Statistics, figures, and data
Found in 46 Collections and/or Records:
Essential Facts About the Computer and Video Game Industry: 2015 Sales, Demographic and Usage Data, 2015
Essential Facts About the Computer and Video Game Industry: 2016 Sales, Demographic and Usage Data, 2016
Essential Facts About the Computer and Video Game Industry: 2017 Sales, Demographic, and Usage Data, 2017
IDSA Business Benchmark Survey Results, June 10, 1997
This internal report on the North American games business contains candid information about budgets, finance, and publishing strategy. This data is based on the responses from 27 CEOs of Interactive Digital Software Association member companies. Due to the relative sensitivity of this data at the time it was conducted, the report was distributed only to IDSA membership.
Marvel comic sales data, est. 1993 or 1994
Maximum Carnage consumer testing results, June 29, 1994
Midway production file backups "#2" [disc image], March 5, 2003
MobyGames export scripts and data, scripts written May 11, 2023, data compiled June 2, 2023, published July 10, 2023
This is version 1.1 of the Video Game History Foundation's reissue market survey. Version 1.1 includes fixes for various minor typographic and information errors.
The results of this study are accurate through April 15, 2023. Changes to game availability after this date were not recorded.
NPD TRSTS Annual Video Games Review, 1993–1995, est. 1996
Objects in this series are not directly related to the bulk of Mark Flitman's work but are still relevant to the history of video games. This includes assorted flyers, correspondence, industry reports, press materials from other companies for which Flitman was not employed, and other game-related documents that fall outside the bulk of Flitman's career.
Sega Channel February 1995 games survey, April 15, 1995
This collection includes digitized copies of paperwork, audio and video cassettes, disks, and game data from Michael Shorrock's work for Sega Channel from 1993–1997. Shorrock's papers primarily deal with programming research and user studies for Sega Channel, as well as samples of promotional and sales materials.
