1982 in video games (English Wikipedia)

Analysis of information sources in references of the Wikipedia article "1982 in video games" in English language version.

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  • 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.
  • Uncle John's Legendary Lost Bathroom Reader. Portable Press. September 1999. p. 373. ISBN 978-1-879682-74-0. In 1982 alone, Americans pumped $6 billion in quarters into Pac-Man's mouth—more than they spent in Las Vegas casinos and movie theatres combined.
  • Uncle John's Legendary Lost Bathroom Reader. Simon and Schuster. November 2012. p. 348. ISBN 978-1-60710-670-8. In 1982 alone, Americans pumped $6 billion in quarters into Pac-Man's mouth—more than they spent in Las Vegas casinos and movie theatres combined.
  • Sullivan, George (1983). Screen Play: The Story of Video Games. F. Warne. p. 46. ISBN 978-0-7232-6251-0. Before the end of the year Ms. Pac-Man had climbed to the top of the Play Meter chart.
  • Green, Mark J.; Berry, John Francis (1985). The Challenge of Hidden Profits: Reducing Corporate Bureaucracy and Waste. W. Morrow. p. 35. ISBN 978-0-688-03986-8. By 1981, Atari's sales grew to $1 billion as it controlled about 75 percent of the fast-growing video game market. The dizzying climb continued into 1982, with Pac-Man alone bringing in over $200 million.
  • Shea, Tom (December 20, 1982). "Shrinking Pac-Man leads game-wristwatch market". InfoWorld. Vol. 4, no. 50. InfoWorld Media Group, Inc. pp. 44–5. ISSN 0199-6649.
  • Carlisle, Rodney P. (April 2, 2009). Encyclopedia of Play in Today's Society. SAGE Publishing. p. 143. ISBN 978-1-4129-6670-2.
  • Sigel, Efrem; Giglio, Louis (1984). Guide to Software Publishing: An Industry Emerges. Knowledge Industry Publications. p. 22. ISBN 978-0-86729-108-7. Pitfall won the award from Electronic Games magazine as the best video game adventure of 1983, and in 1982 sold more than 1 million copies.
  • Guins, Raiford (January 24, 2014). Game After: A Cultural Study of Video Game Afterlife. MIT Press. p. 324. ISBN 978-0-262-32018-4.
  • Japan Company Handbook. Toyo Keizai. 1982. p. 729. In Aug. '82 term, sales of "Game & Watch" will increase from 4.6 million to 7 million units
  • Secretan, Lance H. K. (1986). Managerial Moxie: A Basic Strategy for the Corporate Trenches. Holt, Rinehart and Winston. p. 49. ISBN 978-0-03-928852-5. Industry observers estimate that while Intellivision unit sales sank from 1.1 million units in 1982 to 550,000 in 1983, Coleco Vision unit sales rocketed from 550,000 to 1.2 million
  • Shea, Tom (December 20, 1982). "Shrinking Pac-Man leads game-wristwatch market". InfoWorld. Vol. 4, no. 50. InfoWorld Media Group, Inc. pp. 44–5. ISSN 0199-6649.

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