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The cultural macroevolution of arcade video games: innovation, collaboration, and collapse

Published online by Cambridge University Press:  20 August 2025

Sergi Valverde*
Affiliation:
Evolution of Networks Lab, Institute of Evolutionary Biology, CSIC-UPF, Pg. Barceloneta 37-49, Barcelona, Spain Center for the Dynamics of Social Complexity (DySoC), University of Tennessee, Knoxville, TN, USA
Blai Vidiella
Affiliation:
Centre for Biodiversity Theory and Modeling, Theoretical and Experimental Ecology Station, CNRS, Moulis, France
Andrej Spiridonov
Affiliation:
Department of Geology and Mineralogy, Vilnius University, Vilnius, Lithuania
R. Alexander Bentley
Affiliation:
Center for the Dynamics of Social Complexity (DySoC), University of Tennessee, Knoxville, TN, USA Department of Anthropology, University of Tennessee, Knoxville, TN, USA
*
Corresponding author: Sergi Valverde; Email: s.valverde@csic.es

Abstract

Arcade video games evolved in a constrained design space, following patterns of diversification, stabilisation, and collapse that mirror macroevolutionary processes. Despite their historical significance and detailed digital records, arcade games remain underexplored in cultural evolution research. Drawing on a dataset of 7,205 machines spanning four decades, we reconstruct the evolutionary trajectories of arcade niches using a multi-scale framework that integrates trait-level innovation, genre-level selection, and systemic constraints. We identify two contrasting dynamics: (1) resilient genres—such as Fighter and Driving—maintained long-term viability through innovation and collaboration networks, while (2) early Maze and Shooter subgenres collapsed due to imitation and weak collaboration. Morphospace analysis reveals how technological traits—specifically CPU speed and ROM size—co-evolved with gameplay complexity, shaping the viable design space. We argue that genres operated as evolving cultural-ecological units—structured niches that shaped trait evolution through reinforcement, constraint, and feedback. This multi-scale perspective positions arcade games as a rich model system for studying cultural macroevolution.

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Research Article
Creative Commons
Creative Common License - CCCreative Common License - BYCreative Common License - NCCreative Common License - SA
This is an Open Access article, distributed under the terms of the Creative Commons Attribution-NonCommercial-ShareAlike licence (http://creativecommons.org/licenses/by-nc-sa/4.0), which permits non-commercial re-use, distribution, and reproduction in any medium, provided the same Creative Commons licence is used to distribute the re-used or adapted article and the original article is properly cited. The written permission of Cambridge University Press must be obtained prior to any commercial use.
Copyright
© The Author(s), 2025. Published by Cambridge University Press.
Figure 0

Figure 1. Classification and diversity of arcade niches. (a) Hierarchical map of arcade genres and subgenres (‘niches’), showing their retrospective, culturally negotiated organisation rather than a phylogeny (see text). (b) Niche expansion over time follows a ‘hat’ pattern common in macroevolution – steady growth, a 1980s peak (the ‘golden age’), and a long-tailed decline. (c) Subgenre size (number of games, N) scales exponentially with subgenre duration (dashed line shows best fit). Residuals highlight persistent outliers (grey area), notably Fighter/Versus (black asterisk), suggesting how cultural inertia and market feedback influences niche longevity. Game icons illustrate representative titles (from top to bottom): Mortal Kombat (Fighter/Versus), Gradius (Shooter/Flying Horizontal), Out Run (Driving/Chase View), Rastan Saga (Platform/Fighter Scrolling), Pac-Man (Maze/Collect), and Missile Command (Shooter/Command). Node colour encodes year of first appearance (blue = early; red = recent).

Figure 1

Figure 2. Arcade video games are multi-trait cultural and technological products. (a) Schematic of the Battlezone arcade system (Atari, 1980), a ‘Shooter/Tank Driving’ game, illustrating both external and internal components. Adapted from Atari Inc.’s ‘Operation, Maintenance, and Service Manual’ (1980), the front view highlights user interaction elements (e.g., control panel, viewing window), while the rear view reveals key internal hardware, including the Auxiliary PCB and Analog Vector-Generator PCB. (b, c) Temporal distribution of logarithmic CPU clock speed (b) and logarithmic ROM size (c) across arcade machines, demonstrating the increasing complexity of arcade hardware over time. The position of Battlezone within both distributions is marked (black dot).

Figure 2

Figure 3. Hardware genealogy of early microprocessor-based arcade games. From Bally’s Flicker pinball machine (a), to Taito’s Western Gun (b), and Midway’s Gun Fight (c–d), leading to Nishikado’s Space Invaders (e), and its many clones and bootlegs (f). The highlighted assembly code subroutines were reused across games to animate sprites smoothly on a tile-based display (tile boundaries indicated by vertical grey bars in (e) were invisible in the game).

Figure 3

Figure 4. Niche diversification in arcade game morphospace. (a) Morphospace of arcade machines, defined by log-transformed CPU speed and ROM size. (b) The Shooter genre ($N = 3{,}261$) diversified into multiple subgenres, occupying both overlapping and distinct regions of the morphospace. (c) The Driving genre (N = 849) evolves into high-complexity regions, exemplified by multi-chip systems such as Outrun. Two density peaks in the Shooter genre reflect separate waves of game popularity: (d) Clone-dominant Shooters—such as Missile Command (inset) and Space Invaders—concentrate in lower-performance regions; (e) Gun-Based Shooters—such as Operation Wolf —shift toward higher ROM and CPU specifications, incorporating 3D graphics and immersive mechanics. Discontinuous trend lines indicate scaling relationships between CPU speed and ROM size, with niche-specific exponents (see Section 3.2).

Figure 4

Figure 5. Morphospace trajectories are shaped by the interplay of technological constraints, imitation, and collaborative innovation. Panels (a), (c), and (e) show the distribution of games within the morphospace for the Maze, Platform, and Fighter niches, respectively. The dashed lines indicate the fitted scaling relationship between log-transformed CPU speed (S) and ROM size (M), with exponents a = 2.5 (Clone-dominant Maze subgenres), a = 2.02 (Platform), and a = 1.55 (Fighter). Panels (b), (d), and (f) display the temporal distribution of game releases in each genre. The area under each curve represents the number of games released per year, with colour-coding indicating single-developer games (blue), bootlegs (brown), and collaborative productions (gold). Inset bar charts summarise the proportion of game types per genre, highlighting the prevalence of imitation versus collaboration.

Figure 5

Figure 6. Simulated trait diversity and imitation ratio dynamics. Left: trait diversity V(N) under varying imitation-to-collaboration regimes. Right: imitation ratio $B / (B + C)$ over time. In high imitation scenarios, diversity saturates rapidly.

Figure 6

Figure 7. Scaling of trait diversity in collapsing (left column) and diversifying (right column) arcade genres. Panels (a) and (c) show the sublinear accumulation of unique ROM and CPU configurations in Maze (Figure 5a) and Shooter (Figure 4d–e) subgenres, consistent with low scaling exponents (b < 0.4) and limited design exploration. Panels (b) and (d) show that Fighter, Platform, and Driving games achieved higher trait diversity with increasing game output, reflecting sustained recombination and innovation. Dashed lines represent the fitted power-law relationship between trait diversity (V(N)) and the total number of games (N), with exponents b indicating genre-specific evolutionary potential (see Section 5 ).

Figure 7

Figure 8. Gameplay and hardware innovations in the 1990s. Left: Fighter/Versus games: (a) six-button input layout enabled complex combos; (b) Capcom’s graphics pipeline supported large sprite animation and efficient storage; (c) tournament culture reinforced mastery and prestige. Middle: Driving games: (d) realistic analog controls enhanced immersion; (e) multi-board CPU systems supported real-time graphics and complex physics simulation; (f) networked cabinets enabled multiplayer racing. Right: Shooter/Gun games: (g) light-gun input introduced physical targeting; (h) cinematic pacing blended action and narrative; (i) branching level design promoted replayability.

Figure 8

Figure 9. A multi-scale framework for cultural evolution in arcade games. Genres are modelled as higher-level cultural-ecological units that mediate between innovation, persistence, and collapse across four interacting domains: (1) Trait Diversification (gold, left) captures microevolutionary novelty via innovation and recombination; (2) Genre Dynamics (green, centre) represent macroevolutionary reinforcement, niche structuring, and selection; (3) Collapse Dynamics (red, right) reflect the erosion of genre integrity through imitation and dilution of expertise; (4) Technological Constraints (grey, bottom) ground the system through scaling laws that constrain viable innovations. Solid arrows indicate causal influences; dotted lines denote feedback and filtering. Together, these processes illustrate how multi-scale feedback loops shape cultural evolution in arcade games (see Discussion).

Figure 9

Table 1. Comparative analysis of arcade game niches, examining imitation, the role of collaboration, and scaling exponents a (technical complexity) and b (trait diversity). Low b values indicate redundant designs, while high b values reflect sustained diversification. Successful niches avoided cultural collapse through creative recombination and collaborative openness, rather than solely increasing technical capacity

Figure 10

Figure C1. Trait canalization in arcade morphospace. Theoretical morphospace illustrating the effect of scaling constraints on niche trajectories. The dashed curve represents the scaling law $S \sim M^a,$ defining the feasible region of hardware configurations (CPU speed vs. ROM size). In high-diversification regimes (left panel), niches explore a broad area around the scaling law. In collapsing niches (right panel), diversification slows and trajectories become canalized along the curve, exhibiting limited variation in either dimension. This narrowing reflects the effect of low b exponents on trait-specific diversity, consistent with the bound $b_S \sim a \cdot b_M$ (see text). In all panels a = 1.44.

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