When they counted pixels

Those over forty years old will have experienced firsthand what is now called : Console War. 

Phenomenon that began in the early 1980s and accelerated almost violently in the early 1990s, especially, in the famous sales duel of the two game consoles-Nintendo SuperNes or Sega Megadrive.

In this article, which, as in other cases, might seem off-topic, we will demonstrate with the help of the history of fields that cut across us the importance of content over container or, at least, their equalization .

We are a Tour Operator for Geeks and Geek Tourists, therefore, Technology is an immanent passion of ours and like every molecule of oxygen we breathe, it helps us get excited.

Andiamo per gradi .

Console war

In the video game industry, a console war describes the competition between two or more video game console manufacturers in an attempt to achieve better sales to consumers through more advanced console technology, better selection of video games, and overall marketing around their consoles.

While console manufacturers generally always try to outdo other manufacturers in sales, these console wars engage in more direct tactics to compare their offerings directly with their competitors or to denigrate the competition in contrast to their own, and thus marketing efforts have tended to intensify into back-and-forth pushes.

Although there have been many console wars to date,

the term became popular between Sega and Nintendo during the late 1980s and early 1990s when Sega attempted to enter the U.S. video game market with its Sega Genesis console.

With a new marketing approach and improved hardware, Sega was able to capture the majority of the market within three years of launch, which had been dominated by Nintendo.

Background and etymology

The video game console market began in 1972 with the release of the first home console, the Magnavox Odyssey.

As more manufacturers entered the market and technological improvements were made, the market began to coalesce around the concept of console generations, groupings of consoles with similar technical specifications that competed in the consumer market.

Since 1972, there have been nine such generations of consoles, with two or three dominant manufacturers controlling the market as an oligarchy. As with most industries without a single dominant leader, console manufacturers have marketed their products in ways that highlight them more favorably than their competitors, or focus on features that their competitors might lack, often in aggressive ways.

For example,

console manufacturers in the 1980s and 1990s relied heavily on the word size of the central processor unit, pointing out that games had better capabilities with 16-bit processors than with 8-bit processors.

This kind of aggressive marketing led video game journalists to call competitive marketing a “war” or “battle” as early as August 1988. As each new generation of consoles emerged with new marketing approaches, journalists and consumers continued to use variations of the “war” language, including “system wars” and “console wars.”

In the early 2000s, the term “console war” was most commonly used to describe the heated competition between console manufacturers within any given generation.

pointing out that games had better capabilities with 16-bit processors than with 8-bit processors.

This kind of aggressive marketing led video game journalists to call competitive marketing a “war” or “battle” as early as August 1988. As each new generation of consoles emerged with new marketing approaches, journalists and consumers continued to use variations of the “war” language, including “system wars” and “console wars.”

In the early 2000s, the term “console war” was most commonly used to describe the heated competition between console manufacturers within any given generation.

pointing out that games had better capabilities with 16-bit processors than with 8-bit processors.

This kind of aggressive marketing led video game journalists to call competitive marketing a “war” or “battle” as early as August 1988. As each new generation of consoles emerged with new marketing approaches, journalists and consumers continued to use variations of the “war” language, including “system wars” and “console wars.”

In the early 2000s, the term “console war” was most commonly used to describe the heated competition between console manufacturers within any given generation.

As each new generation of consoles emerged with new marketing approaches, journalists and consumers continued to use variations of the language of “war,” including “system wars” and “console wars.”

In the early 2000s, the term “console war” was most commonly used to describe the heated competition between console manufacturers within any given generation.

As each new generation of consoles emerged with new marketing approaches, journalists and consumers continued to use variations of the language of “war,” including “system wars” and “console wars.”

In the early 2000s, the term “console war” was most commonly used to describe the heated competition between console manufacturers within any given generation.

Sega vs. Nintendo ( the Great Silica War )

Although not the only console war, the rivalry between Sega and Nintendo for domination of the North American video game market in the late 1980s and early 1990s is generally the most visible example of a console war.

It established the use of aggressive advertising and marketing tactics by each company to try to gain control of the market and ended around 1995 when a new player, Sony, entered and disrupted the console space.

About, the epic battle between Sega and Nintendo we cannot forget the epic commercial, aired in the U.S. where comparative advertising is deemed legal, where the former in an irreverent way to demonstrate the greater speed of its machine announced itself with the commercial: Genesis does what Nintendon’t!

Console war in 2022

Over the years, the Console war has not subsided; on the contrary, some players have changed, but the battles between manufacturers have increasingly shifted from the field of machine power to exclusive programs. Sony has its own exclusive games and the same is true for Microsoft and Nintendo .

Something, however, has changed. Microsoft has been offering a Netflix-like service for three years and offers a monthly fee to enjoy unlimited use of more than 400 games .

Sony and Nintendo have responded in their own way, offering similar services .

Understand well that we have moved to a new scenario, that of services. Today, the console war is fought on the services offered and more specifically on the content offered. So, there has been a shift from the hardware of the consoles to the emotions or stories that they present.  This is a very important shift.

… and about Tourism?

Yes, we could make our tour packages similar to the services offered by consoles. Tell complete stories in our packages and not offer, just, a room and tastings without a context.

Each story of the Territory, can be presented as a package … a content; a service ; an element that makes the traveler’s life and passion come alive in a coherent way.

A.I.LoveTourism has set this goal for years now, and data Science and Artificial Intelligence techniques allow us to turn stories encapsulated in books and traditions into tour packages. We have a scientific and reproducible method everywhere and use it for our products called: ENVIRONMENTAL DATA MINING ( click here )

But, we, are interested in transmitting this culture for the telling of the Territories, but, in addition we want the experience of centuries of stories of peoples who prceded us to be made known to the World and not only present in the typical connotations of our beautiful Villages or cities .

Contact us for information

ADDRESS

via Ammiraglio Millo, 9

Email

info@ailovetourism.com

Phone

+39 339 5856822