The development of video game consoles primarily follows the history of video gaming in the North American and Japanese markets. Few other markets saw any significant console development on their own, such as in Europe where personal computers tended to be favored alongside imports of video game consoles. The
video game clone in less-developed markets like China and Russia were not considered here. The following table provides an overview of the major hardware technical specifications of the consoles of each major generations by central processor unit (CPU), graphics processor unit (GPU), memory, game media, and other features. Unlike most other future console generations, the first generation of consoles were typically built in limited runs rather than as an ongoing product line. The first home console was the
Magnavox Odyssey in September 1972, which was based on Baer's "Brown Box" design. Originally built from discrete transistors, Magnavox transitioned to
integrated circuit chips that were inexpensive, and developed a new line of consoles in the
Odyssey series from 1975 to 1977. At the same time, Atari had successfully launched
Pong as an arcade game in 1972, and began work to make a home console version in late 1974, which they eventually partnered with
Sears to the new home
Pong console by the 1975 Christmas season.
Pong had several technology advantages over the Odyssey, including an internal sound chip and the ability to track score. Coleco developed the first
Telstar console in 1976. With Magnavox, Atari and Coleco all vying in the console space by 1976 and further cost reductions in key processing chips from
General Instruments, numerous third-party manufacturers entered the console market by 1977 with ball-and-paddle games. This led to market saturation by 1977, and the industry's first
market crash. Nintendo became a major player when
Mitsubishi, having lost their manufacturer Systek due to bankruptcy, turned to the company to help continue to build their
Color TV-Game line, which went on to sell about 3 million units across four different units between 1977 and 1983.
Second generation (1976–1992) became the most popular game console of the second generation. The second generation of home consoles was distinguished by the introduction of the
game cartridge, where the game's code is stored in
read-only memory (ROM) within the cartridge. When the cartridge is slotted into the console, the electrical connections allow the main console's processors to read the game's code from the ROM. While ROM cartridges had been used in other computer applications prior, the ROM game cartridge was first implemented in the
Fairchild Video Entertainment System (VES) in November 1976. Additional consoles during this generation, all which used cartridge-based systems, included the
Atari 2600 (known as the Atari Video Computer System (VCS) at launch), the
Magnavox Odyssey 2,
Mattel Electronics'
Intellivision, and the
ColecoVision. In addition to consoles, newer processor technology allowed games to support up to 8 colors and up to 3-channel audio effects. With the introduction of cartridge-based consoles came the need to develop a wide array of games for them. Atari was one of the forefronts in development for its Atari 2600. Atari marketed the console across multiple regions including into Japan, Similarly, Coleco had beaten Atari to a key licensing deal with Nintendo to bring
Donkey Kong as a pack-in game for the Colecovision, helping to drive its sales. Activision quickly found success and were able to generate in revenue from about in startup funds within 18 months. Additionally, in following on the success of
Space Invaders, Atari and other companies had remained eager for licensed video game possibilities. Atari had banked heavily on commercial sales of
E.T. the Extra-Terrestrial in 1982, but it was rushed to market and poorly-received, and failed to make Atari's sales estimates. Along with competition from inexpensive home computers, the North American home console market crashed in 1983. For the most part, the 1983 crash signaled the end of this generation as Nintendo's introduction of the
Famicom the same year brought the start of the third generation. When Nintendo brought the Famicom to North America under the name "Nintendo Entertainment System", it helped to revitalize the industry, and Atari, now owned by
Jack Tramiel, pushed on sales of the previously successful Atari 2600 under new branding to keep the company afloat for many more years while he transitioned the company more towards the personal computer market. The Atari 2600 stayed in production until 1992, marking the end of the second generation.
Handhelds of the second generation Handheld electronic games had already been introduced on the market, such as
Mattel Auto Race in 1977 and
Simon in 1978. While not considered video games as lacking the typical video screen element, instead using
LED lights as game indicators, they still established a market for portable video games. The first
handheld game console emerged during the second home console generation, using simple
LC displays. Early attempts at cartridge-based handheld systems included the
Microvision by
Milton-Bradley and the
Epoch Game Pocket Computer, but neither gained significant traction.
Nintendo, on the other hand, introduced its line of
Game & Watch portable games, each with a single dedicated game, as its first venture into the video game market. First introduced in 1980, the
Game & Watch series ran for over a decade and sold more than 40 million units.
Third generation (1983–2003) made home console video games popular again in America after the 1983 crash. Frequently called the "8-bit generation", the third generation's consoles used 8-bit processors, five audio channels, and more advanced graphics capability including
sprites and
tiles instead of block-based graphics of the second generation. Further, the third console saw the market dominance shift from the United States to Japan as a result of the 1983 crash. Both the
Sega SG-1000 and the Nintendo
Famicom launched near simultaneously in Japan in 1983. The Famicom, after some initial technical recalls, soon gained traction and became the best selling console in Japan by the end of 1984. By that point Nintendo wanted to bring the console to North America but recognized the faults that the video game crash had caused. It took several steps to redesign the console to make it look less like a game console and rebranded it as the "Nintendo Entertainment System" (NES) for North America to avoid the "video game" label stigma. The company also wanted to avoid the loss of publishing control that had occurred both in North America as well as in Asia after the Famicom's release, and created a
lockout system that required all game cartridges to be manufactured by Nintendo to include a special chip. If this chip was not present, the console would fail to play the game. This further gave Nintendo direct control on the titles published for the system, rejecting those it felt were too mature. The NES launched in North America in 1985, and helped to revitalize the video game market there. Sega attempted to compete with the NES with its own
Master System, released later in 1986 in both the US and Japan, but did not gain traction to compete. Similarly, Atari's attempts to compete with the NES via the
Atari 7800 in 1987 failed to knock the NES from its dominant position. The NES remained in production until 2003, when it was discontinued along with its successor, the Super Nintendo Entertainment System.
Fourth generation (1987–2004) saw their greatest success in the video game console market with the
Genesis, their fourth generation console; however, it was ultimately outsold by the
Super Nintendo Entertainment System. The fourth generation of consoles, also known as the "16-bit generation", further advanced core console technology with 16-bit processors, improving the available graphics and audio capabilities of games.
NEC's
TurboGrafx-16 (or PC Engine as released in Japan), first released in 1987, is considered the first fourth generation console even though it still had an 8-bit CPU. The console's 16-bit graphics processor gave it capabilities comparable to the other fourth generation systems, and NEC's marketing had pushed the console being an advancement over the NES as a "16-bit" system. Both Sega and Nintendo entered the fourth generation with true 16-bit systems in the 1988
Sega Genesis (Mega Drive in Japan) and the 1990
Super Nintendo Entertainment System (SNES, Super Famicom in Japan).
SNK also entered the competition with a modified version of their
Neo Geo MVS arcade system into the
Neo Geo, released in 1990, which attempted to bridge the gap between arcade and home console systems with the shared use of common game cartridges and memory cards. This generation was notable for the so-called "console wars" between Nintendo and Sega primarily in North America. Sega, to try to challenge Nintendo's dominant position, created the
mascot character
Sonic the Hedgehog, who exhibited cool personality to appeal to the Western youth in contrast to Nintendo's
Mario, and bundled the Genesis with
the game of the same name. The strategy succeeded with Sega becoming the dominant player in North America until the mid-1990s. add-on, mounted below the Sega Genesis During this generation, the technology costs of using
optical discs in the form of
CD-ROMs has dropped sufficiently to make them desirable to be used for shipping computer software, including for video games for personal computers. CD-ROMs offered more storage space than game cartridges and could allow for
full-motion video and other detailed audio-video works to be used in games. Console manufacturers adapted by creating hardware add-ons to their consoles that could read and play CD-ROMs, including NEC's TurboGrafx-CD add-on (as well as the integrated
TurboDuo system) in 1988, and the
Sega CD add-on for the Genesis in 1991, and the
Neo Geo CD in 1994. Costs of these add-ons were generally high, nearing the same price as the console itself, and with the introduction of disc-based consoles in the fifth generation starting in 1993, these fell by the wayside. Additionally,
Philips attempted to enter the market with a dedicated CD-ROM format, the
CD-i, also released in 1990, that included other uses for the CD-ROM media beyond video games but the console never gained traction. The fourth generation had a long tail that overlapped with the fifth generation, with the SNES's discontinuation in 2003 marking the end of the generation. The Game Boy also introduced the Kirby franchise worldwide, which became a staple of Nintendo's handheld consoles. The
Atari Lynx was also introduced in 1989 and included a color-LED screen, but its small game library and low battery life failed to make it competitive with the Game Boy. Both Sega and NEC also attempted to compete with the Game Boy with the
Game Gear and the
TurboExpress, respectively, both released in 1990. Each were attempts to bring the respective home console games to handheld systems, but struggled against the staying power of the Game Boy.
Fifth generation (1993–2006) became the most popular system of the fifth generation consoles, eventually selling over 100 million systems. During this time home computers gained greater prominence as a way of playing video games. The video game console industry nonetheless continued to thrive alongside home computers, due to the advantages of much lower prices, easier portability, circuitry specifically dedicated towards video games, the ability to be played on a television set (which PCs of the time could not do in most cases), and intensive first party software support from manufacturers who were essentially banking their entire future on their consoles. Besides the shift to 32-bit processors, the fifth generation of consoles also saw most companies excluding Nintendo shift to dedicated optical media formats instead of game cartridges, given their lower cost of production and higher storage capacity. Initial consoles of the fifth generation attempted to capitalize on the potential power of CD-ROMs, which included the
3DO and the
Atari Jaguar in 1993. However, early in the cycle, these systems were far more expensive than existing fourth-generation models and had much smaller game libraries. The system included support for memory cards as well, and Nintendo developed a strong library of first-party titles for the game, including
Wave Race 64 and
The Legend of Zelda: Ocarina of Time that helped to drive its sales. While the Nintendo 64 did not match the PlayStation's sales, it kept Nintendo a key competitor in the home console market alongside Sony and Sega.
Handhelds of the fifth generation headset and controller Nintendo released the
Virtual Boy, an early attempt at
virtual reality, in 1995. The unit required the player to play a game through a stereoscopic viewerfinder, which was awkward and difficult, and did not lend well to portable gaming. Nintendo instead returned to focus on incremental improvements to the Game Boy, including the
Game Boy Pocket and the
Game Boy Color. Sega also released the
Genesis Nomad, a handheld unit that played Sega Genesis games, exclusively in North America in 1995. The unit had been developed through Sega of America with little oversight from Sega's main headquarters, and as Sega moved forward, the company as a whole decided to put more focus on the Sega Saturn to stay competitive and drop support for all other ongoing systems, including the Nomad. Despite Nintendo's domination of the handheld console market, some competing consoles such as the
Neo Geo Pocket,
WonderSwan,
Neo Geo Pocket Color, and
WonderSwan Color appeared in the late 1990s.. }-->
Sixth generation (1998–2013) is the best selling video game console in history. By the sixth generation, console technology began to catch up to the performance of personal computers of the time, and the use of bits as their selling point fell by the wayside. The console manufacturers focused on the individual strengths of their game libraries as marketing instead. The consoles of the sixth generation saw further adoption of optical media, expanding into the
DVD format for even greater data storage capacity, additional internal storage solutions to function as memory cards, as well as adding support either directly or through add-ons to connect to the
Internet for online gameplay. Consoles began to move towards a
convergence of features of other electronic living room devices and moving away from single-feature systems. At this point, there were only three major players in the market: Sega, Sony, and Nintendo. Sega got an early lead with the
Dreamcast, first released in Japan in 1998. It was the first home console to include a
modem, which was used to allow players to connect to the Sega network and play online games. Though its Western release was more successful than in Japan, the console was soon outperformed by Sony's
PlayStation 2, released in 2000. The PlayStation 2 was the first console to add support for DVD playback in addition to CD-ROM, as well as maintaining
backward compatibility with games from the PlayStation library, which helped to draw consumers that remained on the long-tail of the PlayStation. Along with a strong game library, the PlayStation 2 went on to sell 160 million units before it was discontinued in 2013, and , remains the best selling home console of all time.
Handhelds of the sixth generation was an early attempt to merge game functionality and cellular phone features. Nintendo continued to refine its Game Boy design with the
Game Boy Advance in 2001, including its
Game Boy Advance SP in 2003 and
Game Boy Micro in 2005, all with the ability to link to the GameCube to extend the functionality of certain games. Also introduced were the
Neo Geo Pocket Color in 1999 and
Bandai's
WonderSwan Color, launched in Japan in 2000. South Korean company
Game Park introduced its
GP32 handheld in 2001, and with it came the dawn of
open source handheld consoles. During the sixth generation, a new type of market for gaming came from the growing
mobile phone arena, where advanced smart phones and other portable devices could be loaded with games.
Nokia's
N-Gage was one of the first devices marketed as a mobile phone and game system, first released in 2003 and later redesigned as the
N-Gage QD.
Seventh generation (2005–2017) is the best-selling home video game console in the seventh generation. began the seventh generation. By the seventh generation, Sony, Microsoft, and Nintendo had all developed consoles designed to interface with the Internet, adding networking support for either wired and wireless connections, online services to support multiplayer games, digital storefronts for digital purchases of games, and both internal storage and support for external storage on the console for these games. With the start and transition to the
HD era, these consoles also added support for digital television resolutions through
HDMI interfaces, but as the generation occurred in the midst of the
High-definition optical disc format war between
Blu-ray and
HD-DVD, a standard for high-definition playback was yet to be fixed. A further innovation came by the use of
motion controllers, either built into the console or offered as an add-on afterwards. Consoles in this generation started using custom CPUs based on the
PowerPC instruction set, and were increasingly sharing similarities with the personal computer in game development, although with challenges due to the more complex nature of porting between the differences in architectures. Microsoft entered the seventh generation first with the
Xbox 360 in 2005. The Xbox 360 saw several hardware revisions over its lifetime which became a standard practice for Microsoft going forward; these revisions offered different features such as a larger internal hard drive or a fast processor at a higher price point. As shipped, the Xbox 360 supported DVD discs and Microsoft had opted to support the
HD-DVD format with an add-on for playback of HD-DVD films. However, this format ended up as deprecated compared to Blu-ray. The Xbox 360 was backward compatible with about half of the original Xbox library. Through its lifetime, the Xbox 360 was troubled by a consistent hardware fault known as "the
Red Ring of Death" (RROD), and Microsoft spent over $1 billion correcting the problem. Sony's
PlayStation 3 was released in 2006. The PlayStation 3 represented a shift of the internal hardware from Sony's custom
Emotion Engine to a PowerPC-based
system. Initial PlayStation 3 units shipped with a special Emotion Engine daughterboard that allowed for backwards compatibility of PlayStation 2 games, but later revisions of the unit removed this, leaving only software-based emulation for PlayStation games available. Sony banked on the Blu-ray format, which was included from the start, and partially helped spur the adoption of
Blu-Ray as the favoured format for high-definition optical media. With the PlayStation 3, Sony introduced the
PlayStation Network for its online services and storefront. While the system would initially have a slow start in the market in part, due to its high price, complex game development environment and initial lack of quality games, the PlayStation 3 eventually became more well received over time following gradual price cuts, improved marketing campaigns, new hardware revisions particularly the Slim models, and key critically acclaimed exclusives. Nintendo introduced the
Wii in 2006 around the same time as the PlayStation 3. Nintendo diverged on a feature-for-feature approach and instead developed the Wii around the novel use of motion controls in the
Wii Remote. This "
blue ocean strategy", releasing a product where there was no competition, was considered part of the unit's success, and which drove Microsoft and Sony to develop their own motion control accessors to compete. Nintendo provided various online services that the Wii could connect to, including the
Virtual Console where players could purchase emulated games from Nintendo's past consoles as well as games for the Wii. The Wii used regular sized DVDs for its game medium but also directly supported GameCube discs. The Wii was generally considered a surprising success that many developers had initially overlooked. The seventh generation concluded with the discontinuation of the PlayStation 3 in 2017.
Handhelds of the seventh generation Nintendo introduced the new
Nintendo DS system in 2004, a game cartridge-based unit that support two screens including one being touch-sensitive. The DS also included built-in wireless connectivity to the Internet to purchase new DS games or Virtual Console titles, as well as the ability to connect to each other or to a Wii system in an ad hoc manner for certain multiplayer titles. Sony entered the handheld market in 2004 with the
PlayStation Portable (PSP), with a reduced design based on the PlayStation 3. Like the DS, the PSP also supported wireless connectivity to the Internet to download new games, and ad hoc connectivity to other PSP or to a PlayStation 3. The PSP used a new format called
Universal Media Disc (UMD) for game and other media.
Nokia revived its
N-Gage platform in the form of a service for selected
S60 devices.
This new service launched on April 3, 2008. Other less-popular handheld systems released during this generation include the
Gizmondo (launched on March 19, 2005, and discontinued in February 2006) and the
GP2X (launched on November 10, 2005, and discontinued in August 2008). The
GP2X Wiz,
Pandora, and
Gizmondo 2 were scheduled for release in 2009. Another aspect of the seventh generation was the beginning of direct competition between dedicated handheld video game devices and increasingly powerful PDA/cell phone devices such as the
iPhone and
iPod Touch, the latter being aggressively marketed for gaming purposes. Simple games such as
Tetris and
Solitaire had existed for PDA devices since their introduction, but by 2009 PDAs and phones had grown sufficiently powerful to where complex graphical games could be implemented, with the advantage of distribution over wireless broadband. Apple had launched its
App Store in 2008, which allowed developers to publish and sell games for iPhones and similar devices, beginning the rise of
mobile gaming.
Other seventh generation hardware Based on the success of the Wii Remote controller, both Microsoft and Sony released similar motion detection controllers for their consoles. Microsoft introduced the
Kinect motion controller device for the Xbox 360, which served as both a camera, microphone, and motion sensor for numerous games. Sony released the
PlayStation Move, a system consisting of a camera and lit handheld controllers, which worked with its PlayStation 3.
Eighth generation (2012–present) was Nintendo's worst selling home console, selling around 13.56 million units before being discontinued, but some of Nintendo's first party games for the system have sold around half the install base of the system, telling that Nintendo has a very dedicated fanbase. , Microsoft's eighth generation console, which has since been superseded by two upgraded models, the Xbox One S and the Xbox One X. • Aside from the usual hardware enhancements, consoles of the eighth generation focus on further integration with other media and increased connectivity. Consoles at this point had also standardized on CPUs using the
x86 instruction set, the same as in personal computers, and there was a convergence of the individual hardware components between consoles and personal computers, making the porting of games between these systems much easier. Later hardware improvements pushed for higher
frame rates at up to
4K resolutions.
Digital distribution increased in popularity, while the addition and improvements to remote play capabilities became standard, and
second screen experiences via companion apps added more interactivity to games. • The
Wii U, introduced in 2012, was considered by Nintendo to be a successor to the Wii but geared to more serious players. The console supported backward compatibility with the Wii, including its motion controls, and introduced the
Wii U GamePad, a tablet/controller hybrid that acted as a second screen. Nintendo further refined its network offerings to develop the
Nintendo Network service to combine storefront and online connectivity services. The Wii U did not sell as well as Nintendo had planned, as they found people mistook the GamePad to be a tablet they could take with them away from the console, and the console struggled to draw the third-party developers as the Wii had. • Both the
PlayStation 4 and
Xbox One came out in 2013. Both were similar improvements over the previous generation's respective consoles, providing more computational power to support up to 60 frames per second at 1080p resolutions for some games. Each unit also saw a similar set of revisions and repackaging to develop high- and low-end cost versions. In the case of the Xbox One, the console's initial launch had included the Kinect device but this became highly controversial in terms of potential privacy violations and lack of developer support, and by its mid-generation refresh, the Kinect had been dropped and discontinued as a game device. Both consoles eventually released upgraded hardware during their mid-cycle refresh, with Sony releasing the
PlayStation 4 Pro and Microsoft releasing the
Xbox One X, which allowed for higher
frame rates and up to
4K resolution, in addition to Slim models, marking a departure from previous generations, while adding considerable longevity to this generation cycle. • Later in the eighth generation, Nintendo released the
Nintendo Switch in 2017. The Switch is considered the first hybrid game console. It uses a special CPU/GPU combination that can run at different clock frequencies depending on how it is used. It can be placed into a special docking unit that is hooked to a television and a permanent power supply, allowing faster clock frequencies to be used to be played at higher resolutions and frame rates, and thus more comparable to a home console. Alternatively, it can be removed and used either with the attached
Joy-Con controllers as a handheld unit, or can be even played as a tablet-like system via its touchscreen. In these modes, the CPU/GPU run at lower clock speeds to conserve battery power, and the graphics are not as robust as in the docked version. A larger suite of online services was removed through the
Nintendo Switch Online subscription, including several free NES and SNES titles, replacing the past Virtual Console system. The Switch was designed to address many of the hardware and marketing faults around the Wii U's launch, and has become one of the company's fastest-selling consoles after the Wii. • Game systems in the eighth generation also faced increasing competition from mobile device platforms such as Apple's
iOS and Google's
Android operating systems. Smartphone ownership was estimated to reach roughly a quarter of the world's population by the end of 2014. The proliferation of low-cost games for these devices, such as
Angry Birds with over 2 billion downloads worldwide, presents a new challenge to classic video game systems.
Microconsoles, cheaper stand-alone devices designed to play games from previously established platforms, also increased options for consumers. Many of these projects were spurred on by the use of new
crowdfunding techniques through sites such as
Kickstarter. Notable competitors include the
GamePop,
OUYA,
GameStick Android-based systems, the
PlayStation TV, the
Nvidia Shield, the
Apple TV and
Steam Machines.
Handhelds of the eighth generation • The
Nintendo 3DS released in 2011 expanded on the Nintendo DS design and added support for an
autostereoscopic screen to project
stereoscopic 3D effects without the use of
3D glasses. The console otherwise remained backwards compatible with all of the DS titles. Sony introduced its
PlayStation Vita in 2011, a revised version of the PSP but eliminating the use of optical media and focusing on digital acquisition of games, as well as incorporating a touchscreen. and was released in Europe and North America on February 22, 2012. • As noted above, the Nintendo Switch is a hybrid console, capable of both being used as a home console in its docked mode and as a handheld. The
Nintendo Switch Lite revision was released in 2019, which reduced some of the features of the system and its size, including eliminating the ability to dock the unit, making the Switch Lite primarily a handheld system, but otherwise compatible with most of the Switch's library of games.
Other eighth generation hardware Virtual reality systems appeared during the eighth generation, with three main systems: the
PlayStation VR headset that worked with PlayStation 4 hardware, the
Oculus Rift and the
HTC Vive which ran off a personal computer.
Ninth generation (2020–present) • Both Microsoft and Sony released successors to their home consoles in November 2020. Consoles in this generation also launched with lower-cost models lacking optical disc drives, targeting those who would prefer to purchase games exclusively through
digital downloads. Both console families target
4K and
8K resolution televisions at high frame rates, support for real-time
ray tracing rendering,
3D spatial audio, variable refresh rates, the use of high-performance
solid-state drives (SSD) as internal high-speed memory to make delivering game content much faster than reading from optical disc or standard hard drives, which can eliminate loading times and support
in-game streaming. With features that were commonly standard in PCs, and the move to higher performance
APUs, consoles in the ninth generation now have capabilities comparable to
high-end personal computers, often making cross-platform development easier and more widely available than previously, further converging and blurring the line between video game consoles and personal computers. However, consoles of this generation also represent what is anticipated to be the flattening of Moore's law, where further improvements to the performance of computer chips due to reaching theoretical limits on semiconductor manufacturing. • Microsoft released the fourth generation of Xbox with the
Xbox Series X and Series S on November 10, 2020. The Series X has a base performance target of 60 frames per second at
4K resolution to be four times as powerful as the Xbox One X. One of Microsoft's goals with both units was to assure backward compatibility with all games supported by the Xbox One, including those original Xbox and Xbox 360 titles that are backward compatible with the Xbox One, allowing the Xbox Series X and Series S to support four generations of games. • Sony's
PlayStation 5 was released on November 12, 2020, and also is a similar performance boost over the PlayStation 4. The PlayStation 5 uses a custom SSD solution with much higher input/output rates that are almost comparable to RAM chip speeds, significantly improving rendering and data streaming speeds. The chip architecture is comparable to the PlayStation 4, allowing backwards compatibility with most of the PlayStation 4 library while select games will need chip timing tweaking to make them compatible. • The Nintendo Switch is considered a cross-generational console due to being released late in the eighth generation cycle while still competitive with those in the ninth generation. The console's successor, the
Nintendo Switch 2, was released in June 2025, has yet to be cataloged into any console generation, as its computational power is lower than that of the PlayStation 5 or Xbox Series X/S, and was released several years after these consoles. • In terms of handhelds, Sony has announced no further plans for handhelds after discontinuing the Vita, while Nintendo continues to offer the Nintendo Switch, Switch 2, and Switch Lite. The market here still continues to compete with the growing mobile gaming market, but developers have taken advantage of new opportunities in
cross-platform play support, in part due to the popularity of
Fortnite in 2018, to make games that are compatible on consoles, computers, and mobile devices. Cross platform is now used widely in various games.
Cloud gaming also is seen as a potential replacement of handheld gaming. While earlier cloud gaming platforms have gone by the wayside, newer approaches including
PlayStation Now,
Xbox Cloud Gaming, Google's
Stadia (discontinued in 2023) and
Amazon Luna can deliver computer and console-quality gameplay to nearly any platform including mobile devices, limited by bandwidth quality. ==Console sales==