Coin-operated amusement long predates the video game. Countertop pinball spread through American storefronts during the Depression, and Chicago became the manufacturing center of a trade in machines built to take small change from passers-by. Flippers turned pinball from a game of chance into a game of skill in the late 1940s, a distinction that mattered in courtrooms when cities tried to ban the machines outright. When screens arrived in the early 1970s they entered a business that already had routes, distributors, operators and a settled price of play.
The peak years of the video cabinet ran from the late 1970s into the mid-1980s, when a single successful machine could earn extraordinary sums and the design rules were unusually strict. A game had to explain itself from across a crowded room, end the player's turn at a rate that felt fair, and leave behind a reason to try again. High-score tables with room for initials, escalating waves of enemies and instantly recognizable characters all came out of that pressure. Japanese manufacturers, exporting worldwide, drove much of the invention.
Arcades declined in North America as home hardware caught up, though not evenly and not everywhere at once. Fighting games kept cabinets busy through the 1990s, and polygon hardware gave the trade one more technical lead before consoles closed the gap. In Japan the centers survived longer, sustained by music, crane and card-based machines that a living room could not replicate. Entries in this category cover the machines and the public places they lived in, which shaped who played games and who felt welcome doing it.