Having watched as ticket redemption has stolen all the headlines, the video games sector is keen to assert its influence once again, writes Simon Liddle.

Batman

VIDEO games are undoubtedly synonymous with the concept of pay-to-play amusements; asking someone about their experiences of arcades 10 or 20 years ago and more often than not they would have spoken fondly of hours spent playing arcade classics such as Pac-Man and Defender, or next-generation hits like Street Fighter and Time Crisis. But then games consoles took hold and the video arcade suddenly found itself competing with a whole new concept of affordable home entertainment.

Consoles became increasingly sophisticated, offering graphics and gameplay easily rivalling what was available in the coin-op sector. Amusement operators shifted their focus away from the teenage and young adult market to that of families and, happily, the concept of ticket redemption has taken off to such an extent that, for many, video is no longer their core source of revenue. 

The picture is perhaps not as simplistic as I have painted; there are many factors that have contributed to the shift in preference when it comes to amusement equipment. Whether the popularity of video has declined is a matter of debate – naturally those heavily involved in the sector suggest it has not and is simply evolving, while others speak of how a lack of investment in truly compelling games has hampered the sector’s ability to compete with home consoles.

Read the full article in the December issue of InterGame.