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In 2000s, the video game industry is a juggernaut of development; profit still drives technological advancement which is then used by other industry sectors.

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Games centered on virtual reality and augmented reality equipment also arose during this decade.

As of 2014, newer game companies arose that vertically integrate live operations and publishing such as crowdfunding and other direct-to-consumer efforts, rather than relying on a traditional publishers, and some of these have grown to substantial size.

Thus, publishers could often be generous with benefits, such as royalties on the games sold.

Many early game publishers started from this economic climate, such as Origin Systems, Sierra Entertainment, Capcom, Activision and Electronic Arts.

Game development for mobile phones (such as i OS and Android devices) and social networking sites emerged.

For example, a Facebook game developer, Zynga, has raised in excess of 0 million.

However, both the arcade and home markets would be dominated by Pong clones, which flooded the market and led to the video game crash of 1977.

The crash eventually came to an end with the success of Taito's Space Invaders, released in 1978, sparking a renaissance for the video game industry and paving the way for the golden age of video arcade games.

Between the 1950s and 1960s, with mainframe computers becoming available to campus colleges, students and others started to develop games that could be played at terminals that accessed the mainframe. , developed by Harvard and MIT employees Martin Graetz, Steve Russell, and Wayne Wiitanen.

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