Video Game Sales Wiki
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This is a '''list of the highest-grossing video games''' of all time. The list includes games across all platforms (including [[Arcade gaming|arcades]], [[consoles]], [[PC|computers]], [[wikipedia:Mobile game|mobiles]], and [[Online services|online]]) that have grossed at least $1{{nbsp}}billion in revenue. This list includes coin based sales, which are not added to the game's overall sales.
+
This is a '''list of the highest-grossing video games''' of all time. The list includes games across all platforms (including [[Arcade gaming|arcades]], [[consoles]], [[PC|computers]], [[wikipedia:Mobile game|mobiles]], and [[Online services|online]]) that have grossed at least $1{{nbsp}}billion in revenue. This list includes coin-based sales, which are not added to the game's overall sales.
 
<small>Sales data from [[List of best-selling video games]] (Video Game Sales Wiki), and [[w:c:gaming:List of best-selling video games by gross revenues|Best-selling video games by gross revenues]] and [[w:c:gaming:List of best-selling video games|Best-selling video games]] (Encyclopedia Gamia), unless otherwise noted</small>
 
   
 
{| class="wikitable sortable" border="1" style="text-align:center; border:solid 1px; vertical-align:top; border-collapse:collapse"
 
{| class="wikitable sortable" border="1" style="text-align:center; border:solid 1px; vertical-align:top; border-collapse:collapse"
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|-
 
|-
 
| {{flagicon|Japan}} ''[[wikipedia:Pac-Man|Pac-Man]]''
 
| {{flagicon|Japan}} ''[[wikipedia:Pac-Man|Pac-Man]]''
| 5498.2
+
| 9745
 
| 1980
 
| 1980
 
| 2012
 
| 2012
| {{#tag:ref|''Pac-Man'', overall revenue:
+
| {{#tag:ref|''Pac-Man'' overall revenue:
*Arcade: $5.093 billion by 1990s{{#tag:ref|''Pac-Man'' revenue:
+
*Arcade: $9.34 billion by 1982{{#tag:ref|''Pac-Man'' arcade revenue:
 
*Cabinet sales: $1.14&nbsp;billion by 1982
 
*Cabinet sales: $1.14&nbsp;billion by 1982
 
**$1&nbsp;billion cabinet sales by 1981.<ref>{{Cite book|title=America in the 1980s|author=Marlene Targ Brill|publisher=[[wikipedia:Lerner Publishing Group|Twenty-First Century Books]]|year=2009|isbn=0-8225-7602-3|page=120|url=http://books.google.co.uk/books?id=NjmhJKkoKW0C&pg=PT120|accessdate=1 May 2011}}</ref>
 
**$1&nbsp;billion cabinet sales by 1981.<ref>{{Cite book|title=America in the 1980s|author=Marlene Targ Brill|publisher=[[wikipedia:Lerner Publishing Group|Twenty-First Century Books]]|year=2009|isbn=0-8225-7602-3|page=120|url=http://books.google.co.uk/books?id=NjmhJKkoKW0C&pg=PT120|accessdate=1 May 2011}}</ref>
 
***$200&nbsp;million<ref name="rit">http://people.rit.edu/cnd6606/309/Portfolio1/MySite/historyPage.html</ref> cabinet sales in 1981, therefore $800&nbsp;million cabinet sales in 1980.
 
***$200&nbsp;million<ref name="rit">http://people.rit.edu/cnd6606/309/Portfolio1/MySite/historyPage.html</ref> cabinet sales in 1981, therefore $800&nbsp;million cabinet sales in 1980.
 
**350,000 cabinets sold for $2800 each by 1981.<ref>http://news.google.com/newspapers?id=goBQAAAAIBAJ&sjid=TxIEAAAAIBAJ&pg=7084,2952506</ref> Out of total 400,000 sales by 1982,<ref name="pac_sales">{{cite book|last=Kao|first=John J.|title=Entrepreneurship, creativity & organization: text, cases & readings|year=1989|publisher=[[wikipedia:Prentice Hall|Prentice Hall]]|location=Englewood Cliffs, NJ|isbn=0-13-283011-6|url=http://books.google.co.uk/books?id=P-MJAQAAMAAJ|author=John J. Kao|authorlink=wikipedia:John Kao|accessdate=12 February 2012|page=45|quote=Estimates counted 7&nbsp;billion coins that by 1982 had been inserted into some 400,000 Pac Man machines worldwide, equal to one game of Pac Man for every person on earth. US domestic revenues from games and licensing of the Pac Man image for T-shirts, pop songs, to wastepaper baskets, etc. exceeded $1&nbsp;billion.}}</ref> remaining 50,000 for $2800 means $140&nbsp;million additional revenue in cabinet sales in 1982.
 
**350,000 cabinets sold for $2800 each by 1981.<ref>http://news.google.com/newspapers?id=goBQAAAAIBAJ&sjid=TxIEAAAAIBAJ&pg=7084,2952506</ref> Out of total 400,000 sales by 1982,<ref name="pac_sales">{{cite book|last=Kao|first=John J.|title=Entrepreneurship, creativity & organization: text, cases & readings|year=1989|publisher=[[wikipedia:Prentice Hall|Prentice Hall]]|location=Englewood Cliffs, NJ|isbn=0-13-283011-6|url=http://books.google.co.uk/books?id=P-MJAQAAMAAJ|author=John J. Kao|authorlink=wikipedia:John Kao|accessdate=12 February 2012|page=45|quote=Estimates counted 7&nbsp;billion coins that by 1982 had been inserted into some 400,000 Pac Man machines worldwide, equal to one game of Pac Man for every person on earth. US domestic revenues from games and licensing of the Pac Man image for T-shirts, pop songs, to wastepaper baskets, etc. exceeded $1&nbsp;billion.}}</ref> remaining 50,000 for $2800 means $140&nbsp;million additional revenue in cabinet sales in 1982.
  +
*Coin revenues: $8.2&nbsp;billion
*Coin revenues: 10&nbsp;billion coins ([[wikipedia:Quarter (United States coin)|quarters]] and [[wikipedia:100 yen coin|100-yen coins]]) in coin revenues by 1990s<ref>{{cite news|title=Pac Man turns 25: A pizza dinner yields a cultural phenomenon – and&nbsp;millions of dollars in quarters|date=10 May 2005|author=Chris Morris|publisher=CNN|url=http://money.cnn.com/2005/05/10/commentary/game_over/column_gaming/index.htm|accessdate=23 April 2011|quote=In the late 1990s, Twin Galaxies, which tracks video game world record scores, visited used game auctions and counted how many times the average Pac Man machine had been played. Based on those findings and the total number of machines that were manufactured, the organization said it believed the game had been played more than 10&nbsp;billion times in the 20th century.| archiveurl= http://web.archive.org/web/20110515011836/http://money.cnn.com/2005/05/10/commentary/game_over/column_gaming/index.htm| archivedate= 15 May 2011 | deadurl= no}}
 
</ref><ref>{{citation|title=The video game explosion: a history from PONG to Playstation and beyond|author=Mark J. P. Wolf|publisher=[[wikipedia:ABC-CLIO|ABC-CLIO]]|year=2008|isbn=0-313-33868-X|page=73|url=http://books.google.co.uk/books?id=XiM0ntMybNwC&pg=PA73|accessdate=10 April 2011|quote=It would go on to become arguably the most famous video game of all time, with the arcade game alone taking in more than a&nbsp;billion dollars, and one study estimated that it had been played more than 10&nbsp;billion times during the twentieth century.}}
+
**1980: $1&nbsp;billion<ref>{{cite book|last=Kline|first=Stephen|title=Digital play: the interaction of technology, culture, and marketing|year=2003|publisher=[[wikipedia:McGill-Queen's University Press|McGill-Queen's University Press]]|location=Montréal, Quebec|isbn=0-7735-2591-2|url=http://books.google.co.uk/books?id=gw5V10iLEsUC&pg=PA96|edition=Reprint|coauthors=Nick Dyer-Witheford, Greig de Peuter|accessdate=25 February 2012|page=96|quote=The game produced one&nbsp;billion dollars in 1980 alone}}</ref>
 
**1981: $1.2&nbsp;billion<ref>http://www.nytimes.com/1982/07/04/movies/special-effects-are-revolutionizing-film.html?pagewanted=all</ref><ref name="rit"/><ref>At least 800 million quarters ($200&nbsp;million) in the US during 1981:
</ref> = $3.953 billion
 
**7&nbsp;billion coins by 1982<ref name="pac_sales"/> = $3.203 billion
 
***$1&nbsp;billion in 1980.<ref>{{cite book|last=Kline|first=Stephen|title=Digital play: the interaction of technology, culture, and marketing|year=2003|publisher=[[wikipedia:McGill-Queen's University Press|McGill-Queen's University Press]]|location=Montréal, Quebec|isbn=0-7735-2591-2|url=http://books.google.co.uk/books?id=gw5V10iLEsUC&pg=PA96|edition=Reprint|coauthors=Nick Dyer-Witheford, Greig de Peuter|accessdate=25 February 2012|page=96|quote=The game produced one&nbsp;billion dollars in 1980 alone}}</ref>
 
***$1.2&nbsp;billion in 1981.<ref>http://www.nytimes.com/1982/07/04/movies/special-effects-are-revolutionizing-film.html?pagewanted=all</ref><ref name="rit"/><ref>At least 800 million quarters ($200&nbsp;million) in the US during 1981:
 
 
*{{cite news|work=Schenectady Gazette|date=March 17, 1982|page=16|url=http://news.google.com/newspapers?id=RZBGAAAAIBAJ&sjid=gekMAAAAIBAJ&pg=3099,372728|accessdate=2012-12-30}}
 
*{{cite news|work=Schenectady Gazette|date=March 17, 1982|page=16|url=http://news.google.com/newspapers?id=RZBGAAAAIBAJ&sjid=gekMAAAAIBAJ&pg=3099,372728|accessdate=2012-12-30}}
 
</ref>
 
</ref>
  +
**1982: $6&nbsp;billion (in [[wikipedia:Quarter (United States coin)|quarters]])<ref>{{cite book |title=Uncle John's Legendary Lost Bathroom Reader |date=September 1999 |publisher=Portable Press |isbn=978-1-879682-74-0 |page=373 |url=https://books.google.com/books?id=OdxLduEdxmcC |quote=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.}}</ref><ref>{{cite book |title=Uncle John's Legendary Lost Bathroom Reader |date=November 2012 |publisher=Simon and Schuster |isbn=978-1-60710-670-8 |page=348 |url=https://books.google.com/books?id=QClZDwAAQBAJ&pg=PT348 |quote=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.}}</ref><ref>{{cite book |last1=Stern |first1=Jane |last2=Stern |first2=Michael |title=Jane & Michael Stern's Encyclopedia of Pop Culture: An A to Z Guide of Who's who and What's What, from Aerobics and Bubble Gum to Valley of the Dolls and Moon Unit Zappa |date=1992 |publisher=Harper Perennial |isbn=978-0-06-055343-2 |page=373 |url=https://books.google.com/books?id=7AAi0VbjGU8C |quote=“I think we have the Mickey Mouse of the 1980s,” said one Pac-Man executive when it was noted that Americans were spending about $6 billion per year on the game and its spinoffs}}</ref>
***1982: $1.003 billion in US (at least 95,000 machines with $203 weekly earnings per machine)<ref name="howtowin">{{Cite book |title=How to Win Video Games |publisher=Pocket Books |year=1982 |isbn=0-671-45841-8 |pages=87 | url=https://archive.org/stream/book_how_to_win_video_games#page/n87/mode/2up}}</ref>
 
**Remaining 3 billion coins (1982 onwards) = $750 million in quarters
 
 
|group=n|name=PacMan}}
 
|group=n|name=PacMan}}
 
*Console: $319.2 million as of 1982{{#tag:ref|''Pac-Man'', retail sales:
 
*Console: $319.2 million as of 1982{{#tag:ref|''Pac-Man'', retail sales:
Line 47: Line 41:
 
*PC: $2 million as of 1987<ref>Over [http://books.google.co.uk/books?ei=rcolT8jYCoOh0QXF8ZnOCg&id=yCMYAQAAIAAJ&q=%22sold+more+than+100000+copies+of+Pac+Man+for+the+PC%22 100,000] copies at [http://www.worldofspectrum.org/infoseekid.cgi?id=0003581 £9.95] ([http://fxtop.com/en/historical-exchange-rates.php?A=9.95&C1=GBP&C2=USD&DD1=01&MM1=01&YYYY1=1987&B=1&P=&I=1&DD2=31&MM2=12&YYYY2=1988&btnOK=Go%21 $19]) each</ref>
 
*PC: $2 million as of 1987<ref>Over [http://books.google.co.uk/books?ei=rcolT8jYCoOh0QXF8ZnOCg&id=yCMYAQAAIAAJ&q=%22sold+more+than+100000+copies+of+Pac+Man+for+the+PC%22 100,000] copies at [http://www.worldofspectrum.org/infoseekid.cgi?id=0003581 £9.95] ([http://fxtop.com/en/historical-exchange-rates.php?A=9.95&C1=GBP&C2=USD&DD1=01&MM1=01&YYYY1=1987&B=1&P=&I=1&DD2=31&MM2=12&YYYY2=1988&btnOK=Go%21 $19]) each</ref>
 
|group = n}}
 
|group = n}}
| {{formatnum:{{inflation|US|5498.2|1980|r=0}}|}}
+
| {{formatnum:{{inflation|US|9745|1989|r=0}}|}}
 
| [[w:c:gaming:Maze video games|Maze]]
 
| [[w:c:gaming:Maze video games|Maze]]
 
|-
 
|-
 
| {{flagicon|Japan}} ''[[w:c:gaming:Space Invaders|Space Invaders]]''
 
| {{flagicon|Japan}} ''[[w:c:gaming:Space Invaders|Space Invaders]]''
| 3853
+
| 7751
 
| 1978
 
| 1978
 
| 1990
 
| 1990
| {{#tag:ref|''Space Invaders'', overall revenue:
+
| {{#tag:ref|''Space Invaders'' estimated revenue:
*Arcade {{ndash}} $3.702 billion (as of 1982){{#tag:ref|''Space Invaders'' revenues:
+
*Arcade {{ndash}} $7.5 billion (as of 1982)
  +
**Cabinet sales: $3.1 billion (750,000 cabinets by 1979<ref name="ACE">{{cite magazine |title=After ''Pong'' |magazine=[[ACE (magazine)|ACE]] |date=4 February 1988 |issue=6 (March 1988) |pages=29-32 (29) |url=https://archive.org/details/ACE_Issue_06_1988-03_Future_Publishing_GB/page/n28/mode/1up}}</ref>)
*$600 million annual coin revenues since 1978<ref name="eg_1_31"/> through to 1982<ref>{{citation|title=Video Warriors on the Screen|work=[[wikipedia:New Scientist|New Scientist]]|date=August 5, 1982|volume=95|issue=1317|issn=0262-4079|page=377|url=http://books.google.co.uk/books?id=MdyCKvgw4ksC&pg=PA377|accessdate=May 1, 2011|quote=But this is 1982, and the game ''Space Invaders'' ? as the Disney handout enviously reminds us ? grosses over $600 million a year.}}</ref> = $3 billion from 1978 to 1982
 
  +
***Japan: $2.4 billion (400,000 cabinets by 1979<ref name="ACE"/>)
**$2&nbsp;billion (8&nbsp;billion quarters) coin revenues by 1982: {{cite news|title=Making&nbsp;millions, 25 cents at a time|work=[[wikipedia:The Fifth Estate (TV series)|The Fifth Estate]]|publisher=Canadian Broadcasting Corporation|date=23 November 1982|url=http://archives.cbc.ca/arts_entertainment/media/clips/15869/|accessdate=30 April 2011}}
 
 
****1978: $600&nbsp;million earnings for Taito from 100,000 Japan cabinet sales in 1978.<ref name="eg_1_31">{{cite journal|title=Can Asteroids Conquer Space Invaders?|journal=[[wikipedia:Electronic Games|Electronic Games]]|year=1981|month=Winter|volume=1|issue=1|pages=30?33 [31]|url=http://www.digitpress.com/library/magazines/electronic_games/electronic_games_winter81.pdf|accessdate=February 1, 2012}}</ref> This gives average Japan cabinet price of $6000 each.
**$1&nbsp;billion (4&nbsp;billion quarters) coin revenues by 1981: {{citation|title=Visual Programming Environments: Applications and Issues|first=Ephraim P.|last=Glinert|publisher=[[wikipedia:IEEE Computer Society Press|IEEE Computer Society Press]]|year=1990|isbn=0-8186-8974-9|url=http://books.google.co.uk/books?id=NMtWAAAAMAAJ|accessdate=10 April 2011|page=321|quote=As of mid-1981, according to Steve Bloom, author of ''Video Invaders'', more than four&nbsp;billion quarters had been dropped into Space Invaders games around the world}}
 
*Cabinet sales during 1978-1979: $702 million
+
***Overseas: $700 million+
  +
****350,000 cabinet sold outside Japan by 1979.<ref name="ACE"/> US prices ranged from $2,000 to $3,000 per cabinet.<ref>{{citation |title=Video arcades rival Broadway theatre and girlie shows in NY |work=[[InfoWorld]] |date=April 12, 1982 |volume=4 |issue=14 |issn=0199-6649 |page=15 |url=https://books.google.com/books?id=YjAEAAAAMBAJ&pg=PA15 |access-date=May 1, 2011}}</ref>
**$600&nbsp;million earnings for Taito from 100,000 Japan cabinet sales in 1978.<ref name="eg_1_31">{{cite journal|title=Can Asteroids Conquer Space Invaders?|journal=[[wikipedia:Electronic Games|Electronic Games]]|year=1981|month=Winter|volume=1|issue=1|pages=30?33 [31]|url=http://www.digitpress.com/library/magazines/electronic_games/electronic_games_winter81.pdf|accessdate=February 1, 2012}}</ref> This gives average Japan cabinet price of $6000 each. Revenue from remaining 250,000 cabinet sales in Japan unknown.
 
  +
**Coin drop revenue: $4.4 billion+ (as of 1982)
**$102&nbsp;million US cabinet sales by 1979.<ref name="nytimes2002">{{cite news|last=Horwitz|first=Jeremy|title=Technology: Mortal Apathy?|url=http://www.nytimes.com/2002/07/08/technology/08MIDW.html|accessdate=4 March 2012|newspaper=[[wikipedia:The New York Times|The New York Times]]|date=July 8, 2002}}</ref>
 
  +
***Japan: At least more than $2.4 billion as of 1979 (if 400,000 cabinets cost about $2.4 billion, coin drop earnings would need to be greater in order to be profitable for arcade operators).
|group=n|name=SpaceInvaders}}
 
  +
***United States: $2 billion from 60,000 cabinets (as of 1982)<ref>https://ia801802.us.archive.org/17/items/the_spectrum_show/TheSpectrumShow000.pdf#page=5</ref>
 
*Atari systems {{ndash}} $151{{nbsp}}million in the US (as of 1990)
 
*Atari systems {{ndash}} $151{{nbsp}}million in the US (as of 1990)
 
**Atari 2600 {{ndash}} $150,595,407 (1980-1990)
 
**Atari 2600 {{ndash}} $150,595,407 (1980-1990)
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**Atari XE (computer) {{ndash}} $1,612 (1986-1990)<ref name="atarimuseum"/>
 
**Atari XE (computer) {{ndash}} $1,612 (1986-1990)<ref name="atarimuseum"/>
 
|group = n}}
 
|group = n}}
| {{formatnum:{{inflation|US|3853|1978|r=0}}|}}
+
| {{formatnum:{{inflation|US|7751|1983|r=0}}|}}
 
| [[w:c:gaming:Shmup|Shmup]]
 
| [[w:c:gaming:Shmup|Shmup]]
 
|-
 
| {{flagicon|Japan}} ''[[Street Fighter|Street Fighter II]]''
  +
| 10,610
 
| 1991
 
| 2017
 
| <ref name="sf">[[Street Fighter]]</ref>
 
| {{formatnum:{{inflation|US|10610|1995|r=0}}|}}
 
| [[w:c:gaming:Fighting|Fighting]]
 
|-
 
|-
 
| {{flagicon|South Korea}} ''[[wikipedia:Dungeon Fighter Online|Dungeon Fighter Online]]''
 
| {{flagicon|South Korea}} ''[[wikipedia:Dungeon Fighter Online|Dungeon Fighter Online]]''
  +
| 15,000
| {{formatnum:13400}}
 
 
| 2005
 
| 2005
 
| 2019
 
| 2019
  +
| <ref>http://pdf.irpocket.com/C3659/yCGV/B6S9/ynEy.pdf</ref>
| {{#tag:ref|''Dungeon Fighter Online'':
 
  +
| 15,000
*2003-2016 {{ndash}} $8.7 billion<ref>https://mmos.com/news/dungeon-fighter-online-bigger-franchise-star-wars</ref><ref>https://venturebeat.com/2017/03/06/nexon-courts-western-game-developers-with-creativity-pitch/view-all/</ref>
 
*2017 {{ndash}} $1.6 billion<ref>http://strivesponsorship.com/wp-content/uploads/2018/02/SuperData-2017-year-in-review-digital-games-and-interactive-media.pdf</ref>
 
*2018 {{ndash}} $1.5 billion<ref name="superdata">https://www.superdataresearch.com/market-data/market-brief-year-in-review/</ref>
 
*2019 {{ndash}} 1.6 billion<ref name="superdata2019">https://www.superdataresearch.com/2019-year-in-review/</ref>
 
|group = n}}
 
| {{formatnum:13400}}
 
 
| [[w:c:gaming:Beat 'em up|Beat 'em up]]
 
| [[w:c:gaming:Beat 'em up|Beat 'em up]]
 
|-
 
|-
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| {{formatnum:{{#expr:4613+{{To USD|1500000|KOR|round=yes}}+1110+1100+1400+1300+1400}}|}}
 
| {{formatnum:{{#expr:4613+{{To USD|1500000|KOR|round=yes}}+1110+1100+1400+1300+1400}}|}}
 
| [[w:c:gaming:First-person shooter|MMOFPS]]
 
| [[w:c:gaming:First-person shooter|MMOFPS]]
|-
 
| {{flagicon|Japan}} ''[[Street Fighter|Street Fighter II]]''
 
| 6597.4
 
| 1991
 
| 2017
 
| <ref name="sf">[[Street Fighter]]</ref>
 
| {{formatnum:{{inflation|US|6597.4|1991|r=0}}|}}
 
| [[w:c:gaming:Fighting|Fighting]]
 
 
|-
 
|-
 
| {{flagicon|United States}} ''[[w:c:gaming:League of Legends|League of Legends]]''
 
| {{flagicon|United States}} ''[[w:c:gaming:League of Legends|League of Legends]]''
Line 182: Line 172:
 
| {{inflation|US|6417|1998|r=0}}
 
| {{inflation|US|6417|1998|r=0}}
 
| MMORPG
 
| MMORPG
 
|-
 
| {{flagicon|United States}} ''[[Fortnite]]''
  +
| 9000
 
| 2017
  +
| 2019
  +
| <ref>https://www.ign.com/articles/fortnite-made-9-billion-in-two-years-while-epic-games-store-has-yet-to-turn-a-profit</ref>
  +
| 9000
 
| [[wikipedia:Battle royal|Battle royale]]
 
|-
 
| {{flagicon|South Korea}} ''[[PlayerUnknown's Battlegrounds]]''
  +
| 8228
  +
| 2017
 
| 2018
 
| {{#tag:ref|''PlayerUnknown's Battlegrounds'' (''PUBG'')
  +
*''PlayerUnknown's Battlegrounds'' (PC)
 
**2017 - $900 million<ref>https://www.gamespot.com/articles/pubg-passes-3-million-concurrent-users-on-pc/1100-6455835/</ref>
 
**2018 - $1.128 billion<ref>[[List of best-selling video games of 2018]]</ref>
 
*''PUBG Mobile'' - $6.2 billion<ref>https://www.pocketgamer.biz/feature/77017/top-10-highest-grossing-mobile-games-of-all-time/</ref>
 
|group=n}}
  +
| 8228
 
| [[wikipedia:Battle royale game|Battle royale]]
 
|-
 
|-
 
| {{flagicon|Japan}} ''[[wikipedia:Monster Strike|Monster Strike]]''
 
| {{flagicon|Japan}} ''[[wikipedia:Monster Strike|Monster Strike]]''
Line 244: Line 255:
 
| {{inflation|US|5194.1|2006|r=0}}
 
| {{inflation|US|5194.1|2006|r=0}}
 
| [[w:c:gaming:Sports|Sports]]
 
| [[w:c:gaming:Sports|Sports]]
 
|-
 
| {{flagicon|Japan}} ''[[Donkey Kong]]''
  +
| 4400
 
| 1981
  +
| 2017
 
| <ref>[[Donkey Kong]]</ref>
 
| {{inflation|US|4400|2000|r=0}}
 
| 2D platformer
 
|-
 
|-
 
| {{flagicon|Japan}} ''[[Super Mario Bros.]]''
 
| {{flagicon|Japan}} ''[[Super Mario Bros.]]''
Line 260: Line 279:
 
| 6000
 
| 6000
 
| [[w:c:gaming:Action-adventure|Action adventure]]
 
| [[w:c:gaming:Action-adventure|Action adventure]]
|-
 
| {{flagicon|Japan}} ''[[Donkey Kong]]''
 
| 2129.3
 
| 1981
 
| 1994
 
| <ref>[[Donkey Kong]]</ref>
 
| {{inflation|US|2129.3|1981|r=0}}
 
| 2D platformer
 
 
|-
 
|-
 
| {{flagicon|Japan}} ''[[Wii Fit]]''
 
| {{flagicon|Japan}} ''[[Wii Fit]]''
Line 318: Line 329:
 
| {{inflation|US|2385|1988|r=0}}
 
| {{inflation|US|2385|1988|r=0}}
 
| 2D platformer
 
| 2D platformer
 
|-
 
| {{flagicon|Japan}} ''[[Pokémon|Pokémon Go]]''
  +
| 4700
 
| 2016
  +
| 2019
 
| {{#tag:ref|''Pokémon Go'':
 
*2016-2017 - $2 billion<ref>https://www.bloomberg.com/news/articles/2017-09-05/pokemon-s-ceo-hints-at-big-plans-for-games-on-smartphone-switch</ref>
 
*2018 - $1.3 billion<ref name="superdata">https://www.superdataresearch.com/market-data/market-brief-year-in-review/</ref>
 
**2019 {{ndash}} $1.4 billion<ref name="superdata2019">https://www.superdataresearch.com/2019-year-in-review/</ref>
 
|group=n}}
 
| {{inflation|US|4700|2016|r=0}}
 
| [[wikipedia:Augmented reality game|Augmented reality]]
 
|-
 
| {{flagicon|Japan}} ''[[wikipedia:Fate/Grand Order|Fate/Grand Order]]''
  +
| 4402
 
| 2015
 
| 2018
 
| {{#tag:ref|''Fate/Grand Order''
  +
*Up until 2017 - $2 billion<ref>https://www.pocketgamer.biz/asia/news/68582/fategrand-order-rakes-in-over-2bn-in-revenue-worldwide/</ref>
 
*2018 - ${{To USD|{{#expr:120400+14400}}|JPN|round=yes}} million
 
*2019 {{ndash}} $1.2 billion<ref name="superdata2019"/>
 
|group=n}}
 
| {{inflation|US|4402|2015|r=0}}
 
| RPG
 
|-
 
|-
 
| {{flagicon|Japan}} ''[[Sonic the Hedgehog]]''
 
| {{flagicon|Japan}} ''[[Sonic the Hedgehog]]''
Line 412: Line 447:
 
| {{inflation|US|2507|2002|r=0}}
 
| {{inflation|US|2507|2002|r=0}}
 
| [[w:c:gaming:Sports simulation video games|Sports]] [[w:c:gaming:Business simulation video games|simulation]]
 
| [[w:c:gaming:Sports simulation video games|Sports]] [[w:c:gaming:Business simulation video games|simulation]]
|-
 
| {{flagicon|Japan}} ''[[Pokémon|Pokémon Go]]''
 
| 3300
 
| 2016
 
| 2018
 
| {{#tag:ref|''Pokémon Go'':
 
*2016-2017 - $2 billion<ref>https://www.bloomberg.com/news/articles/2017-09-05/pokemon-s-ceo-hints-at-big-plans-for-games-on-smartphone-switch</ref>
 
*2018 - $1.3 billion<ref name="superdata"/>
 
|group=n}}
 
| {{inflation|US|3300|2016|r=0}}
 
| [[wikipedia:Augmented reality game|Augmented reality]]
 
|-
 
| {{flagicon|Japan}} ''[[wikipedia:Fate/Grand Order|Fate/Grand Order]]''
 
| 3202
 
| 2015
 
| 2018
 
| {{#tag:ref|''Fate/Grand Order''
 
*Up until 2017 - $2 billion<ref>https://www.pocketgamer.biz/asia/news/68582/fategrand-order-rakes-in-over-2bn-in-revenue-worldwide/</ref>
 
*2018 - ${{To USD|{{#expr:120400+14400}}|JPN|round=yes}} million
 
|group=n}}
 
| {{inflation|US|3202|2015|r=0}}
 
| RPG
 
 
|-
 
|-
 
| {{flagicon|Japan}} ''[[Wii Sports Resort]]''
 
| {{flagicon|Japan}} ''[[Wii Sports Resort]]''
Line 472: Line 485:
 
| {{inflation|US|2833|2009|r=0}}
 
| {{inflation|US|2833|2009|r=0}}
 
| [[w:c:gaming:Kart racing video games|Kart racing]]
 
| [[w:c:gaming:Kart racing video games|Kart racing]]
  +
|-
  +
| {{flagicon|United States}} ''[[wikipedia:Ms. Pac-Man|Ms. Pac-Man]]''
  +
| 1200
  +
| 1981
  +
| 1987
  +
| <ref name="arcade">[[Arcade gaming]], Video Game Sales Wiki</ref>
 
| {{Inflation|US|1200|1983|r=0}}
 
| Maze
 
|-
 
|-
 
| {{flagicon|Japan}} [[Pokémon|''Pokémon Gold/Silver/Crystal'']]
 
| {{flagicon|Japan}} [[Pokémon|''Pokémon Gold/Silver/Crystal'']]
Line 480: Line 501:
 
| {{inflation|US|1990|1999|r=0}}
 
| {{inflation|US|1990|1999|r=0}}
 
| RPG
 
| RPG
  +
|-
  +
| {{flagicon|Japan}} ''[[wikipedia:Virtua Fighter (video game)|Virtua Fighter]]''
  +
| 1680
  +
| 1993
  +
| 1996
 
| <ref name="arcade"/>
 
| {{Inflation|US|1680|1993|r=0}}
  +
| Fighting
 
|-
 
|-
 
| {{flagicon|Japan}} ''[[Wii Play]]''
 
| {{flagicon|Japan}} ''[[Wii Play]]''
Line 510: Line 539:
 
| [[w:c:gaming:3D platformer|3D platformer]]
 
| [[w:c:gaming:3D platformer|3D platformer]]
 
|-
 
|-
| {{flagicon|United States}} ''[[wikipedia:Ms. Pac-Man|Ms. Pac-Man]]''
+
| {{flagicon|Japan}} ''[http://segaretro.org/OutRun OutRun]''
| 1200
+
| 1104
| 1981
+
| 1986
| 1987
+
| 1993
| <ref name="arcade">[[Arcade gaming]], Video Game Sales Wiki</ref>
+
| <ref name="arcade"/>
| {{Inflation|US|1200|1987|r=0}}
+
| {{Inflation|US|1104|1986|r=0}}
  +
| [[Arcade]] racing
| Maze
 
 
|-
 
|-
 
| {{flagicon|Japan}} ''[[New Super Mario Bros. Wii]]''
 
| {{flagicon|Japan}} ''[[New Super Mario Bros. Wii]]''
Line 534: Line 563:
 
| [[w:c:gaming:Light gun|Light gun shooter]]
 
| [[w:c:gaming:Light gun|Light gun shooter]]
 
|-
 
|-
| {{flagicon|United States}} ''[[Fortnite]]''
+
| {{flagicon|United States}} ''[[w:c:gaming:Asteroids|Asteroids]]''
| 2400
+
| 800
| 2017
+
| 1979
| 2018
+
| 1982
 
| {{#tag:ref|<ref name="asteroids_gross">{{cite journal|last=Gottschalk|first=S.|title=Videology: Video-Games as Postmodern Sites/Sights of Ideological Reproduction|journal=Symbolic Interaction|year=1995|volume=18|issue=1|url=http://cdclv.unlv.edu/archives/interactionism/gottschalk/video.html|accessdate=26 February 2012}}</ref><ref>{{cite journal|title=Forbes, Volume 127|journal=[[wikipedia:Forbes|Forbes]]|year=1981|url=http://books.google.co.uk/books?id=6y68AAAAIAAJ|accessdate=25 February 2012|page=102|quote=At $2000 a unit, Atari has made about $140&nbsp;million from that game alone.}}</ref>
| <ref name="superdata"/>
 
 
|group = n|name = Asteroids}}
| 2400
 
  +
| {{inflation|US|800|1980|r=0}}
| [[wikipedia:Battle royal|Battle royale]]
 
 
| Shmup
 
|-
 
|-
 
| {{flagicon|Japan}} ''[[Pokémon|Pokémon Ruby/Sapphire/Emerald]]''
 
| {{flagicon|Japan}} ''[[Pokémon|Pokémon Ruby/Sapphire/Emerald]]''
Line 569: Line 599:
 
| 2D platformer
 
| 2D platformer
 
|-
 
|-
| {{flagicon|Soviet Union}} ''[[w:c:gaming:Tetris|Tetris]]''
+
| {{flagicon|Japan}} ''[[wikipedia:Virtua Fighter 2|Virtua Fighter 2]]''
| 1102.6
+
| 1200
| 1988
+
| 1994
| 2010
+
| 2001
  +
| <ref name="arcade"/>
| {{#tag:ref|''Tetris'' sales revenue:
 
  +
| {{Inflation|US|1200|1994|r=0}}
*Physical - 43 million units = $1003.57 million
 
  +
| Fighting
**Game Boy - 35 million cartridges (including bundles)<ref name="tetris">{{cite web |url=http://www.telegraph.co.uk/technology/news/5460283/Computer-game-Tetris-celebrates-25-years.html |title=Computer game Tetris celebrates 25 years |publisher=[[wikipedia:Daily Telegraph|Daily Telegraph]]|date=June 6, 2009 |accessdate=2012-08-23}}</ref> at [http://ign.com/games/super-mario-bros-tetris-nintendo-world-cup/gb-5985 $19.99] each = $699.65 million
 
**NES - 8 million cartridges<ref name="tetris_nes">{{Cite episode | title = Tetris: From Russia With Love | url=http://www.bbc.co.uk/programmes/b0074pz0 | credits = Director/Producer: Magnus Temple; Executive Producer: Nick Southgate | network = [[wikipedia:BBC|BBC]] | station = [[wikipedia:BBC Four|BBC Four]] | date = 2004 | time = 51:23 | quote = The real winners were Nintendo. To date, Nintendo dealers across the world have sold 8 million ''Tetris'' cartridges on the Nintendo Entertainment system. }}</ref> at [http://www.huguesjohnson.com/scans/ebspring93/EBSpring93_17_NES.jpg $37.99] each = $303.92 million
 
*Mobile - 100 million downloads<ref name="tetris3">{{cite news |url=https://www.gamespot.com/articles/tetris-sells-100-million-on-mobile-devices/1100-6246722/ |title=Tetris sells 100 million on mobile devices |work=[[wikipedia:GameSpot|GameSpot]] |publisher=[[wikipedia:CBS Interactive|CBS Interactive]] |date=January 21, 2010 |accessdate=August 23, 2017 }}</ref> at $0.99<ref>[http://investor.ea.com/releasedetail.cfm?ReleaseID=629335 EA Launches New Tetris® Game on the App Store Today], EA (December 1, 2011)</ref> = $99 million|group = n}}
 
| {{Inflation|US|1102.6|1990|r=0}}
 
| Puzzle
 
|-
 
| {{flagicon|United States}} ''[[w:c:gaming:Asteroids|Asteroids]]''
 
| 800
 
| 1979
 
| 1982
 
| {{#tag:ref|<ref name="asteroids_gross">{{cite journal|last=Gottschalk|first=S.|title=Videology: Video-Games as Postmodern Sites/Sights of Ideological Reproduction|journal=Symbolic Interaction|year=1995|volume=18|issue=1|url=http://cdclv.unlv.edu/archives/interactionism/gottschalk/video.html|accessdate=26 February 2012}}</ref><ref>{{cite journal|title=Forbes, Volume 127|journal=[[wikipedia:Forbes|Forbes]]|year=1981|url=http://books.google.co.uk/books?id=6y68AAAAIAAJ|accessdate=25 February 2012|page=102|quote=At $2000 a unit, Atari has made about $140&nbsp;million from that game alone.}}</ref>
 
|group = n|name = Asteroids}}
 
| {{inflation|US|800|1982|r=0}}
 
| Shmup
 
|-
 
| {{flagicon|South Korea}} ''[[PlayerUnknown's Battlegrounds]]''
 
| 2028
 
| 2017
 
| 2018
 
| {{#tag:ref|''PlayerUnknown's Battlegrounds'':
 
*2017 - $900 million<ref>https://www.gamespot.com/articles/pubg-passes-3-million-concurrent-users-on-pc/1100-6455835/</ref>
 
*2018 - $1.128 billion<ref>[[List of best-selling video games of 2018]]</ref>
 
|group=n}}
 
| 2028
 
| [[wikipedia:Battle royale game|Battle royale]]
 
 
|-
 
|-
 
| {{flagicon|Japan}} ''[[Final Fantasy|Final Fantasy XIV]]''
 
| {{flagicon|Japan}} ''[[Final Fantasy|Final Fantasy XIV]]''
Line 622: Line 628:
 
| {{inflation|US|1769.75|2011|r=0}}
 
| {{inflation|US|1769.75|2011|r=0}}
 
| [[w:c:gaming:First-person shooter|FPS]]
 
| [[w:c:gaming:First-person shooter|FPS]]
  +
|-
  +
| {{flagicon|Japan}} ''[[wikipedia:Virtua Fighter 3|Virtua Fighter 3]]''
  +
| 1200
  +
| 1996
  +
| 2001
  +
| <ref name="arcade"/>
  +
| {{Inflation|US|1200|1996|r=0}}
  +
| Fighting
 
|-
 
|-
 
| {{flagicon|Japan}} ''[[Final Fantasy|Compilation of Final Fantasy VII]]''
 
| {{flagicon|Japan}} ''[[Final Fantasy|Compilation of Final Fantasy VII]]''
Line 721: Line 735:
 
| [[w:c:gaming:Action RPG|MMO action RPG]]
 
| [[w:c:gaming:Action RPG|MMO action RPG]]
 
|-
 
|-
| {{flagicon|Japan}} ''[[Pokémon|Pokémon Diamond/Pearl/Platinum ]]''
+
| {{flagicon|Japan}} ''[[Pokémon|Pokémon Diamond/Pearl/Platinum]]''
 
| 1150
 
| 1150
 
| 2006
 
| 2006
Line 736: Line 750:
 
| {{Inflation|US|903.13|1997|r=0}}
 
| {{Inflation|US|903.13|1997|r=0}}
 
| RPG
 
| RPG
  +
|-
  +
| {{flagicon|Japan}} ''[[w:c:gaming:Tetris (Game Boy)|Tetris]]''
  +
| 699.65
  +
| 1989
  +
| 2009
 
| {{#tag:ref|''Tetris'' (Game Boy) sales revenue: 35 million cartridges (including bundles)<ref name="tetris">{{cite web |url=http://www.telegraph.co.uk/technology/news/5460283/Computer-game-Tetris-celebrates-25-years.html |title=Computer game Tetris celebrates 25 years |publisher=[[wikipedia:Daily Telegraph|Daily Telegraph]]|date=June 6, 2009 |accessdate=2012-08-23}}</ref> at [http://ign.com/games/super-mario-bros-tetris-nintendo-world-cup/gb-5985 $19.99] each = $699.65 million}}
  +
| {{Inflation|US|699.65|1990|r=0}}
 
| Puzzle
 
|-
 
|-
 
| {{flagicon|Japan}} ''[[Pokémon|Pokémon Sun & Moon]]''
 
| {{flagicon|Japan}} ''[[Pokémon|Pokémon Sun & Moon]]''
Line 804: Line 826:
 
</onlyinclude>
 
</onlyinclude>
 
==See also==
 
==See also==
*[[Highest-grossing video game franchises]]
+
*[[List of highest-grossing video game franchises]]
 
*[[List of best-selling video games]]
 
*[[List of best-selling video games]]
 
*[[Arcade gaming]]
 
*[[Arcade gaming]]

Revision as of 10:13, 19 December 2021

This is a list of the highest-grossing video games of all time. The list includes games across all platforms (including arcades, consoles, computers, mobiles, and online) that have grossed at least $1 billion in revenue. This list includes coin-based sales, which are not added to the game's overall sales.

Title Gross
(million US$)
(no inflation)
Release
year
Gross
as of
(year)
Ref Gross
(million US$)
(with inflation)[1]
Genre
Japan Pac-Man 9745 1980 2012 [n 4] 23,006 Maze
Japan Space Invaders 7751 1978 1990 [n 5] 22,774 Shmup
Japan Street Fighter II 10,610 1991 2017 [24] 20,377 Fighting
South Korea Dungeon Fighter Online 15,000 2005 2019 [25] 15,000 Beat 'em up
South Korea CrossFire 12,194 2007 2019 [26] 12,194 MMOFPS
United States League of Legends 10,116 2009 2019 [27] 10,116 MOBA
United States World of Warcraft 9702 2004 2017 [28] 9702 MMORPG
South Korea Lineage 6417 1998 2018 [29] 11521 MMORPG
United States Fortnite 9000 2017 2019 [30] 9000 Battle royale
South Korea PlayerUnknown's Battlegrounds 8228 2017 2018 [n 6] 8228 Battle royale
Japan Monster Strike 8152 2013 2018 [34] 8152 Puzzle
China Westward Journey 5797 2001 2017 [35] 9581 MMORPG
Japan Puzzle & Dragons 7000 2012 2018 [34] 7000 Puzzle RPG
China Arena of Valor / Honor of Kings 7000 2015 2018 [n 7] 7000 MOBA
Japan Wii Sports 5194.1 2006 2012 [n 8] 7540 Sports
Japan Donkey Kong 4400 1981 2017 [40] 7477 2D platformer
Japan Super Mario Bros. 2673 1985 2017 [41] 7273 2D platformer
United Kingdom Grand Theft Auto V 6000 2013 2017 [42] 6000 Action adventure
Japan Wii Fit 4427 2007 2013 [n 10] 6248 Fitness
SwedenCandy Crush Saga 5062 2012 2017 [45] 5062 Puzzle
Japan Super Mario Bros. 3 2385 1988 2017 [41] 5901 2D platformer
Japan Pokémon Go 4700 2016 2019 [n 11] 5731 Augmented reality
Japan Fate/Grand Order 4402 2015 2018 [n 12] 5435 RPG
Japan Sonic the Hedgehog 2395 1991 2016 [50] 5146 2D platformer
South Korea MapleStory 3151 2003 2017 [51] 5013 MMORPG
Finland Clash of Clans 4067 2012 2017 [n 13] 4067 Strategy
Japan Super Mario World 2143 1990 2011 [41] 4800 2D platformer
Japan Super Mario Bros. 2 1719 1986 2017 [41] 4589 2D platformer
Japan Pokémon Red/Green/Blue/Yellow 2384 1996 2016 [54] 4448 RPG
Japan World Club Champion Football 2507 2002 2012 [n 15] 4079 Sports simulation
Japan Wii Sports Resort 2841.3 2009 2013 [n 17] 3876 Sports
Japan Mario Kart Wii 2833 2008 2013 [n 19] 3864 Kart racing
United States Ms. Pac-Man 1200 1981 1987 [66] 3526 Maze
Japan Pokémon Gold/Silver/Crystal 1990 1999 2011 [54] 3496 RPG
Japan Virtua Fighter 1680 1993 1996 [66] 3403 Fighting
Japan Wii Play 2216 2006 2012 [n 20] 3217 Party
Japan Super Mario 64 1660 1996 2001 [41] 3097 3D platformer
Japan OutRun 1104 1986 1993 [66] 2947 Arcade racing
Japan New Super Mario Bros. Wii 2185 2009 2013 [41] 2980 2D platformer
Japan Duck Hunt 1048 1984 1995 [n 21] 2952 Light gun shooter
United States Asteroids 800 1979 1982 [n 22] 2841 Shmup
Japan Pokémon Ruby/Sapphire/Emerald 1646 2002 2014 [54] 2678 RPG
Finland Clash Royale 2178 2016 2018 [n 23] 2178 Strategy
Japan New Super Mario Bros. 1785 2006 2013 [41] 2591 2D platformer
Japan Virtua Fighter 2 1200 1994 2001 [66] 2369 Fighting
Japan Final Fantasy XIV 1714 2002 2017 [71] 2294 MMORPG
United States Call of Duty: Black Ops
(incl. map packs)
1769.75 2010 2011 [n 24] 2302 FPS
Japan Virtua Fighter 3 1200 1996 2001 [66] 2239 Fighting
Japan Compilation of Final Fantasy VII 1206.13 1997 2017 [71] 2199 RPG
Japan Final Fantasy XI Online 1293.3 2002 2017 [71] 2104 MMORPG
Japan Final Fantasy X & X-2 1258.4 2001 2017 [71] 2080 RPG
United States Call of Duty: Black Ops
(excl. map packs)
1499.75 2010 2011 [n 24] 1951 FPS
Sweden Minecraft 1593 2011 2017 [n 25] 1593 Sandbox
Japan Pole Position (US gross) 579.6 1982 1984 [66] 1758 Racing
United States Defender 1000 1980 2002 [66] 1757 Shmup
United States NBA Jam 1000 1993 2010 [66] 1699 Sports
South Korea TERA Online 1290 2011 2015 [75] 1678 MMO action RPG
Japan Pokémon Diamond/Pearl/Platinum 1150 2006 2014 [54] 1669 RPG
Japan Final Fantasy VII 903.13 1997 2017 [71] 1646 RPG
Japan Tetris 699.65 1989 2009 [77] 1567 Puzzle
Japan Pokémon Sun & Moon 1247 2016 2018 [54] 1521 RPG
Japan Dragon Quest I & II 507 1986 2014 [78] 1354 RPG
Japan Dragon Quest V 646.04 1992 2015 [78] 1347 RPG
South Korea Summoners War 1000 2013 2017 [79] 1256 Strategy
Japan Pokémon X & Y 953 2013 2016 [54] 1197 RPG
United States Call of Duty: WWII 1000 2017 2017 [80] 1000 FPS
United States Call of Duty: Black Ops 4 1000 2018 2018 [81] 1000 FPS
United Kingdom Red Dead Redemption 2 1000 2018 2018 [82] 1000 Action adventure

See also

Notes

  1. Pac-Man arcade revenue:
    • Cabinet sales: $1.14 billion by 1982
      • $1 billion cabinet sales by 1981.[2]
        • $200 million[3] cabinet sales in 1981, therefore $800 million cabinet sales in 1980.
      • 350,000 cabinets sold for $2800 each by 1981.[4] Out of total 400,000 sales by 1982,[5] remaining 50,000 for $2800 means $140 million additional revenue in cabinet sales in 1982.
    • Coin revenues: $8.2 billion
  2. 7.7 million cartridges[12] sold at $29.76 each
  3. Pac-Man, retail sales:
  4. Pac-Man overall revenue:
    • Arcade: $9.34 billion by 1982[n 1]
    • Console: $319.2 million as of 1982[n 3]
    • Mobile: $84 million as of 2012[16]
    • PC: $2 million as of 1987[17]
  5. Space Invaders estimated revenue:
    • Arcade – $7.5 billion (as of 1982)
      • Cabinet sales: $3.1 billion (750,000 cabinets by 1979[18])
        • Japan: $2.4 billion (400,000 cabinets by 1979[18])
          • 1978: $600 million earnings for Taito from 100,000 Japan cabinet sales in 1978.[19] This gives average Japan cabinet price of $6000 each.
        • Overseas: $700 million+
          • 350,000 cabinet sold outside Japan by 1979.[18] US prices ranged from $2,000 to $3,000 per cabinet.[20]
      • Coin drop revenue: $4.4 billion+ (as of 1982)
        • Japan: At least more than $2.4 billion as of 1979 (if 400,000 cabinets cost about $2.4 billion, coin drop earnings would need to be greater in order to be profitable for arcade operators).
        • United States: $2 billion from 60,000 cabinets (as of 1982)[21]
    • Atari systems – $151 million in the US (as of 1990)
      • Atari 2600 – $150,595,407 (1980-1990)
        • 1980-1983 – $150 million[22]
        • 1986-1990 – $595,407[23]
      • Atari 5200 – $208,780 (1986-1989)[23]
      • Atari XE (computer) – $1,612 (1986-1990)[23]
  6. PlayerUnknown's Battlegrounds (PUBG)
    • PlayerUnknown's Battlegrounds (PC)
      • 2017 - $900 million[31]
      • 2018 - $1.128 billion[32]
    • PUBG Mobile - $6.2 billion[33]
  7. Arena of Valor / Honor of Kings
  8. Wii Sports revenue: 81.99 million units[39] at ¥4800 ($63.35) each = $5.1941 billion
  9. Wii Fit (original) sales revenue:
    • Prices:
    • December 2007 to March 2010: 22.61 million units = $2813 million
      • Japan: 5.36 million units at $116 each = $622 million
      • Overseas: 17.25 million units at $127 (mean average EU/UK/US price) each = $2191 million
    • April 2010 to March 2012: 60,000 (22.67 million - 22.61 million) units at $124 (mean average EU/JP/UK/US price) each = $7.44 million
  10. Wii Fit (original and Plus) sales revenue:
  11. Pokémon Go:
    • 2016-2017 - $2 billion[46]
    • 2018 - $1.3 billion[47]
      • 2019 – $1.4 billion[48]
  12. Fate/Grand Order
    • Up until 2017 - $2 billion[49]
    • 2018 - $1263 million
    • 2019 – $1.2 billion[48]
  13. Clash of Clans:
    • Up until 2017 - [52]
    • 2018 - $567 million[53]
  14. World Club Champion Football: Intercontinental Clubs
    • Fiscal year ended 31 March 2010: ¥4.2 billion[57]
    • Fiscal year ended 31 March 2011: ¥3.8 billion[58]
    • Fiscal year ended 31 March 2012: ¥3.6 billion[59] (additional ¥6.8 billion)
    • Fiscal year ended March 2013: ¥1.7 billion [2] [60][61]
    • Fiscal year ended 31 March 2013: ¥3.2 billion
    • April-December 2013: ¥2.1 billion
    • Currency conversion: [3] $224 million
      • ¥4.2 billion = $55.4312 million
      • ¥3.8 billion = $50.2 million
      • ¥3.6 billion = $48 million
      • ¥3.2 billion = $42.2333 million
      • ¥2.1 billion = $28 million
  15. World Club Champion Football revenue:
    • Card revenues up until January 2009 - $1.901 billion
      • 480 million player cards sold as of January 2009, costing around ¥300 each.[55][56] This brings the total card revenue up to ¥144 billion, equivalent to [http://www.x-rates.com/historical/?from = JPY&amount=144000&date=2011-10-30 $1.901 billion].
    • Unit sales revenues from April 2005 to December 2009 - $307.4 million
      • World Club Champion Football: European Clubs 2004–2005 at £90,000 ($189,000) [4] each - $149.4 million
        • 514 units from April 2005 to March 2006: $97.2 million
        • 276 units during April–September 2006: $52.2 million
      • World Club Champion Football: Intercontinental Clubs 2006-2007 - 831 units from June 2008 to March 2009 at £90,000 ($189,000) [5] each = $158 million
    • World Club Champion Football: Intercontinental Clubs revenues from April 2009 to December 2013 - $224 million[n 14]
  16. 16.0 16.1 Wii Sports Resort sales revenue: 30.14 million[62] units = $2683.3 million
  17. Wii Sports Resort total revenue:
    • Pre-bundle - 30.14 million units = $2683.3 million[n 16]
    • Post-bundle - 1.75 million units (31.89 million[39] - 30.14 million) at $90 (mean average price)[n 16] each = $158 million
  18. 18.0 18.1 Mario Kart Wii:
    • Prices:
    • Sales: 28.23 million[64] units = $2270.32 million
      • Japan: 3.32 million units at $76 each = $252.32 million
        • April 2008 to March 2009: 2.3 million units = $150 million
        • April 2009 to March 2010: 430,000 units = $28 million
        • April 2010 to March 2011: 530,000 units[65] = $34.5 million
        • April-June 2011: 60,000 units[65] = $4 million
      • Overseas: 24.91 million units at $81 (mean average AU/UK/US price) each = $2018 million
  19. Mario Kart Wii (incl. bundled copies) revenue:
    • Pre-bundle (until June 2011) - 28.23 million units = $2270.32 million[n 18]
    • Post-bundle (after June 2011) - 7.03 million units at $80 (mean average price)[n 18] each = $562.4 million
  20. Wii Play sales revenue:
    • Prices:
    • December 2006 to March 2010: 27.38 million units = US$2166.44 million
      • Japan: 2.88 million units at US$63 each = US$181.44 million
      • Overseas: 24.5 million units at US$81 (mean average AU/UK/US price) each = US$1985 million
    • April 2010 to March 2012: 640,000 (28.02 million[62] - 27.38 million) units at US$77 (mean average AU/JP/UK/US price) each = US$49.3 million
  21. 28.31 million[67] at = pc&a=page_h_title&title_id=20004 ¥4500] ([http://fxtop.com/en/historical-exchange-rates.php?A=4500&C1=JPY&C2=USD&DD1=01&MM1=01&YYYY1=1988&B=1&P=&I=1&DD2=31&MM2=12&YYYY2=1988&btnOK=Go%21 $37) each
  22. [68][69]
  23. Clash Royale:
    • Up until 2017 - $1.278 billion[70]
    • 2018 - $900 billion[47]
  24. 24.0 24.1 Call of Duty: Black Ops overall revenue:
    • 25 million copies as of August 2011 [7] [8] at $59.99 [9] each: $1379.77 billion
    • Map packs: $270 million[72]
  25. Minecraft sales revenue: 122 million units
    • PC: 26 million units at $26.95 = $700.7 million
    • Consoles: 17 million units[73] at $19.99[74] = $339.8 million
    • Mobile & other: 79 million units at $6.99 = $552.2

References

  1. CPI Inflation Calculator. Bureau of Labor Statistics. Retrieved on 2012-02-22.
  2. Marlene Targ Brill (2009). America in the 1980s. Twenty-First Century Books. p. 120. ISBN 0-8225-7602-3. http://books.google.co.uk/books?id=NjmhJKkoKW0C&pg=PT120. Retrieved 1 May 2011.
  3. 3.0 3.1 http://people.rit.edu/cnd6606/309/Portfolio1/MySite/historyPage.html
  4. http://news.google.com/newspapers?id=goBQAAAAIBAJ&sjid=TxIEAAAAIBAJ&pg=7084,2952506
  5. Kao, John J. (1989). Entrepreneurship, creativity & organization: text, cases & readings. Englewood Cliffs, NJ: Prentice Hall. p. 45. ISBN 0-13-283011-6. http://books.google.co.uk/books?id=P-MJAQAAMAAJ. Retrieved 12 February 2012. "Estimates counted 7 billion coins that by 1982 had been inserted into some 400,000 Pac Man machines worldwide, equal to one game of Pac Man for every person on earth. US domestic revenues from games and licensing of the Pac Man image for T-shirts, pop songs, to wastepaper baskets, etc. exceeded $1 billion."
  6. Kline, Stephen; Nick Dyer-Witheford, Greig de Peuter (2003). Digital play: the interaction of technology, culture, and marketing (Reprint ed.). Montréal, Quebec: McGill-Queen's University Press. p. 96. ISBN 0-7735-2591-2. http://books.google.co.uk/books?id=gw5V10iLEsUC&pg=PA96. Retrieved 25 February 2012. "The game produced one billion dollars in 1980 alone"
  7. http://www.nytimes.com/1982/07/04/movies/special-effects-are-revolutionizing-film.html?pagewanted=all
  8. At least 800 million quarters ($200 million) in the US during 1981:
  9. Uncle John's Legendary Lost Bathroom Reader. Portable Press. September 1999. p. 373. ISBN 978-1-879682-74-0. https://books.google.com/books?id=OdxLduEdxmcC. "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."
  10. Uncle John's Legendary Lost Bathroom Reader. Simon and Schuster. November 2012. p. 348. ISBN 978-1-60710-670-8. https://books.google.com/books?id=QClZDwAAQBAJ&pg=PT348. "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."
  11. Stern, Jane; Stern, Michael (1992). Jane & Michael Stern's Encyclopedia of Pop Culture: An A to Z Guide of Who's who and What's What, from Aerobics and Bubble Gum to Valley of the Dolls and Moon Unit Zappa. Harper Perennial. p. 373. ISBN 978-0-06-055343-2. https://books.google.com/books?id=7AAi0VbjGU8C. "“I think we have the Mickey Mouse of the 1980s,” said one Pac-Man executive when it was noted that Americans were spending about $6 billion per year on the game and its spinoffs"
  12. Goldberg, Marty; Vendel, Curt (November 25, 2012). Atari Inc.: Business Is Fun. Carmel, New York: Syzygy Press. p. 582. ISBN 978-0-9855974-0-5. https://books.google.co.uk/books?id=3FwGMtRafrAC&pg=PA582&lpg=PA582#v=onepage&q&f=false.
  13. "WHAT WENT WRONG AT ATARI". Boston Globe. Feb 8, 1983. http://pqasb.pqarchiver.com/boston/access/663605541.html?FMT=ABS. "Gamewise, while there may not be another cartridge as successful as Pac-Man - a $200-million money-maker that Teiser says "will never happen again"‎"
  14. "Coleco Mini-Arcades Go Gold". Arcade Express 1 (1): 4. August 15, 1982. http://www.digitpress.com/library/newsletters/arcadeexpress/arcade_express_v1n1.pdf. Retrieved 3 February 2012.
  15. "Mini-Arcades 'Go Gold'". Electronic Games 1 (9): 13. November 1982. http://www.archive.org/stream/electronic-games-magazine-1982-11/Electronic_Games_Issue_09_Vol_01_09_1982_Nov#page/n11/mode/2up. Retrieved 5 February 2012.
  16. Pac-Man mobile, paid download revenues:
  17. Over 100,000 copies at £9.95 ($19) each
  18. 18.0 18.1 18.2 "After Pong". ACE (6 (March 1988)): 29-32 (29). 4 February 1988. https://archive.org/details/ACE_Issue_06_1988-03_Future_Publishing_GB/page/n28/mode/1up.
  19. "Can Asteroids Conquer Space Invaders?". Electronic Games 1 (1): 30?33 [31]. Winter 1981. http://www.digitpress.com/library/magazines/electronic_games/electronic_games_winter81.pdf. Retrieved February 1, 2012.
  20. "Video arcades rival Broadway theatre and girlie shows in NY", InfoWorld 4 (14): p. 15, April 12, 1982, ISSN 0199-6649, https://books.google.com/books?id=YjAEAAAAMBAJ&pg=PA15, retrieved May 1, 2011
  21. https://ia801802.us.archive.org/17/items/the_spectrum_show/TheSpectrumShow000.pdf#page=5
  22. Glenn Adilman, Videogames: knowing the score, Creative Computing, December 1983
  23. 23.0 23.1 23.2 http://www.atarimuseum.com/whatsnew/2009-MAY-28.html
  24. Street Fighter
  25. http://pdf.irpocket.com/C3659/yCGV/B6S9/ynEy.pdf
  26. CrossFire revenues:
  27. League of Legends:
  28. World of Warcraft revenues:
  29. Lineage revenues:
  30. https://www.ign.com/articles/fortnite-made-9-billion-in-two-years-while-epic-games-store-has-yet-to-turn-a-profit
  31. https://www.gamespot.com/articles/pubg-passes-3-million-concurrent-users-on-pc/1100-6455835/
  32. List of best-selling video games of 2018
  33. https://www.pocketgamer.biz/feature/77017/top-10-highest-grossing-mobile-games-of-all-time/
  34. 34.0 34.1 https://sensortower.com/blog/monster-strike-revenue
  35. Westward Journey revenues
    • Westward Journey Online II (launched 2002) from 2002 to 2003: $37 million
    • Westward Journey Online II and Fantasy Westward Journey (launched 2004) from 2004 to 2008: $1.3 billion
    • Fantasy Westward Journey from 2009 to 2011: $1.5 billion+
      • $400 million in 2009 [41]
      • $400 million+ in 2010 [42]
      • $400 million+ in 2011 [43]
    • $400 million+ in 2012 [44] [45]
    • 2015: $451 million
    • 2016: $380 million ($95 million per quarter)
    • 2017: $1.5 billion
    • June-October 2018: $229 million
  36. http://www.chinadaily.com.cn/business/2017-07/27/content_30262208.htm
  37. https://www.bloomberg.com/news/articles/2017-07-31/fueled-by-wechat-female-gamers-power-tencent-s-3-billion-hit
  38. https://sensortower.com/blog/honor-of-kings-revenue-2018
  39. 39.0 39.1 Nintendo Top Selling Software Sales Units: Wii. Nintendo (2014-03-31). Retrieved on 2014-05-31.
  40. Donkey Kong
  41. 41.0 41.1 41.2 41.3 41.4 41.5 41.6 Mario
  42. https://www.telegraph.co.uk/gaming/news/grand-theft-auto-v-has-made-money-film-history/
  43. 43.0 43.1 Wii Fit to cost £70
  44. Wii Fit Plus sales revenue: 20.86 million units = $1606.41 million
  45. Candy Crush Saga:
  46. https://www.bloomberg.com/news/articles/2017-09-05/pokemon-s-ceo-hints-at-big-plans-for-games-on-smartphone-switch
  47. 47.0 47.1 https://www.superdataresearch.com/market-data/market-brief-year-in-review/
  48. 48.0 48.1 https://www.superdataresearch.com/2019-year-in-review/
  49. https://www.pocketgamer.biz/asia/news/68582/fategrand-order-rakes-in-over-2bn-in-revenue-worldwide/
  50. Sonic, Video Game Sales Wiki
  51. https://www.zdnet.com/pictures/25-wildly-popular-android-games-raking-in-the-most-cash-from-in-app-purchases/26/
  52. https://sensortower.com/blog/supercell-revenue-2018
  53. 54.0 54.1 54.2 54.3 54.4 54.5 Pokémon, Video Game Sales Wiki
  54. AOU 2009 - Sega World Club Champion Football Intercontinental Clubs 2007-2008. AOU Amusement Expo 2009. DigInfo TV (2 March 2009). Retrieved on 18 May 2012.
  55. Sports Gaming in Japan: World Club Champion Football. GameSpot (22 September 2009). Retrieved on 18 May 2012.
  56. Appendix of Consolidated Financial Statements: Year Ended March 31, 2010. Sega Sammy Holdings (14 May 2010). Retrieved on 13 April 2012.
  57. Appendix of Consolidated Financial Statements: Year Ended March 31, 2011. Sega Sammy Holdings (13 May 2011). Retrieved on 13 April 2012.
  58. Appendix of Consolidated Financial Statements: Year Ended March 31, 2012. Sega Sammy Holdings (11 May 2012). Retrieved on 17 May 2012.
  59. FY Ending March 2013: 1st Quarter Results Presentation (Ended June 2012). Sega Sammy Holdings (1 August 2012). Retrieved on 2 September 2012.
  60. Appendix of Consolidated Financial Statements: 9 Months Ended December 31, 2011. Sega Sammy Holdings (3 February 2012). Retrieved on 13 April 2012.
  61. 62.0 62.1 Supplementary Information:Financial Results Briefing for Fiscal Year Ended March 31, 2012 (PDF). Nintendo (2012-04-27). Retrieved on 2012-07-20.
  62. Mean average price between ¥4800 and ¥5800
  63. Supplementary Information about Earnings Release 7. Nintendo (2011-07-29). Retrieved on 2011-07-29.
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  65. 66.0 66.1 66.2 66.3 66.4 66.5 66.6 66.7 Arcade gaming, Video Game Sales Wiki
  66. Welch, Hanuman (April 23, 2013). 1984: Duck Hunt - The Best Selling Video Game Of Every Year Since 1977. Complex. Verizon Hearst Media Partners. Retrieved on April 26, 2017.
  67. Gottschalk, S. (1995). "Videology: Video-Games as Postmodern Sites/Sights of Ideological Reproduction". Symbolic Interaction 18 (1). http://cdclv.unlv.edu/archives/interactionism/gottschalk/video.html. Retrieved 26 February 2012.
  68. "Forbes, Volume 127". Forbes: 102. 1981. http://books.google.co.uk/books?id=6y68AAAAIAAJ. Retrieved 25 February 2012. "At $2000 a unit, Atari has made about $140 million from that game alone."
  69. https://www.zdnet.com/pictures/25-wildly-popular-android-games-raking-in-the-most-cash-from-in-app-purchases/24/
  70. 71.0 71.1 71.2 71.3 71.4 Final Fantasy
  71. Call of Duty: Black Ops, revenues
    • Game sales: $1 billion in 2010 [52]
    • Map packs: $270 million as of September 2011 [53]
  72. "Built to last: the Minecraft model". The Independent. October 10, 2014. http://www.independent.co.uk/news/business/analysis-and-features/built-to-last-the-minecraft-model-9788669.html. Retrieved November 13, 2014.
  73. Xbox 360 & PS3
  74. TERA revenues:
    • 2011: $175.334 million
      • January-February 2011: $89.334 million [54][55]
      • March-December 2011: $86 million [56] [57]
    • February-December 2012: $403.2 million
      • February-April 2012: $240 million [58]
      • May 2012: 717,458 subscriptions at $78.33 average each = $56.2 million
      • June-December 2012: $107 million
        • 900,000 subscriptions (1.4 million - 500,000)
        • Retail revenue: 182,542 additional sales at $63.33 average each = $12 million
        • Subscription revenue: 900,000 subscriptions at $15 each for seven months = $95 million
    • 2013: $236 million
      • January-July 2013: $143.1 million
        • January 2013: 900,000 subscriptions at $15 each = $14 million
        • TERA Rising (North America & Europe) during February-July 2013: $129.1 million
          • United States: $86.04 million
            • Freemium revenue: $12 million monthly for six months = $72 million
            • Elite subscriptions: 156,000 subscriptions at $14.99 each for six months = $14.04 million
          • Europe: Half of US revenue = $43.02 million
    • 2014: $236 million
    • 2015: $239 million ($19.9 million monthly)
  75. Computer game Tetris celebrates 25 years. Daily Telegraph (June 6, 2009). Retrieved on 2012-08-23.
  76. Tetris (Game Boy) sales revenue: 35 million cartridges (including bundles)[76] at $19.99 each = $699.65 million
  77. 78.0 78.1 Dragon Quest, Video Game Sales Wiki
  78. http://www.pocketgamer.biz/asia/news/66387/summoners-war-1-billion-lifetime-revenues/
  79. https://www.gamespot.com/articles/call-of-duty-ww-2-passes-1-billion-in-worldwide-sa/1100-6455775/
  80. https://www.foxsportsasia.com/esports/callofduty/982991/call-of-duty-black-ops-4-makes-over-1-billion-in-under-a-month-to-become-best-selling-game-of-2018/
  81. https://news.yahoo.com/red-dead-redemption-2-now-195425033.html
Best selling video games
List of best-selling video games · List of highest-grossing video games

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See also: Best selling games · Best selling franchises · Highest-grossing franchises