The idea began as an engineer's proposal at a defense contractor in the mid-1960s: use the television set already sitting in the house as a display for games. The prototypes that followed were licensed to Magnavox rather than manufactured in-house, and the resulting Odyssey reached American living rooms in 1972 with plastic screen overlays and plug-in circuit cards. Dedicated ball-and-paddle boxes followed by the dozen. Within five years interchangeable cartridges and a microprocessor had replaced hardwired circuits, and the shape of the console business was set.
That shape has stayed remarkably stable. A hardware maker sells a box, often at a thin margin, and earns on the software published for it. After the North American market collapsed in 1983 under an unmanaged flood of cartridges, recovery depended on a platform holder willing to refuse publication, and licensing control has been part of the arrangement ever since. Generations have turned on storage formats, on optical discs replacing cartridges and solid-state drives replacing discs, and on which company developers found easiest to work with.
Entries filed here cover launches, format decisions, rivalries and the business terms underneath them. The category includes machines that failed as instructively as the ones that succeeded, along with the peripherals that occasionally redefined what a console was for, from light guns and plastic instruments to motion sensors. It also covers the recent blurring of the category itself, since a system that docks to a television and detaches into a handheld no longer fits the old boundary cleanly at all.