To:
`
`Subject:
`
`Sent:
`
`Sent As:
`
`Attachments:
`
`Apple Inc. (trademarkdocket@apple.com)
`
`U.S. TRADEMARK APPLICATION NO. 88404100 - APPLE ARCADE - N/A
`
`6/21/2019 2:05:03 PM
`
`ECOM116@USPTO.GOV
`
`Attachment - 1
`Attachment - 2
`Attachment - 3
`Attachment - 4
`Attachment - 5
`Attachment - 6
`Attachment - 7
`Attachment - 8
`Attachment - 9
`Attachment - 10
`Attachment - 11
`Attachment - 12
`Attachment - 13
`Attachment - 14
`Attachment - 15
`Attachment - 16
`Attachment - 17
`Attachment - 18
`Attachment - 19
`
`UNITED STATES PATENT AND TRADEMARK OFFICE (USPTO)
`OFFICE ACTION (OFFICIAL LETTER) ABOUT APPLICANT’S TRADEMARK APPLICATION
`
`*88404100*
`
`CLICK HERE TO RESPOND TO THIS
`LETTER:
`http://www.uspto.gov/trademarks/teas/response_forms.jsp
`
`VIEW YOUR APPLICATION FILE
`
`U.S. APPLICATION
`SERIAL NO.   88404100
`
`           
`
`MARK: APPLE ARCADE
`
`CORRESPONDENT
`ADDRESS:
`  
`       THOMAS R. LA
`PERLE
`  
`       APPLE INC.
`         ONE APPLE PARK
`WAY
`           MS: 169-3IPL
`    
`    CUPERTINO, CA
`95014
`APPLICANT: Apple Inc.
`
`    
`
`CORRESPONDENT’S
`REFERENCE/DOCKET
`
`NO:       
`
`  N/A
`CORRESPONDENT E-
`
`   
`
`MAIL ADDRESS:       
`
`trademarkdocket@apple.com
`
`OFFICE ACTION
`






`

`

`STRICT DEADLINE TO RESPOND TO THIS LETTER
`TO AVOID ABANDONMENT OF APPLICANT’S TRADEMARK APPLICATION, THE USPTO MUST RECEIVE APPLICANT’S
`COMPLETE RESPONSE TO THIS LETTER WITHIN 6 MONTHS OF THE ISSUE/MAILING DATE BELOW.   A RESPONSE
`TRANSMITTED THROUGH THE TRADEMARK ELECTRONIC APPLICATION SYSTEM (TEAS) MUST BE RECEIVED BEFORE
`MIDNIGHT EASTERN TIME OF THE LAST DAY OF THE RESPONSE PERIOD.
`
`ISSUE/MAILING DATE: 6/21/2019
`
`The referenced application has been reviewed by the assigned trademark examining attorney.  Applicant must respond timely and completely to
`the issues below.  15 U.S.C. §1062(b); 37 C.F.R. §§2.62(a), 2.65(a); TMEP §§711, 718.03.
`
`SEARCH OF OFFICE DATABASE
`
`The trademark examining attorney has searched the Office’s database of registered and pending marks and has found no conflicting marks that
`would bar registration under Trademark Act Section 2(d).  TMEP §704.02; see 15 U.S.C. §1052(d).
`
`IDENTIFICATION OF SERVICES REQUIREMENTS
`
`THIS PARTIAL REQUIREMENT APPLIES ONLY TO THE SERVICES SPECIFIED THEREIN
`
`The wording “computer hardware consulting services” in the identification of services must be clarified because it is too broad and could
`
`include services in other international classes.  See 37 C.F.R. §2.32(a)(6); TMEP §§1402.01, 1402.03.    The wording “providing online non-downloadable software” in the identification of services is indefinite and must be clarified because the
`function has not been specified.  See 37 C.F.R. §2.32(a)(6); TMEP §1402.01.  
`
`Applicant may adopt all or part of the following identification, if accurate. The suggested amendments appear in bold:
`
`International Class 37: computer hardware repair consulting services
`
`International Class 42: Design and development of computer hardware, software, peripherals, and computer and video games;
`computer hardware selection and software consulting services; computer programming; providing online non-downloadable
`application development software
`
`Applicant may amend the identification to clarify or limit the services, but not to broaden or expand the services beyond those in the original
`application or as acceptably amended.  See 37 C.F.R. §2.71(a); TMEP §1402.06.
`
`The application identifies services in more than one international class; therefore, applicant must satisfy all the requirements below for each
`international class based on Trademark Act Section 1(b):
`
`(1)      
`
`(2)      
`
`List the goods and/or services by their international class number in consecutive numerical order, starting with the lowest
`numbered class.
`
`Submit a filing fee for each international class not covered by the fee(s) already paid (view the USPTO’s current fee schedule ). 
`The application identifies goods and/or services that are classified in at least two classes; however, applicant submitted a fee sufficient
`for only one class.  Applicant must either submit the filing fees for the classes not covered by the submitted fees or restrict the
`application to the number of classes covered by the fees already paid.
`
`See 15 U.S.C. §§1051(b), 1112, 1126(e); 37 C.F.R. §§2.32(a)(6)-(7), 2.34(a)(2)-(3), 2.86(a); TMEP §§1403.01, 1403.02(c).
`
`See an overview of the requirements for a Sections 1(b) and 44 multiple-class application and how to satisfy the requirements online using the
`Trademark Electronic Application System (TEAS) form.
`
`For assistance with identifying and classifying goods and services in trademark applications, please see the USPTO’s online searchable U.S.
`Acceptable Identification of Goods and Services Manual.  See TMEP §1402.04.
`
`DISCLAIMER REQUIREMENT
`



















`

`

`Applicant must disclaim the word “arcade” because they describe a use of the services. See 15 U.S.C. §1056(a); TMEP §§1213, 1213.03(a); See
`15 U.S.C. §1052(e)(1); DuoProSS Meditech Corp. v. Inviro Med. Devices, Ltd., 695 F.3d 1247, 1251, 103 USPQ2d 1753, 1755 (Fed. Cir. 2012);
`
`TMEP §§1213, 1213.03(a).  
`
`The attached definition shows that “arcade” describes a type of video game. Applicant’s services are for the purpose of designing or providing
`arcade type games. Therefore, the word “arcade” describes a use of the services and must be disclaimed.
`
`Applicant may respond to this issue by submitting a disclaimer in the following format:  
`No claim is made to the exclusive right to use “ARCADE” apart from the mark as shown.   
`
`For an overview of disclaimers and instructions on how to satisfy this issue using the Trademark Electronic Application System (TEAS), see the
`
`Disclaimer webpage.  
`
`TEAS PLUS OR TEAS REDUCED FEE (TEAS RF) APPLICANTS – TO MAINTAIN LOWER FEE, ADDITIONAL
`REQUIREMENTS MUST BE MET, INCLUDING SUBMITTING DOCUMENTS ONLINE:  Applicants who filed their application online
`using the lower-fee TEAS Plus or TEAS RF application form must (1) file certain documents online using TEAS, including responses to Office
`actions (see TMEP §§819.02(b), 820.02(b) for a complete list of these documents); (2) maintain a valid e-mail correspondence address; and (3)
`agree to receive correspondence from the USPTO by e-mail throughout the prosecution of the application.  See 37 C.F.R. §§2.22(b), 2.23(b);
`TMEP §§819, 820.  TEAS Plus or TEAS RF applicants who do not meet these requirements must submit an additional processing fee of $125
`per class of goods and/or services.  37 C.F.R. §§2.6(a)(1)(v), 2.22(c), 2.23(c); TMEP §§819.04, 820.04.  However, in certain situations, TEAS
`Plus or TEAS RF applicants may respond to an Office action by authorizing an examiner’s amendment by telephone or e-mail without incurring
`
`this additional fee.     
`
`/Khanh M. Le/
`Trademark Examining Attorney
`Law Office 116
`U.S. Patent & Trademark Office
`Khanh.Le@USPTO.gov
`(571) 272-9435
`
`TO RESPOND TO THIS LETTER:   Go to http://www.uspto.gov/trademarks/teas/response_forms.jsp.   Please wait 48-72 hours from the
`issue/mailing date before using the Trademark Electronic Application System (TEAS), to allow for necessary system updates of the application. 
`For technical assistance with online forms, e-mail TEAS@uspto.gov.  For questions about the Office action itself, please contact the assigned
`trademark examining attorney.  E-mail communications will not be accepted as responses to Office actions; therefore, do not respond to
`this Office action by e-mail.
`
`All informal e-mail communications relevant to this application will be placed in the official application record.
`
`WHO MUST SIGN THE RESPONSE:  It must be personally signed by an individual applicant or someone with legal authority to bind an
`applicant (i.e., a corporate officer, a general partner, all joint applicants).  If an applicant is represented by an attorney, the attorney must sign the
`
`response.  
`
`PERIODICALLY CHECK THE STATUS OF THE APPLICATION:   To ensure that applicant does not miss crucial deadlines or official
`notices, check the status of the application every three to four months using the Trademark Status and Document Retrieval (TSDR) system at
`http://tsdr.uspto.gov/.   Please keep a copy of the TSDR status screen.   If the status shows no change for more than six months, contact the
`Trademark Assistance Center by e-mail at TrademarkAssistanceCenter@uspto.gov or call 1-800-786-9199.   For more information on checking
`status, see http://www.uspto.gov/trademarks/process/status/.
`
`TO UPDATE CORRESPONDENCE/E-MAIL ADDRESS:  Use the TEAS form at http://www.uspto.gov/trademarks/teas/correspondence.jsp.
`





`  
`

`

`
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`nttDs //en Wikloedia org/Wiki/Arcade dame 06/20/2019 06 :53 24 PM
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`Arcade game
`From Wikipedia the free encycicpedia
`_
`_
`_
`_
`"Coinop" redirects here. For other coineoperated machines, see Vending machine.
`Not to be carifused With Casino game,
`An arcade game or coin-op game is a coineoperated enterlainmenl machine typicaliy instailed in public businesses such as restaurants, bars and amusement arcades Most
`arcade games are video games, pinball machines electmnmechanical games, redemption games or merchandisers While exact dates are debated the goiden age of arcade
`video games is usually defined as a period beginning sometime in the late 19705 and ending sometime in the mide19805 Excluding a brief resurgence in the early 19905, the
`arcade industry subsequently declined in the Western hemisphere as competing home Video game consales such as the Suriy PlayStaliuri and Microsofl Xbux increased in their
`graphics and game-piay capability and decreased in cost The eastern hemisphere retains a strong arcade industry [it
`
`“”79"“ [me]
`1 History
`1.1 Electromechanical games
`1 2 Arcade video games
`1 2 1 Golden age
`1 2 2 Lam 19305
`,
`1 2 3 Renaissance
`1 2 4 Decline
`
`1 2 5 20005720105
`2 T h
`I
`1 2 5 Japan
`3 Arcade genre
`ec "0 09y
`t
`3 1 A d
`, ma e ac '0" games
`4 Emulation
`5 Industry
`6 List at highestegrossing games
`6 1 Bestselling arcade Video game franchises
`7 See else
`8 Fectnmes
`9 References
`10 External links
`
`
`
`N r
`A player In Japan playing 5
`Pojice 911, an arcade game
`un
`in Whmh playem use a “gm
`9
`
`
`Part of a series on:
`Video games
`
`Platforms
`Genres
`Lists
`Development
`
`[show]
`{show}
`[Show]
`[show]
`V-T-E
`
`

`

`https //en Wikioedia orq/wrki/Arcade dame
`
`06/20/2019 06 :53 24 PM
`
`Pyccxmfi
`Tié'ng Viét
`”PI
`’11 41 male
`
`’Edlt links
`
`History [edit]
`The first poputar "arcade games" included early amusementepark midway games such as shooting galleries, balletoss games, and the eadiesl coinuperated machines, such as those that claimed to tell a
`person‘s fortune or that played mechanical music The old Midways of 1920379“! amusement parks (such as Coney Island in New York) provrded the inspiration and atmosphere for later arcade games, In the
`19305 the first coin-operated pinball machines emerged These early amusement machines differed from their later electronic cousins in that they were made of wood, They lacked plungers or lit-up bonus
`surfaces on the playing field, and used mechanical instead of electronic scoringereadouts. By around 1977 most pinball machines in production switched to using solidestate electronics both for operation and for
`scoring,“
`Popularity of arcade machines came with contention through the mid 19705 and early 19805. During the same period that video games proliferated and were celebrated as a sign oftechnological progress,
`numerous communities organized against arcades” Efforts to regulate coin up video gaming were geographically widespread, and they also drew on long standing suspicions ofthe coineoperated industry,
`which included organized crime and Influence of violence, Existing regulation in several communities facilitated the ongoing regulation existed due to its associations to money laundering and organized criminal
`activity and its long standing cultural and his10rical ties with gambling [3] Despite the negative connotations of the coin operated industry in the preceding decades of the 19605 and the 19505, by the 19705,
`those in the industry were working towards professionalization and acceptance as a legitimate business Two major trade Journals ReF‘l'ay Magazine published in 1975 and Play Meter published in 1974 offered
`profiles on industry professional and updates on industry news that helped professionalize the industry,
`
`Electra-mechanical games [edit]
`In 1966 Sega introduced an electromechanical game called Periscope” e an earn] submarine simulator and light gun shooterm which used lights and plastic waves to simulate sinking ships from a submarine
`[6] It became an instant success in Japan, Europe, and North America,“ where it was the first arcade game to cost a quarter per piay,” which would remain the standard price for arcade games for many years
`to come.“ In 1967 Taito released an electromechanical arcade game oftheir own, Crown Soccer Special, a twoeplayer sports game that simulated association football, using various electronic components,
`including electronic versions of pinbatl flippers?“
`Sega later produced gun games which resemble firstrperson shootervideo games, but which were in fact eiectromechanical games that used rear image projection in a manner similar to the ancient zoetrnpe
`to produce movrng animations on a screen,[91 The first ofthese, the Iightgun game Duck Huntlm] appeared in 1969;"‘1 it featured animated moving targets on a screen, printed out the player's score on a ticket,
`and had volumeecontrollable soundettects}mi That same year, Sega released an electromechanical arcade racing game, Grand an, which had a firsteperson View, electronic sound, a dashboard with a racing
`wheel and accelerator?” and a forwardrscrolling road projected on a screen.“31 Another Sega 1969 release, Missile, a shooter and vehicleecombal simulation, featured electronic sound and a moving film strip
`to represent the targets on a projection screen, It was the eaniest known arcade game to teature a joystick with a fire button, which formed pan of an early dualecontrol scheme, where two directional buttons are
`used to move the player's tank and a twoeway joystick is used to shoot and steer the missile onto oncoming planes displayed on the screen; when a plane is hit, an animated explosion appears on screen,
`accompanied by the sound of an explosion.“1 In 1970 Midway released the game in North America as S.A.M.l..mm§] In the same year, Sega released Jet Rocket, a combat flighlesimulator featuring cockpit
`controls that could move the player aircrafi around a landscape displayed on a screen and shoot missiles onto targets that explode when hitm
`In the course of the 19705, following the release of Pong in 1972, electronic viderrgames gradually replaced electromechanical arcade games.U '1 In 1972, Sega released an electromechanical game called
`Killer Snark, a firsteperson Iightgun shooter known for appearing in the 1975 film Jews [9] In 1974, Nintendo released Wild Gunman, a IIgl’lEQUl‘l shooter that used fullemotion Videoeproj'ection from 16 mm film to
`display live-action cowboy opponents on the screen [13] One of the last successful electro-mechanical arcade games was F—T, a racing game developed by Namco and distributed by Atari in 1976;“91 this game
`appeared in the films Dawn of the Dead (1 97M2m and Midnight Madness (1980), as did Sega's Jet Rocket in the latter film. The 1978 video game Space Invaders, however, dealt a yet more powerlul blow to
`the popularity of electromechanical games?"
`See also:jaIl/2’1'r
`
`Arcade video games [edit]
`SEQ 6150: Timetine 0f arcade video game filSIOly
`In 1971, students at Stanford Universny set up the Galaxy Game, is coineoperated version of the video game Spacewar This TENS as the earliest known instance of a
`coinoperated Video game, Later in the same year, Nolan Bushnell created the first massmanufactured game, Computer Space, for Nutting Associates,
`In 1972, Atari was formed by Nolan Bushnell and Ted Dabney, Atari essentially created the coineoperated video game industry With the game Pong, the first successful
`
`
`
`

`

`06/20/2019 06 :53 24 PM
`https l/en Wikioedia ore/Wiki/Arcade dame
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`electronic ping pong video game. Pong proved to be popular, but imitators helped keep Atari from dominating the fledgling coineopeiated video game market.
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`
`‘l I ”7
`Part of a senes on the
`History 01 video games
`Golden age [edit]
`Geneml
`[show]
`Main article: Golden age of arcade Video games
`Consoles
`[show]
`Taito's Space invaders, in 1978, proved to be the first blockbuster arcade video game m] IS success marked the beginning of the golden age of arcade video games,
`\fideo game arcades sprang up in shopping malls, and small "comer arcades" appeared in restaurants, grocery stores, bars and movie theaters all over the United States, Gen”:
`[show]
`Japan and other countries during the late 1970s and early 1980s Space Invaders (1978), Galaxian (1979), PaceMari (1980), Battle-zone (1980), Defender (1 980), and
`”5“
`[Show]
`Bosconian (1981) were especially popular, By 1981, the arcade video game industry was worth US$8 billionm] ($22 billion in 2018),
`V' T' E
`During the late 19705 and 1980s, chains such as Chuck E, Cheese's, Ground Round, Dave and Busters, ShowBiz Pizza Place and Gatti‘s Pizza combined the traditional
`restaurant or bar envtronment With arcades?“ By the late 19805, the arcade Video game craze was beginning to fade due to advances in home video game console technology. By 1991, US arcade video
`game revenues had fallen to $21 billion [25]
`Late 19805
`[edit]
`Sega AMZ's HangrOn, designed by Yu Suzuki and running on the Sega Space Harrier hardware, was the first of Sega‘s "Super Scaler‘ arcade system boards that allowed pseudoe3D spriteescaling at high
`frame rates?!” The pseudoeSD spnteitile scaling was handled in a similar manner to textures in later texturermapped poiygonal 3D games of the 19905.?“ Designed by Sega AMZ‘s Yu Suzuki. he stated that his
`"designs were always 3D from the beginning, All the calculations in the system were 3D, even from HangADn I calculated the position, scale, and zoom rate in 3D and converted it backwards to ZD, So I was
`always thinking in SD "[25] It was controlled using a Video game arcade cabinet resembling a motorbike, which the player moves With their body This began the “Taikan' trend, the use of motioncontrolled
`hydraulic arcade cabinets in many arcade games ofthe late 19805, two decades before motion controls became popular on video game consoles [29]
`Renaissance [edn]
`Arcades experienced a iiiajoi resurgence Willi the 1991 release of Capcoiii's Street Fighter Mm] which popularized cuiiipetilive ligliliiig games and revived the arcade ilrdustiy to a level of pupulairty not seen
`since the days of Pacdl/lari,
`[3‘] setting off a renaissance for the arcade game industry in the early 19905133 Its success led to a wave of other popular games which mostly were in the fighting genre, such as Pllc
`Fighter (1990) by Atari, Mortal Kombat by Midway Gamesflm Fatal Fury: King ofFighfers (1992) by SN K, Virtua Fighter (1993) by Sega, Killer Instinct (1994) by Rare, Tekken (1994) by Namco, and The King of
`Fighters (199472005) by SNK ln 1993, Electronic Games noted that when "historians look back at the world of coinrop during the earty 19905, one 01 the defining highlights of the video game art form will
`undoubtedly focus on fightinglmartial arts themes" which it described as "the backbone of the industry" at the timely}
`SD polygon graphics were popularized by the Sega Model 1 games Virtue Racing (1992) and Virtue Fighter(1993),p§ifollowed by racing gamesm like the Named System 22 title Ridge Racer (1993) and Sega
`Model 2 title Daytona USA, and light gun shooters like Sega's Virtua Cop (1994)”51 and Mesa Logic's Area 51 (1995), gaining considerable popularity in the arcades [31] By 1994, arcade games in the United
`States were generating revenues of $7 billionm] in quarters (equivalent to $1 1,8 billion in 201 SLIM] in comparison to home console game sales of $6 billion?” with many of the bestselling home video games in
`the early 19905 otten being arcade portslagl Combined, total US arcade and console game revenues of $13 billion in 1994 ($22 billion in 2018) was neany two and a half times the $5 billion revenue grossed by
`inovtes in the United States at the time?”
`Around the midr19905, the fiflhgeneration home consoles, Sega Saturn, PlayStation, and Nintendo 64, began offering true 30 graphics, improved sound, and better ZD graphics, than the previous generation,
`By 1995, personal computers followed, with SD accelerator cards, While arcade systems such as the Sega Model 3 remained considerably more advanced than home systems in the late 199ds,wflm the
`technological advantage that arcade games had, in uteri ability to customize and use the latest graphics and sound chips, slowly began iiairuwiirg, and the convenience at tlullle games eventually caused a
`decline in arcade gaming Sega's sixth generation console, the Dreamcast, could produce 3D graphics comparable to the Sega NAOMI arcade system in 1998, after which Sega produced more powerful arcade
`systems such as the Sega NAOMI Multiboard and Sega Hikaru in 1999 and the Sega NAOMI 2 in 2000, before Sega eventually stopped manufacturing expensive proprietary arcade system boards, With their
`subsequent arcade boards being based on more affordable commercial console or PC components
`Decline
`[edit]
`Arcade video games had declined in popularity so much by the late 19905, that revenues in the United States dropped to U831 33 billion in 1999]“; and reached a low of $866 million in 2004 [‘3] The gap in
`release dates and quality between consofe ports and the arcade games they were ported from dramatically narrowed, thus setting up home consoles as a major competitor with arcades}Ml Furthermore, by the
`early 20005, networked gaming via computers and then consoles across the Internet had also appeared,“ replacing the venue of headetoehead competition and social atmosphere once provided solely by
`
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`arcades 1“]
`The arcade market suffered from a lack of diversity even compared to other gaming maikets (a 1096 survey showed that 70% of arcade players were teenage males), leading to a cycle in which the uniformity
`of the audience discouraged innovation In game design, which in turn further discouraged people outside the narrow target audience from visiting arcades W] The arcades lost their status as the forefront of new
`game releases, Given the choice between playing a game at an arcade three or four times (perhaps 15 minutes of play for a typical arcade game), and renting, at about the same price, exactly the same
`gameefor a video game console~the console became the preferred choice, Fighting games were the most attractive feature for arcades, since they offered the prospect of faceetneface competition and
`tournaments, which correspondingly led players to practice more (and spend more money in the arcade), but they could not support the business all by themselves,
`To remain viable, arcades added other elements to complement the Video games such as redemption games, merchandiser games, and food service, typically snacks and fast
`food, Referred to as "fun centers" or “family fun centers",”°] some of the longstanding chains such as Chuck E, Cheese's and Gatti's Pizza ("Gat‘tiTowns'Wal also changed to
`this format Many 1980seera video game arcades have long since closed, and classic coineoperated games have become largely the province of dedicated gamers and
`hobbyists In the 20105, some movie theaters and family fun centers still have small arcades
`mans—201m [edit]
`in the 20005 and 201 Os, arcades have found a niche market by providing games that use special controllers largely inaccessible to home users, such as dance games that have
`a floor that senses the user‘s dancing An alternative interpretation” "’"mfl (one that includes fighting games, which continue to thrive and require no special controller) is that
`the arcade is now a more sociallyeoriented hangout, with games that focus on an indwidual's performance, rather than the game's content, as the primary form of novelty
`Examples of today's popular genres are rhythm games such as Dance Dance Revolutron (1998) and DrumMania (1999), and rail shooters such as Virtue Cap (1994), Time
`Crisis (1995) and House of the Dead (19%),[ma'mmem in the Western world, the arcade video game industry still exists, but in a greatly reduced form Video arcade game
`hardware is often based on home game consoles to reduce development costs, there are video arcade versions of Dreamcast (NAOMI, Atomiswave), PlayStation 2 (System 246), Nintendo GameCube
`(Triforce), and Microsoft Xbox (Chihiro) home consoles and PC (eg, Taito Type X), Some arcades have survwed by expanding into ticketrbased prize redemption and more physical games With no home
`console equivalent, such as skee ball and Whac-A-Mole, Some genres, parliculaity dancing and rhythm games (such as Konami's Dance Dance Revolution), continue to be popular in arcades
`WorldWIde, arcade game revenues gradually increased from US$1 8 billion in 1998 to US$31 2 billion in 2002, rivalling PC game sales of US$32 billion that same year [5”] In particular, arcade Video games are a
`thriving industry in China, where arcades are Widespread across the country ‘51] The US market has also experienced a slight resurgence, with the number of video game arcades across the nation increasing
`from 2,500 in 2003 to 3,500 in 2008, though this is significantly less than the 10,000 arcades in the early 1980s As of 2009, a successful arcade game usually sells around 4000 to 6000 units wondwidefizi
`The relative simplicity yet solid gameplay of many ofthese early games has inspired a new generation of fans who can play them on mobile phones or With emulators such as MAME. Some classic arcade
`games are reappearing in commercial settings, such as Namco's Ms, PaceMan/Galaga: Class of 1981 terneone game,[53} or integrated directly into controlier hardware (Joysticks) Willi replaceable flash drives
`storing game ROMs, Arcade classics have also been reappearing as mobile games, With PaceMan in particular selling over 30 million downloads in the United States by 2010 [5"] Arcade classics have also
`begun to appear on multigame arcade machines for home users.“
`Japan [ edit ]
`Main article: Video gaming in Japan
`in the Japanese gaming industry, arcades have remained popular through to the present day, Much of the consistent popularity and growing industry is due to several factors
`such as support for continued innovation and that developers of machines own the arcades Additionally, Japan arcade machines are notably more unique as to US machines,
`where Japanese arcades can offer experiences that players could not get at home, This is constant throughout Japanese arcade historylfifi] As of 2009, out of Japan's
`US$20 billion gaming market, US$16 billion of that amount is generated from arcades, which represent the largest sector of the Japanese video game market, followed by home
`console games and mobile games at US$35 billion and US$2 billion, respectively}?! According to in 2005, arcade ownership and operation accounted for a majority of Namco‘s
`
`for examples” With considerable withdrawal from the arcade market from companies such as Capcom, Sega became the strongest player in the arcade market with 60%
`
`markeEhare in 2006,”?! Despite the global decline of arcades, Japanese companies hit record revenue for three consecutive years during this period [6“] However, due to the
`country‘s economic recession, the Japanese arcade industry has also been steadily declining, from ¥702 9 billion (US$87 biliion) in 2007 to ¥5043 billion (US$6 2 billion) in
`2010.“ In 2013, estimation of revenue is ¥470 biiiianlfi‘l
`The layout of an arcade in Japan greatly difiers from an arcade in America The arcades of Japan are multiefioor complexes (often taking up entire buildings), split into sections
`
`A man playing a drumming
`arcade game (Dmmmanfa) In
`Tsukuba, lbaraki, 2005
`
`

`

`
`
`https //en Wikioedia ord/wm/Arcade dame 06/20/2019 06 :53 24 PM
`
`by game types. 0n the ground level the arcade typically hosts physically demanding games that draw crowds of onlookers, like music rhythm games. Another ttoor is otten a
`maze of mulheplayer games and battle simulators. These multiplayer games oflen have online connectiVIty tracking rankings and reputation of each player, top players are
`revered and respected in arcades. The top floor of the arcade is typically for rewards where Players can trade credits or tickets for prizeslszl
`In the Japanese market, network and card features introduced by Virtue Fighter 4 and World Club Champion Football, and novelty cabinets such as Gundam Pod machines
`have caused revit
`zations in arcade profitability in Japan. The reason for the continued popularity of arcades in comparison to the west, are heavy population density and an
`infrastructure similarto casino facilities
`
`Former rivals in the Japanese arcade industry, Konami, Taito, Bandai Namco Entertainment and Sega, are now wonong together to keep the arcade industry Vibrant. This is
`evidenced in ine sharing of arcade networks, and Venues having games from all major companies iaiher than only games irum their own companylml
`
`
`
`",5 Dead in m an amusement
`arcade In Japan, zoos.
`
`Technology [edit]
`See also: Arcade system board, List of Sega arcade system boards, and Sprite (computer graphics)
`Virtually all modem arcade games (other than the very traditional Midwayetype games at county fairs) make extensive use of solid state electronics, integrated circuits and
`Cathode Ray Tube screens. In the past, coineoperated arcade video games generally used custom peregame hardware oflen with multiple CPUs, highly specialized sound and
`
`graphics chips, and the latest in expensive computer graphics display technology This allowed arcade system boards to produce more complex graphics and sound than what
`
`e o‘lSega Arcade, 3
`Outs
`famous arcade Iocaien in
`a
`ra, apan
`Alan ba
`J
`
`a
`
`was then possible on video game consoles or personal computers, which is no longer the case in the 2010s Arcade game hardware in the 201 Us Is ofien based on modified
`video game console hardware or highend PC components Arcade games frequently have more immersive and realistic game controls than either PC or console games,
`including specialized ambiance or control accessories: fully enclosed dynamic cabinets With force feedback controls, dedicated lighlguns, reareproiection displays, reproductions
`of automobile or airplane cockpits, motorcycle or horseshaped controllers, or highly dedicated controllers such as dancing mats and fis ng rods. These accessories are usually
`what set modern video games apart from other games, as they are usually too bulky, expensive, and specialized to be used with typical home PCs and consoles Currenlty with
`the advent ot Virtual reality, arcade makers have begun to experiment with Virtual reality technology Arcades have also progressed from using coin as credits to operate
`machines to cards that hold the virtual cunency of credits.
`
`flight sim popularity in favor of instant arcade flight action!” Other types of arcadeestyle games include fighting games (often played with an arcade controller), beat ‘em up
`
`Arcade genre [edit]
`Arcade games ofien have short levels, simple and intuitive control schemes, and rapidly increasing difficulty This is due to the environment of the Arcade, where the player is
`essentially renting the game for as long as their ingame avatar

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