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A list of home video game consoles and their sales data.

Generations[]

Sales breakdowns by generations:

Hardware sales[]

Home consoles[]

Manufacturer Platform Released Hardware sales
(million units)
Ref
Sony PlayStation 2 2000 155 [1]
Nintendo Nintendo Switch 2017 132.46 [2]
Sony PlayStation 4 2013 116.6 [3]
Sony PlayStation 1994 102.49 [4]
Nintendo Wii 2006 101.63 [5]
Sony PlayStation 3 2006 87.4 [6]
Microsoft Xbox 360 2005 83.7 [7]
Nintendo Nintendo Entertainment System 1983 61.91 [5]
Nintendo Super Nintendo Entertainment System 1990 49.1 [5]
Sega Mega Drive/Genesis 1988 43 [8]
Nintendo Nintendo 64 1996 32.93 [5]
Microsoft Xbox One 2013 31.2 [9]
Atari Atari 2600 1977 25 [10]
Microsoft Xbox 2001 24 [11]
Nintendo Nintendo GameCube 2001 21.74 [5]
Sega Master System 1985 20.19 [12]
Sega Saturn 1994 17 [13]
Nintendo Wii U 2012 13.56 [5]
Sega Dreamcast 1998 10.6 [14][15]
NEC PC Engine/TurboGrafx-16 1987 10.5 [8]
Sony PlayStation 5 2020 13.3 Template:Cn
Microsoft Xbox Series X/S 2020 6.5 Template:Cn
Sega Sega CD/Mega-CD 1991 6 [8]
Coleco ColecoVision 1982 6 [16]
Sega Sega Pico 1993 3.4 [17]
Nintendo Color TV-Game 1977 3 [18]
Mattel Intellivision 1979 3 [19]
Panasonic 3DO Interactive Multiplayer 1993 2 [20]
Sega SG-1000 1983 2 [21]
NEC PC Engine CD-ROM²/TurboGrafx-CD 1987 1.92 [22]
Coleco Telstar 1976 1 [23]
SNK Neo Geo 1990 1 [24]
Atari Atari 5200 1982 1 [25]
Atari Atari 7800 1986 1 [26]
NEC PC-FX 1994 0.29 [24]
Atari XEGS 1994 0.13 [12]

Handheld consoles[]

Main article: List of best-selling handheld consoles
Manufacturer Platform Released Hardware Sales (millions of units)
Nintendo Nintendo DS 2004 154.02
Nintendo Nintendo Switch 2017 122.55 [27]
Nintendo Game Boy / Game Boy Color 1989 / 1998 118.69
Sony PlayStation Portable 2004 82
Nintendo Game Boy Advance 2001 81.51
Nintendo Nintendo 3DS 2011 76
Nintendo Game & Watch 1980 43.4 [28]
Sony PlayStation Vita 2012 13
Sega Game Gear 1990 11 [29]
Nokia N-Gage 2003 3
Coleco Mini-Arcade 1982 3 [30]
SNK Neo-Geo Pocket 1998 2
NEC TurboExpress 1990 1.5
Sega Nomad 1995 1

Companies[]

Console sales by company
Company Home
console sales
Handheld
console sales
Total sales
Nintendo 422.28 million 470.51 million 896.609 million
Sony 414.89 million 95 million 509.89 million
Microsoft 138.9 million 138.9 million
Sega 104.675 million >14 million >110 million
Atari 27.13 million 1 million 28.13 million
NEC 15.21 million 1.5 million 16.71 million
Coleco 7 million 3 million 10 million
Bandai 3.5 million 3.5 million
Magnavox/Philips 3 million 3 million
Mattel 3 million 3 million
Nokia 3 million 3 million

Software sales[]

Software sales is usually a stronger indicator of a console's success than hardware sales. Since most consoles usually sell the hardware at a loss and the software at a profit, it is mostly software sales that drives a console's profits, while the purpose of hardware sales is to establish an install base to sell software to. A console's success thus depends more on the software sales than the hardware sales.

Consoles[]

The following table lists the number of software units sold, and the software attach rate (software units sold per console), for each console.

The consoles with the highest number of software units sold are Sony's PlayStation 2 and PlayStation, each with software sales exceeding 900 million units. The consoles with the highest software attach ratios are Sega's Master System and Mega Drive/Genesis, each with at least 16:1 attach ratio.

Manufacturer Platform Released Software sales
(million units)
Attach ratio
(per console)
Source
Sony PlayStation 2 2000 1,520 9.81 [31]
Nintendo Nintendo Switch 2017 1,200.10 8.25 [32]
Sony PlayStation 1994 962 9.43 [33]
Nintendo Nintendo DS 2006 948.61 6.16 [32]
Nintendo Wii 2006 919.81 9.05 [32]
Sony PlayStation 3 2006 748.9 8.92 [34]
Sony PlayStation 4 2013 645 8.76 [35]
Microsoft Xbox 360 2005 630 7.5 [36]
Sega Sega Mega Drive / Genesis 1988 576.16 16 [8][37]
Nintendo Game Boy 1989 501.11 4.22 [32]
Nintendo Nintendo Entertainment System 1983 500.01 8.08 [32]
Sega Sega Master System 1985 422.47 20.9 [38]
Nintendo Super Nintendo Entertainment System 1990 379.06 7.72 [32]
Nintendo Game Boy Advance 2001 377.42 4.63 [32]
Nintendo Nintendo 3DS 2011 364.89 5.03 [32]
Sony PlayStation Portable 2013 318 3.88 [39]
Nintendo Nintendo 64 1996 224.97 6.83 [32]
Nintendo GameCube 2001 208.57 9.59 [32]
Microsoft Xbox One 2013 204.36 6.55 [9]
Microsoft Xbox 2001 165.12 6.88 [40]
Sega Sega Saturn 1994 150 16.74 [41][42]
Sony PlayStation Vita 2011 130 10 [43]
Atari Atari 2600 1977 120 4.8 [44]
Nintendo Wii U 2012 102.01 7.52 [32]
Sega Dreamcast 1998 85 8 [45]
Coleco ColecoVision 1982 9.5 4.75 [46]
Mattel Intellivision 1979 9 3 [47]
Atari Atari 7800 1986 3.77 3.77 [48]
Atari Atari 5200 1982 1.04 1.04 [48]

Companies[]

Console software sales by company
Company Home console
software sales
Handheld
software sales
Total
software sales
Home console
attach rate
Handheld
attach rate
Nintendo 2,605.51 million 2,235.43 million 4,840.94 million 8.44 4.89
Sony 3,875.9 million 448 million 4,323.9 million 9.34 4.72
Sega 1,233.63 million >14.4 million >1,248.03 million 12.18
Microsoft 999.48 million 999.48 million 7.2
Atari 125.64 million >1 million >126.64 million 4.63


References[]

  1. GameCentral staff (June 27, 2013). Xbox 360 beats Wii as the UK’s best-selling console. Metro. Retrieved on October 31, 2013.
  2. https://www.nintendo.co.jp/ir/en/finance/hard_soft/
  3. SIE Business Development | Sales as of September 30, 2021.[1][2]
  4. PlayStation Cumulative Production Shipments of Hardware. Sony Computer Entertainment. Archived from the original on May 24, 2011. Retrieved on October 31, 2013.
  5. 5.0 5.1 5.2 5.3 5.4 5.5 Historical Data: Consolidated Sales Transition by Region (xlsx). Nintendo (April 27, 2017). Archived from the original on 2017-10-26. Retrieved on April 27, 2017.
  6. A Sony press release reported 80 million sold as of November 2, 2013. 3.8 million were shipped from 2014 to the first quarter of 2015.
  7. https://www.windowscentral.com/xbox
  8. 8.0 8.1 8.2 8.3 Fourth generation of video games
  9. 9.0 9.1 https://web.archive.org/web/20180322122031/mancunion.com/2017/11/27/microsoft-going-follow-nintendo-switch-house-games/
  10. Second generation of video games
  11. Gamers Catch Their Breath as Xbox 360 and Xbox Live Reinvent Next-Generation Gaming. Xbox.com (May 10, 2006). Archived from the original on July 9, 2007. Retrieved on September 5, 2007.
  12. 12.0 12.1 Third generation of video games: Sales figures
  13. Evans, David S.; Hagiu, Andrei; Schmalensee, Richard (2006). Invisible engines: how software platforms drive innovation and transform industries ([Online-Ausg.] ed.). Cambridge (Mass.): MIT Press. p. 131. ISBN 0262050854. http://books.google.co.uk/books?id=5Wx6-uv-DSkC&pg=PA131. Retrieved 31 January 2012. (with reference to Table 2: Worldwide Video Game Console Annual Shipment History - 1989-1998. Video Game Consoles: Sony, Nintendo and Sega Brace for Microsoft Challenge. In-Stat (NPD Group) (December 2000). Archived from the original on 2001-05-01. Retrieved on 31 January 2012.)
  14. Carroll, Russell (2005-09-06). Good Enough: Why graphics aren't number one. Game Tunnel. Retrieved on 2007-10-28.
  15. Snow, Blake (2007-07-30). The 10 Worst-Selling Consoles of All Time 1. GamePro. Archived from the original on 2007-05-08. Retrieved on 2009-01-10.
  16. ColecoVision - 1982-1984. ClassicGaming. IGN. Archived from the original on 2008-02-16. Retrieved on 2008-05-16.
  17. Sega Toys Business Strategy. Sega Toys. Archived from the original on December 16, 2005.
  18. Sheff, David; Eddy, Andy (1999), Game Over: How Nintendo Conquered the World, GamePress, p. 27, ISBN 978-0-9669617-0-6, "Nintendo entered the home market in Japan with the dramatic unveiling of Color TV Game 6, which played six versions of light tennis. It was followed by a more powerful sequel, Color TV Game 15. A million units of each were sold. The engineering team also came up with systems that played a more complex game, called "Blockbuster," as well as a racing game. Half a million units of these were sold."
  19. Intellivision: Intelligent Television. GameSpy. Archived from the original on October 23, 2013. Retrieved on October 31, 2013.
  20. Fifth generation of video games
  21. Co-opetition (1996), page 238
  22. Famitsu, Issue 392, Page 8 (March 1996)
  23. First generation of video games
  24. 24.0 24.1 Japon Previews, Consoles +, issue 73 (March 1997)
  25. Schrage, Michael (May 22, 1984). "Atari Introduces Game In Attempt for Survival". The Washington Post: C3. ISSN 0190-8286. http://pqasb.pqarchiver.com/washingtonpost_historical/doc/138312072.html. Retrieved July 29, 2009. "The company has stopped producing its 5200 SuperSystem games player, more than 1 million of which were sold."
  26. Axlon To Develop New Video Games For Atari (Press Release), Atari (June 1, 1988)
  27. https://www.nintendo.co.jp/ir/en/finance/hard_soft/index.html
  28. Nintendo software and hardware sales data from 1983 to present
  29. Innovation and Marketing in the Video Game Industry: Avoiding the Performance Trap (2012), page 85
  30. "More Mini-Arcades A Comin'". Electronic Games 4 (16): 10. June 1983. https://archive.org/stream/electronic-games-magazine-1983-06/Electronic_Games_Issue_16_Vol_02_04_1983_Jun#page/n9/mode/2up. Retrieved 1 February 2012.
  31. https://www.sie.com/en/corporate/release/2011/110214.html
  32. 32.00 32.01 32.02 32.03 32.04 32.05 32.06 32.07 32.08 32.09 32.10 https://www.nintendo.co.jp/ir/en/finance/hard_soft/
  33. Cumulative Production Shipments of Software Titles. Sony Computer Entertainment (31 March 2007). Archived from the original on 23 September 2008. Retrieved on 19 September 2014.
  34. PlayStation 3
  35. https://www.polygon.com/2018/1/8/16866554/playstation-4-sales-figures-holiday-2017
  36. Xbox 360 software sales:
    • United States – 27 million units [3][4] with 8.9 attach rate = 240.3 million
    • Other – 56.7 million hardware units at 7.0 attach rate [5][6] = 396.9 million software units
  37. Press release: 1997-06-04: Sega Lowers Price on Hardware, Software
  38. Third generation of video games
  39. PlayStation Portable
  40. LTD Tie Ratios, CSFB (June 2004)
  41. https://cdn-ak.f.st-hatena.com/images/fotolife/M/MULTi88/20200929/20200929022108.jpg
  42. https://segaretro.org/index.php?title=File%3AAnnualReport1998_English.pdf&page=9
  43. 10.0 attach rate (June 2013)
  44. The New York Times Guide to Essential Knowledge: A Desk Reference for the Curious Mind (2011), page 500
  45. 8.0 attach rate
  46. Encyclopedia of Play in Today's Society, Volume 1 (2009), page 143
  47. http://www.intellivisionlives.com/bluesky/people/askhal/askhal.html
  48. 48.0 48.1 http://www.atarimuseum.com/whatsnew/2009-MAY-28.html

External links[]

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