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A novelty single about a maze game climbed the American pop chart, a Saturday-morning cartoon followed, and magazines put arcades on their covers. Video games had become a mainstream subject rather than a youth curiosity.
Cultural absorption is easy to underrate as a business event. Once characters from cabinets appeared on cereal boxes, lunchboxes and network television, games entered the licensing economy that supports film and comics, and their audience expanded well past the people who actually visited arcades.