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SEGA Game Applications: Consoles, Games and Development Possibilities

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The Information Superhighway and Private Households

Abstract

At the end of the 1970s, only visionaries recognized that the first video game machines and home devices represented the birth of a new medium, namely that of video and computer games. By 1994, they had grown into a US$ 10 billion market, combining the characteristics of older media (sound, vision and animation) with interaction and thus opening up a whole new world of entertainment for consumers.

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© 1996 Physica-Verlag Heidelberg

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Forster, W., Oppermann, T. (1996). SEGA Game Applications: Consoles, Games and Development Possibilities. In: Brenner, W., Kolbe, L. (eds) The Information Superhighway and Private Households. Physica-Verlag HD. https://doi.org/10.1007/978-3-642-48423-0_16

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  • DOI: https://doi.org/10.1007/978-3-642-48423-0_16

  • Publisher Name: Physica-Verlag HD

  • Print ISBN: 978-3-7908-0907-7

  • Online ISBN: 978-3-642-48423-0

  • eBook Packages: Springer Book Archive

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