient to make high-budget titles profitable;〔(''Secrets of the Game Business'' ) from Google Book Search〕 and that about 20% of games make a profit.〔(Video Game Makers Go Hollywood. Uh-Oh. ) from The New York Times〕
Some of these have drastically changed the video game market since its birth in the late 1970s. For example, the flops of ''E.T.'' and ''Pac-Man'' for the Atari 2600 contributed to the video game crash of 1983. Some games, despite being commercial failures, are well received by certain groups of gamers and are considered cult games. Many of these games live on through emulation.
== Video game hardware failures ==
A commercial failure for a video game hardware platform is generally defined as a system that either fails to become adopted by a significant portion of the gaming marketplace or fails to win significant mindshare of the target audience, and may be characterized by significantly poor international sales and general financial unviability of development or support.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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