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
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