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Video game packaging
Video game packaging
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Video game packaging refers to the physical storage of the contents of a PC or console game, both for safekeeping and shop display. In the past, a number of materials and packaging designs were used, mostly paperboard or plastic. Today, most physical game releases are shipped in (CD) jewel cases or (DVD) keep cases, with little differences between them.

Aside from the actual game, many items may be included inside, such as an instruction booklet, teasers of upcoming games, subscription offers to magazines, other advertisements, or any hardware that may be needed for any extra features of the game.

Personal computer packages

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Early machines such as the Commodore 64 were tape-based, and hence had their games distributed on ordinary cassettes. When more advanced machines moved to floppy disks, the cassette boxes stayed in use for a while (e.g. Treasure Island Dizzy for the Amiga came on a floppy disk in a cassette box).

In the late 1980s and early 1990s, computer games became significantly more complex, and the market for them expanded enormously. Possibly in an effort to occupy more shelf space than their rivals, and attract attention with their cover art, games began to be sold in large cardboard boxes. There was no standard size, but most were around 20 cm x 15 cm x 5 cm (around 8in x 6in x 2in). The greatly increasing box sizes may have been justified in some cases. Games such as flight simulators came with extremely large, thick manuals. Others came with elaborate copy-protection systems such as Zool's circular code wheel, or even a hardware dongle (although these were generally more common on expensive non-game software).

Variations on the "big box" format include a box within a sleeve, such as Unreal, and a box with a fold-out front cover, such as Black & White.

Games re-released as budget games usually came in much smaller boxes—a common format for Amiga budget games was a thin square box roughly 13 cm x 13 cm x 2 cm (roughly 5in x 5in x 1in). It was during this time that covermounting of cassettes and floppy discs became common.

As PC games migrated to CDs in jewel cases, the large format box remained, though to reduce printing costs, manuals came on the CD as well as with the CD (inside the front cover), as did many of the copy-protection techniques in the form of SafeDisc and SecuROM. Despite the CD jewel case format having been around since the invention of the music CD, very few full-price PC games were released in a jewel case only. A thicker variation with space for a thick manual was, however, used for most PlayStation and Dreamcast games.

Around 2000, PC game packaging in Europe began to converge with that of PS2 (and later, Xbox and GameCube) console games, in the keep case format in which to this day the vast majority of games are sold. These boxes are sometimes known as Amaray cases, after a popular manufacturer of them. In the U.S., most PC games continue to ship in plastic DVD cases or cardboard boxes, though the size of such boxes has been standardized to a small form factor. Special packages such as a "Collector's Edition" frequently still ship with oversized boxes, or those with a different material, such as a SteelBook.

In the U.S., the IEMA played a major role in improving, from a retailer's perspective, the way most PC games are packaged. In 2000, many retailers were becoming disenchanted with the salability of PC games as compared with their more profitable console game counterparts as products. Oversized software boxes were blamed for a lack of productivity per square foot (the profitability of a particular item sold at retail based upon its foot print). The IEMA worked with leading game publishers in creating the now-standard IEMA-sized box, essentially a double-thick DVD-sized plastic or cardboard box, which effectively increased the profitability per square foot by over 33% and appeased merchants and developers alike. Medal of Honor: Allied Assault was one of the first PC games in the U.S. to come packaged in this new standardized box.[1][2][3][4][5][6]

In creating the new box size the IEMA found itself in the unlikely position of platform guardian (where each console platform had a first-party publisher to oversee standardization matters, PC games by their very nature did not). As such, the industry pressured the organization to develop a platform identification mark which would unify the display and focus the customer's brand perception. Again the IEMA worked with publishers to create a new standard "PC" icon, and would provide its use on a royalty-free basis to the industry.

In 2004, Half-Life 2 was released with a boxed retail presence, but required the game to be activated online through a proprietary service developed by Valve, Steam,[7] which also sold the game directly to customers - bypassing the traditional brick-and-mortar publishing model. It was met with backlash initially,[8] with many users feeling that it meant they did not really 'own' their game, and that it was a form of DRM that prevented reselling their titles second-hand. Digital distribution is now the most prominent and, for many titles, only method of distribution. Many boxed retail games as of 2021 contain only an activation code, in lieu of physical media.

Java games for cellphones are distributed almost exclusively via the internet. It is possible that the proliferation of home broadband will lead to electronic distribution for all games in the future, leaving physical packaging a niche market, though game developers cite the unsolved problem of digital rights management as the main barrier to this.

Console packages

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The earliest consoles had game cartridges; the Intellivision cartridge packaging featured a box color-coded to the "network" or category of the game (one of several themes, such as "action", "sports", etc.). The front cover opened up, book style; on the inner front cover, a slot retained the paper manual – a simple booklet, as well as the poly controller overlays. In the main confines of the box, a plastic tray was recessed into which the cartridge fit snugly. When other companies began to produce cartridges for Mattel's system, other types of boxes began to appear, such as Imagic's simple cardboard box, which opened from the top to reveal simple cardboard retainers for the cartridge and rules booklet.

Unlike PC games, console manufacturers charge a license fee to anyone developing for their machine, and exert a certain amount of influence in the style of packaging. Nintendo, for example, maintained almost completely standardized boxes for SNES games. PlayStation 2, GameCube, and Xbox game boxes also conform to the keep case form factor.

All cases of PAL region games for PlayStation and Dreamcast are thicker than standard North American and Japanese CD-cases. This is due to thicker manuals that often include many European languages. An exception to this were Australian-market PlayStation games later in the console's life, which were released in standard-sized jewel cases with the manual in English only.

Games for handheld systems are usually packaged in smaller boxes, to match the portable nature of the machine. The Game Boy Advance's cardboard boxes are a little smaller than SNES/N64 packaging, and games for the Nintendo DS and PSP both come in smaller, CD-like cases.

While DVD-like boxes are common in the current generation of gaming, the original cardboard packaging used for past cartridge-based games is scarce, as they were often discarded by the original owner of the game. As such, many cartridge-based games bought in second hand markets often are missing their original boxes, and the boxes themselves are now viewed as collector items.

PlayStation 3, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X/S games are packaged into Blu-ray keep cases. With some generations, standardised colours have been used for the edging.

Third Nintendo Entertainment System Atari 7800 Sega Master System ZX Spectrum Commodore 64 Amstrad CPC BBC Micro
Fourth Super Nintendo TurboGrafx-16 Sega Mega Drive
Fifth Nintendo 64 PlayStation Sega Saturn
Sixth GameCube PlayStation 2 Xbox Dreamcast
Seventh Wii PlayStation 3 Xbox 360
Eighth Wii U Nintendo Switch PlayStation 4 Xbox One
Ninth Nintendo Switch 2 PlayStation 5 Xbox Series X

Box art

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Softline play testers have rigorously examined all the rooms in the game, the program code, the documentation, and the protection scheme, and have, as yet, been unable to find evidence of one naked woman tied to a pole. In fact, we could find no women at all, even clothed. No snakes, either.

— Softline, January 1983, mocking the "visually striking" but misleading cover art of Brian Fargo's Demon's Forge[9]

The term box art (also called a game cover or cover art) can refer to the artwork on the front of PC or console game packaging. Box art is usually flashy and bombastic, in the vein of movie posters, and serves a similar purpose.[9] Additionally, screenshots on the back of the box often mix in-game sequences with pre-rendered sections. Historically, art featured on the box has been in excess of what the computer or console was technically capable of displaying. Veteran San Francisco box art illustrator Marc Ericksen, who produced nearly 100 illustrations for video games from 1982 to 2003, including games like Tengen's Tetris, Capcom's Mega Man 2, Atari 7800's Galaga, Data East's Bad Dudes, and SNK's Guerrilla War contends that there was very little in the screen graphics to sell the games. The sales arms needed illustrations to introduce a visual construct to acquaint young gamers to the gameplay concepts. The graphics were exciting when in motion, but offered very little to engage a prospective purchaser's attention when static.

See caption
The cover art of Fez

Illustrators were less frequently required beyond the year 2000, when screen graphics reached parity with illustrations and could be utilized as cover art.

Box art may misleadingly depict gameplay.[9] Weekly Reader Software in 1983 advertised Old Ironsides with the slogan "What you see is what you get!", promising that "Unlike other programs, where the pictures on the packaging and in the advertising bear no resemblance to the screen images, this program delivers precisely what's promised ... Better than arcade-quality graphics and sound!".[10] Cinemaware advertised Defender of the Crown in 1987 with screenshots that the company described as being an "Actual Atari ST screen!", "Actual Apple IIGS screen!", "Actual Macintosh screen!", and "Actual Commodore 64 screen!".[11] Deceptions continued, however; Computer Gaming World in 1994 stated that "Careful consumers have learned to spot screen shots on a box that are probably just animation sequences, not really a play shot".[12]

On the cover, many things are listed, such as the name and logo of the game, what platform the game is for, the rating (ESRB for North America, PEGI for Europe, Australian Classification Board for Australia, and CERO for Japan), logo of the publisher and/or developer, and quotes from magazines or websites.

As part of the marketing effort to build hype, box art is usually released a few months before the actual game.

Many people[who?] find particular box art strange, or poor, such as Phalanx and Mega Man. Often this is the result of art used for a localized version of an import title.[13] Many early releases, especially Nintendo, replaced Japanese art with original US artwork, such as the Dragon Warrior and the Final Fantasy series. Recent import titles have made it a habit to retain the original cover art.

The boxes of Nintendo games (NES, Game Boy, Nintendo 64, GameCube, Nintendo DS, Wii, Nintendo 3DS, Wii U, Nintendo Switch and Nintendo Switch 2) from PAL territories all have a small coloured triangle on their spines, but in each territory it is a different colour (to show the region that copy of the game came from). Some common ones are: Green = UK, Pink = Spain, Red = France, Light Blue = Italy, Dark Blue = Germany, Brown = Australia. There are 49 different colours. As well as geographic region it also has to do with the language of the box art and booklets; though PAL region Nintendo games are made in Germany, the triangles show the region that the game is shipped to.[14]

Instruction manuals

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Like most players, I boot a game and start playing it before I even look at the manual

— Compute!, March 1988[15]

An instruction manual, a booklet that instructs the player on how to play a game, is usually included as part of a video game package. Manuals can be large, such as the Civilization II manual which runs hundreds of pages, or small, such as the single sheet of double-sided A5 paper included with Half-Life 2.

PAL region versions of games may include thick manuals with many languages. For example, the European manual of Crash Bandicoot 3: Warped for PlayStation includes six languages: English, French, German, Italian, Spanish and Dutch.

Personal computers

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Computer games typically have larger manuals because some genres native to personal computers such as simulators or strategy games require a more in-depth explanation of the interface and game mechanics.[15] Furthermore, instruction manuals for personal computer games tend to include installation instructions to assist a user in installing the game, but those instructions could also appear in a separate piece of paper or in a different leaflet. As some of these manuals are so large as to be cumbersome when searching for a specific section, some games include a quick reference card (usually a list of keyboard commands) on a separate sheet of paper or in the back cover of the manual.

A common use for printed manuals was to use it as a copy protection device: some games required the player to find the "word x in the yth paragraph of the zth page" or to input a code found in the borders of a certain page.[15] These mechanisms were highly unpopular, as they only affected legitimate purchasers; pirates would simply use a crack or have the codes printed on a single sheet to bypass the mechanism. While this practice has fallen out of use since the CD-ROM became the main medium for games, CD-keys serve a similar purpose and are occasionally printed somewhere in or on the manual.

Other manuals go much farther than being simple guides: some games based on historical or well-developed fictional stories often include extensive information about the settings,[15] like the WWI combat simulator Flying Corps, where every campaign was thoroughly described with historical information. In some genres, this led to the aforementioned large manuals traditional with computer games.

Decline of printed manuals

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The trend in recent years is towards smaller manuals – sometimes just a single instruction sheet – for a number of reasons. Console games are no longer sold in large cardboard boxes; instead, since the early 2000s, DVD cases have been used (as today's major consoles use DVD-sized optical discs), which leave no room for a large manual. Printing is also expensive, and game publishers can save money by including a PDF of the manual on the disc (for PC games). Notably, most video games produced during and after the fourth generation include in-game instructions via tutorials and other such methods, meaning printed manuals are often overlooked. However, this trend is unpopular among many video game collectors because it may decrease the perceived value of a game, as manuals are sometimes considered works of art themselves as an essential part of the game's packaging. Some consider reading manuals an enjoyable experience. Also, reading manuals on a computer monitor or other display device may be considered more "awkward" as opposed to printed paper.[citation needed]

As opposed to most console games which have printed manuals, games for the Nintendo 3DS, Wii U, and Nintendo Switch[16] store manuals in digital form on the Nintendo 3DS game card, Wii U optical disc, and Nintendo Switch game card, respectively.

Missing manuals

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While their use in PC games post-2000 is scarce, console games and older PC games are expected to have them. Games acquired in second-hand markets often miss the manuals, much like missing their original boxes, after being kept, lost or discarded by their previous owners. As occasionally the manuals are part of the game experience, owners of games missing manuals try to find replacements in other second-hand stores or with other players or collectors. Alternatively, sites like Replacementdocs provide a large repository of fan-made and official PDF manuals to download. Those range from simple page scans (which is impractical in longer manuals, due to larger file size and the inability to search text) to OCR-scanned and carefully assembled manuals to remain as close to the original manuals as possible.

MMORPG manuals

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MMORPGs in particular continue to be packaged with a comprehensive and high-quality manual. World of Warcraft and Guild Wars include instruction manuals that are 150 to 200 pages; they explain everything from in-game lore to detailed overviews of the different character classes. In general, MMORPGs have a larger variety of features in which the player can focus on while playing than normal games and often take much longer to semi-complete (usually defined as reaching the highest-possible character level: due to the nature of MMORPG games, with constant content additions, etc., requiring many hours of weekly play in order to stay competitive in-game, it is impossible to ever "complete", "finish" or "beat" one in the traditional sense one can complete a game like Final Fantasy X or Rome: Total War). The detailed instruction booklets that accompany the games help answer any questions that players may have in order to make public relations and technical support easier once the game is released. These manuals also invite potential players to explore an aspect of the game that was previously unknown to them. More than any other genre, the community and longevity of an MMO are important to the developers because they often charge a monthly fee for playing the game.

Archival efforts

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There have been efforts to archive older manuals of out-of-print video games for various consoles. For instance, a complete set of manuals (including variations) for USA-region PlayStation 2 games has been archived by a preservationist under the name of Kirkland in October 2022 and uploaded via the Internet Archive. The manuals themselves were scanned from the originals at a much higher resolution of 4K.[17][18][19]

References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Video game packaging refers to the physical containers, protective materials, and promotional elements used to distribute, protect, and market video games, typically including cardboard boxes, instruction manuals, shrink-wrap films, and artwork designed to attract consumers. Originating in the 1970s with the era, packaging featured diverse, unregulated box styles from publishers like and , often using reflective or colorful designs to differentiate products amid the "Wild West" of early console gaming. By the , as home computers proliferated, designs shifted to more professional airbrushed illustrations and luxurious boxes from publishers like Imagine Software, while Nintendo's NES introduced partial standardization with elements like red borders and the Seal of . In the , console and technological advances led to enhanced branding, such as Psygnosis's Dean-inspired art, alongside comprehensive accessories like maps and hint books in titles such as Dragon Warrior III. Box art evolved from traditional techniques like inks and acrylics in the to digital tools such as Photoshop and by the 2000s, with artists like Denis Loubet pioneering CGI integration for covers like Ultima II. The 21st century brought a decline in elaborate physical due to digital downloads, reducing manuals to minimal inserts and emphasizing collector's editions, while materials transitioned from plastic-heavy wraps to sustainable options like recycled , estimated at 35-40% in recent analyses amid environmental concerns. Emerging trends include features via QR codes or NFC tags for interactive experiences, supporting a market valued at USD 3.5 billion in 2024 and projected to reach USD 5.2 billion by 2033, growing at a CAGR of 4.8% from 2026 to 2033.

History

Early Development (1970s-1980s)

The origins of video game packaging trace back to arcade machines in the early 1970s, where the cabinet itself served as the primary enclosure and promotional medium. Atari's (1972), one of the first commercially successful arcade games, featured a simple wooden cabinet with a black-and-white CRT monitor, coin slot, and basic control paddles, designed for durability in bar and tavern settings rather than retail appeal. This hardware-integrated approach represented a precursor to consumer packaging, emphasizing functionality over artwork, as the game's success—Atari sold over 8,000 units by the end of 1974—drove the industry's shift toward dedicated home systems. With the rise of home consoles in the late 1970s, packaging evolved to include protective boxes for cartridges, prioritizing low-cost production amid small development teams. The (1977), a pivotal system, used end-labeled plastic cartridges housed in colorful cardboard boxes with vivid, hand-painted artwork to compensate for the console's rudimentary graphics, often featuring montages inspired by posters. A notable example is (1979), Atari's first action-adventure title, packaged in a standard rectangular box with minimalist depicting a and dragon, accompanied by a single-sheet instruction flyer due to budget constraints. Similarly, Mattel's (1979) employed thin cardboard flip-top boxes color-coded by game category (e.g., red for action), containing cartridges and basic overlays, reflecting the era's emphasis on economical assembly. Coleco's (1982) began with clear plastic clamshell cases for cartridges, transitioning to larger cardboard boxes for broader retail display, while maintaining simple inserts like one-page manuals. Home computers introduced alternative formats tied to media like cassettes and floppy disks, with packaging adapted for affordability. Commodore 64 games (from 1982) typically came in plastic cassette-style boxes or basic cardboard sleeves, often with sparse artwork and a folded instruction sheet, as production focused on volume over elaboration. Regional differences emerged prominently with Nintendo's Famicom (1983) in , which used compact, foldable cardboard boxes with vibrant, dual-sided artwork—contrasting the plainer North American styles—and minimal inserts to suit the toy-like console design. These rudimentary designs, driven by low costs and nascent industry standards, laid the groundwork for more standardized formats in subsequent decades.

Standardization and Expansion (1990s-2000s)

The transition to optical media in the 1990s marked a significant evolution in video game packaging, replacing sleeves with standardized jewel cases housed within oversized cardboard boxes. This shift accommodated the increased storage capacity of CDs, allowing for richer content like and high-resolution graphics, while the large boxes—often measuring around 20 cm by 15 cm by 5 cm—provided space for multiple discs and supplementary materials. A prominent example is the 1993 release of by , which came in such a big box format containing the in a jewel case, a thick instruction manual, and a clue book to enhance immersion without relying on digital interfaces. Console packaging also standardized during this period to align with retail norms and protect hardware-specific media. Sony's PlayStation 1, launched in , initially used tall "long boxes" approximately 19 cm high to match music longbox dimensions for shelf compatibility, containing a single in a slim ; by 1995, Sony transitioned to compact jewel cases to reduce waste and costs, a change driven by retailer feedback and environmental concerns. Nintendo's 64-bit console, released in 1996, retained cartridge-based media in rectangular boxes with internal protective inserts to cushion the rigid cartridges against shipping damage, emphasizing durability for the era's ROM-based games. In 1999, the Interactive Entertainment Merchants Association (IEMA) established formal standards for U.S. packaging, promoting the use of double-thick DVD keep cases—essentially reinforced jewel cases capable of holding two discs—as a uniform format to streamline manufacturing and retail display. This was exemplified in ' The Sims series, where expansions like The Sims: Livin' Large (2000) utilized these cases to package multiple CDs alongside slim manuals, facilitating the growing complexity of simulation games. Concurrently, rating systems became integral to packaging design: the (ESRB), founded in 1994, required labels on the front and back of North American boxes to indicate age appropriateness and content descriptors, helping parents navigate the medium's maturing themes. In Europe, the Pan European Game Information () system, introduced in 2003, similarly mandated labels on packaging fronts and backs for age ratings from 3 to 18, with icons for violence, language, and other elements. Key developments in this era included the decline of manual-dependent schemes, as CD-ROMs incorporated physical disc checks and early that rendered analog methods like code wheels obsolete by the late . Publishers shifted focus to in-game verification, reducing the need for intricate printed protections. Simultaneously, collector's editions proliferated to appeal to dedicated fans, often featuring premium extras such as cloth maps, art folios, and soundtracks; notable examples include ' Ultima VIII: Pagan (1994), which bundled a metal medallion and world map, and later titles like Diablo II (2000) with strategy guides, elevating packaging into a collectible artifact.

Digital Shift and Modern Era (2010s-Present)

The rise of platforms profoundly altered video game packaging in the , shifting focus from mandatory physical media to optional releases. , launched in 2003 but achieving dominance after 2010 through widespread adoption and features like automatic updates, enabled developers to bypass traditional retail chains, reducing the need for physical copies and associated packaging costs. The , introduced in 2018 with a developer-friendly 12% revenue cut compared to Steam's 30%, further accelerated this trend by attracting exclusive digital titles, making physical editions increasingly niche for PC games. An early example of hybrid models appeared with Half-Life 2 in 2004, which launched simultaneously on Steam digitally and in physical CD/DVD formats, foreshadowing the optional nature of packaging in an era where digital convenience prioritized downloads over boxed products. Despite the digital surge, physical packaging persisted on consoles through updated Blu-ray formats for the (launched 2020) and (launched 2020), featuring refined designs that aligned with console aesthetics, such as white banners on PS5 cases and simplified Xbox templates emphasizing larger artwork. These cases often incorporate digital elements like redeemable codes for bonuses, blending physical ownership with online perks, though vertical stacking is more a storage adaptation than a core design feature. Post-2020, indie publishers like Super Rare Games revived limited-run physical editions for titles, producing collector-focused packaging in small batches to appeal to enthusiasts amid digital dominance. Such releases frequently adopt premium, vinyl-inspired formats, including custom sleeves and soundtrack vinyls, as seen in 's collector's editions that package games with artistic, record-like enclosures to evoke nostalgia and exclusivity. The from 2020 to 2022 hastened the pivot to digital-only releases by disrupting supply chains and boosting online sales, with North American revenue surging 34% year-over-year during early lockdowns. By 2025, physical sales for had plummeted to under 1% of total units, reflecting near-total digital driven by platforms like and Epic. Regional disparities remain stark: maintains a robust physical market, with 65% of PS5 sales and 77% of Switch sales as physical copies in 2022. As of 2023, physical games continued to account for about 70% of total sales in .

Types of Packaging

Personal Computer Packaging

Personal computer packaging for video games has evolved significantly since the 1970s, reflecting the medium's transition from limited storage formats to more robust optical media, while accommodating the diverse hardware configurations of PCs. In the early days, games were distributed on floppy disks, often packaged in simple, low-cost enclosures like plastic ziplock bags or basic plastic cases to protect the fragile media. For instance, Richard Garriott's Akalabeth: World of Doom (1980) was initially sold in a plastic zip-top bag containing a 5.25-inch floppy disk, a stapled manual, and cover art, with approximately 12 copies hand-packaged before wider distribution by California Pacific Computer Company, which sold around 30,000 units in similar bags by 1981. As the 1980s progressed and games grew in complexity, packaging shifted toward larger cardboard slipcover boxes for DOS-era titles, which housed multiple 5.25-inch or 3.5-inch floppy disks along with printed materials. A notable example is Doom (1993), distributed by id Software in a two-piece big box containing four 3.5-inch floppy disks (versions 1.1, 1.2, or 1.666), a manual, and regional variations like black, blue, or red disk labels, often obtained via mail-order for about $10 per set. These formats emphasized protection for the disks and provided space for expansive documentation, contrasting with the more uniform enclosures of console media. The advent of CD-ROMs in the mid-1990s introduced more standardized and compact packaging, adapting to the increased storage capacity while maintaining visual appeal on retail shelves. Single-disc typically came in jewel cases, a rigid format originally designed for music CDs, which securely held the disc and allowed for inserts like artwork and brief manuals. Multi-disc titles or expansions often used keep cases, a slightly thicker variant with a clear outer sleeve for better display. By the early , the Interactive Entertainment Merchants Association (IEMA) promoted a standardized double-DVD box format—a double-thick, DVD-sized or enclosure—to unify PC packaging and improve retail efficiency, similar to console standards. This is exemplified by World of Warcraft (2004), released by in a five-disc DVD-ROM big box set, featuring a sturdy outer with Alliance or Horde-themed artwork, a comprehensive manual, and installation media for the MMORPG. These optical formats reduced shipping costs and shelf space compared to floppy-era boxes, which had standardized around 7x9x2 inches by 1991 but proved bulky for mass distribution. PC game packaging frequently included various inserts to enhance and combat software , a persistent challenge due to the ease of copying PC media. Common inserts encompassed registration cards for warranty activation and , hint books or lore compendiums for assistance, and promotional materials like posters or maps. Anti-piracy measures often integrated unique codes or analog verification systems directly into these elements; for example, code wheels—rotating paper devices printed in the box—required players to input specific combinations during installation, while manual lookups demanded referencing words or symbols from the included booklet that pirates lacked. These physical protections, prevalent in the and , deterred casual copying by tying authentication to the original packaging contents. In the modern era, physical PC game releases have become rare amid the dominance of digital distribution platforms like , comprising less than 1% of revenue by 2021, though collector's editions persist for niche or high-profile titles. These limited runs often bundle the game via redeemable keys or USB drives preloaded with installers, forgoing traditional discs to simplify access across varied PC hardware. The (2020) Collector's Edition for PC, produced by CD Projekt RED, exemplifies this approach with a large box containing a digital game code (GOG or variant), a 100+ page book, , stickers, and a collectible , but no beyond the key, emphasizing memorabilia over installation hardware. Similarly, some publishers like MangaGamer have adopted USB drives in physical editions since the 2020s, embedding the game files in custom-engraved sticks within boxed sets for collectors seeking tangible . Unlike console , which adheres to rigid hardware standards and compact cartridge or disc formats, PC packaging historically favored larger, modular designs to accommodate peripherals like sound cards, manuals, and even trinkets (e.g., in Ultima Underworld). This variability stemmed from PCs' customizable nature, allowing boxes to include driver disks or hardware-specific inserts, though it complicated retail logistics compared to consoles' uniform keep cases. By the 2000s, convergence occurred with IEMA-driven DVD boxes, but PC editions retained flexibility for expansions and bundles tailored to user-built systems.

Console and Cartridge Packaging

Console packaging for home video game systems has historically emphasized protection for proprietary media formats, evolving alongside hardware advancements from the cartridge-based era to optical discs. In the cartridge period, beginning prominently with Nintendo's (NES) in 1985, games were housed in sturdy cardboard boxes designed to safeguard the rigid plastic cartridges against damage during shipping and storage. These boxes typically measured approximately 5.75 by 7.25 inches and featured foam inserts to secure the cartridge, preventing movement and potential bending of the connector pins. Similarly, the (SNES), launched in 1990, utilized comparable packaging with foam padding inside reinforced cardboard exteriors, maintaining consistency in Nintendo's design philosophy while accommodating slightly larger cartridges. Sega's Genesis console, released in 1988 in and 1989 in , employed protective plastic sleeves within its boxes to encase cartridges, offering a sleek alternative that highlighted the system's competitive edge against Nintendo through vibrant artwork and minimalistic protection. The transition to optical media marked a significant shift in packaging standardization, prioritizing slim profiles for cost efficiency and retail shelf appeal while tying designs to console-specific hardware. The PlayStation 1 (PS1), introduced in 1994, initially used tall "long boxes" made of cardboard, roughly twice the height of standard jewel cases, to house CD-ROMs and include manuals, though this format was phased out by 1996 due to environmental concerns and theft risks. By the PlayStation 2 (PS2) in 2000 and the original Xbox in 2001, packaging standardized to slim keep cases constructed from durable polypropylene plastic, which securely held DVD discs and allowed for compact stacking on store shelves. Nintendo's GameCube, launched in 2001, integrated unique accessories into its black plastic cases, such as mini-disc holders for the proprietary 8 cm optical discs and printed controller overlays with button mappings, alongside bundled manuals to enhance user setup. The PlayStation 4 (PS4) in 2013 further refined this with vertical Blu-ray cases, featuring a taller, slimmer form factor that aligned with the console's media capabilities and modern aesthetic. Distinct regional variations and special editions underscore the proprietary nature of console packaging. In PAL regions, implemented a colored spine system starting in the late 1980s, using over 50 distinct colors—such as yellow for multilingual packs including German, English, Spanish, French, and Dutch—to denote language sets on game boxes and manuals across systems like the NES, SNES, and later consoles up to the Switch. For the , released in 2005, adopted translucent green-tinted keep cases as the standard, with certain editions featuring prominent green bands for visual branding, particularly in value lines like , to differentiate them on shelves. Durability remained a core focus throughout, with reinforced edges on cartridge boxes and keep cases designed to withstand the rigors of shipping heavy console bundles, reducing corner damage and ensuring media integrity during global distribution.

Handheld and Mobile Packaging

Handheld and mobile video game packaging emphasizes compactness and portability to suit on-the-go play, often prioritizing durable, lightweight materials over expansive designs used in home consoles. The Nintendo Game Boy, launched in 1989, introduced blister pack formats for its cartridges, featuring a clear plastic bubble encasing the game card attached to a cardboard backer card for display and protection during retail and travel. These packs were space-efficient, allowing easy stacking and transport, though they offered minimal internal cushioning compared to later boxed formats. By the mid-1990s, Nintendo transitioned to full cardboard boxes with inserts for Game Boy titles, enhancing collectibility while maintaining portability. The , released in 2004, adapted packaging to highlight its dual-screen innovation through fold-out cardboard boxes that unfolded to showcase both screens on the , providing a visual representation of the device's unique form factor. These designs were typically slim, measuring around 135mm x 122mm x 20mm, and housed the game cartridge in a protective tray, balancing durability for handheld use with informative layouts for instructions and artwork. Modern handhelds like the , introduced in 2017, utilize even slimmer packaging for physical cartridges, with retail boxes containing minimal filler space around the small game cards—occupying just 1% of the total volume—to reduce shipping costs and environmental footprint. Premium editions often include accessories such as grips for enhanced ergonomics during portable sessions. In the mobile gaming era, physical packaging remains rare due to the dominance of digital downloads via app stores, with over 95% of global game sales occurring digitally by 2025. Notable exceptions include limited bundles for and Android titles, such as the 2014 release of , which occasionally featured USB cards or boxed sets with redemption codes for the app, catering to collectors seeking tangible memorabilia. Packaging innovations for handhelds further emphasize travel durability, with blister packs providing impact resistance and eco-friendly cardboard constructions, as seen in the Lite's 2019 design, which prioritizes recyclable materials to minimize waste. Physical releases today are largely confined to enthusiast markets, supporting archival and resale value amid the digital shift.

Design Elements

Box Art and Cover Artwork

Box art and cover artwork serve as the primary visual marketing tool for physical releases, designed to attract potential buyers in retail environments by conveying the game's essence through vibrant illustrations, key screenshots, publisher logos, and essential elements like barcodes. These covers often feature contributions from renowned artists, such as , who personally designed the box art for Super Mario Bros. (1985), depicting Mario leaping dynamically to capture the platforming adventure's excitement. The artwork aims to sell a fantasy and stand out among competitors, balancing artistic creativity with commercial appeal through iterative processes involving developers, publishers, and external agencies. The evolution of box art reflects technological advancements in both game development and artistic tools, transitioning from hand-drawn illustrations in the to photorealistic CGI in the 2000s and beyond. Early covers, like the 1982 Atari 2600 artwork, relied on airbrushed and painted depictions to embellish simple pixelated graphics, using inks, acrylics, and oils to create imaginative scenes that promised more detail than the games delivered. By the 1990s, digital software such as Photoshop and Fractal Design Painter enabled layered, precise designs, as seen in Denis Loubet's fully digital cover for Ultima Underworld II (1993). Post-2000s, tools like facilitated hyper-realistic renders, exemplified by the The Last of Us (2013) cover, which integrates of protagonists Joel and in a post-apocalyptic setting to evoke emotional depth and realism. Regional variations in box art highlight cultural adaptations and censorship practices, with Japanese covers often embracing explicit, anime-inspired illustrations compared to toned-down Western versions. For instance, Final Fantasy VI (1994) features Yoshitaka Amano's elaborate, character-focused artwork in Japan, while the U.S. release opts for a minimalist design with a generic sword and moogle to align with broader appeal and content guidelines. Nintendo's PAL region system further differentiates covers through colored triangles on spines, using over 50 shades to encode languages and territories since the late 1980s, aiding distribution in multilingual Europe. Controversies surrounding box art often stem from misleading representations that overhype simplistic games, contributing to consumer distrust in the early industry. The 1982 E.T. the Extra-Terrestrial cover exemplified this by showcasing a fantastical alien adventure, yet the game offered frustrating, blocky gameplay, fueling backlash during the 1983 video game crash. Since 1994, mandatory placements of ESRB ratings in the U.S. and in on front or back covers have addressed content concerns, providing age descriptors like "Mature" for violence to inform buyers and mitigate regulatory scrutiny. In the 2020s, modern trends emphasize premium features in collector's editions to enhance appeal for enthusiasts, incorporating holographic foils for shimmering effects and die-cut windows revealing inner artwork or discs. These elements, seen in limited releases like certain Assassin's Creed variants, elevate packaging as a collectible artifact, blending digital-era minimalism with tactile luxury to differentiate physical media amid digital distribution dominance.

Packaging Materials and Formats

Video game packaging commonly employs for outer boxes, providing a yet durable structure to house game media, manuals, and accessories while allowing for printed artwork on the exterior. Inner components often include or for jewel cases in disc-based formats, which offer snap-fit protection for CDs or DVDs against dust and impact. For earlier cartridge systems like the (NES), foam inserts—typically made from expanded —were used to cushion and immobilize the cartridge, ensuring stability during transport and display. Standard formats evolved with technological shifts; jewel cases dominated the CD era from the late 1980s through the 2000s, becoming ubiquitous for consoles such as the PlayStation 1 (PS1) and titles, with dimensions for PS1 slim cases measuring approximately 13 cm by 19 cm to accommodate single or dual discs alongside inserts. NES boxes adhered to a consistent size of about 5.25 inches by 6.75 inches (13.3 cm by 17.2 cm), facilitating uniform shelving in retail environments. In the , digipaks emerged as an environmentally conscious alternative to full cases, featuring a sleeve with a minimal plastic or biodegradable tray, as seen in select DVD and game releases that reduced carbon emissions by up to two-thirds compared to traditional jewel cases. Slipcovers, constructed from cardstock or thin , are frequently added to deluxe or collector's editions for enhanced protection and aesthetic appeal, sliding over the primary box without altering its core structure. Innovations in the mid-2010s onward have focused on and security; post-2015 releases increasingly incorporate recyclable plastics and fully recyclable sleeves, exemplified by Sega's 2019 2020 packaging, which eliminated non-recyclable trays to cut plastic waste significantly. Anti-theft measures, such as embedded (EAS) security strips, have been integrated into boxes to trigger alarms if removed prematurely from stores, addressing retail shrinkage in the industry. challenges persist, particularly with 1990s-era packaging where ink on boxes fades due to (UV) light exposure over time, leading to discoloration in stored collections. Contemporary solutions include UV-resistant coatings and inks applied during , which preserve color integrity for decades even under indirect light.

Instruction Manuals

Evolution of Printed Manuals

Printed manuals for video games originated in the 1970s as simple inserts accompanying early cartridges, often consisting of small folded sheets or basic booklets that provided essential gameplay information. The 1978 Atari 2600 release of Space Invaders, for instance, included a compact 7-page booklet detailing the game's objective—to destroy invading aliens with a laser cannon—along with joystick controls, scoring systems, and 112 game variations. These early documents focused on core mechanics due to the limited complexity of the games and hardware constraints at the time. By the 1980s, manuals evolved into more substantial stapled booklets, particularly for titles, as games grew in scope and required deeper explanations. Publishers like Sierra On-Line produced stapled formats for PC releases, incorporating illustrations, basic lore, and step-by-step instructions to guide players through installation and play. This shift reflected the increasing intricacy of PC software, where users needed guidance on hardware compatibility and command-line interfaces, marking a transition from minimalist inserts to structured references. Manuals reached their peak complexity in the 1990s and 2000s, often comprising multi-volume sets with hundreds of pages that blended instructional content with expansive world-building. The 1996 manual for Civilization II, a turn-based strategy game, exemplified this era with its 196-page length, covering installation procedures, unit management, diplomatic strategies, historical lore, and advanced cheat codes for customization. Such documents transformed from mere guides into immersive companions, enhancing player engagement through detailed narratives and tactical appendices. A notable function of these manuals was their role in , where developers embedded unique codes, diagrams, or verification steps to deter unauthorized duplication during installation. In (1987), a dungeon-crawling game, the protection scheme integrated manual elements alongside disk-based checks, requiring players to reference specific details to bypass initial hurdles and access full gameplay. This approach added an extra layer of , tying the physical manual inextricably to the software experience. Content in these printed manuals typically encompassed a range of elements tailored to user needs, including control schemes, story synopses for narrative context, troubleshooting sections for common issues, and PC-specific hardware setup guides like configuring sound cards or memory allocation. For example, strategy titles often included appendices with maps and enemy behaviors, while adventure games provided character backstories to foster immersion without relying on in-game exposition. Regional variations were pronounced, with Japanese manuals frequently exceeding Western counterparts in thickness and artistic depth, often incorporating artbook-style sections alongside instructions. The Final Fantasy series exemplified this, as seen in the Japanese manual for Final Fantasy IV (1991), which featured high-resolution scans of character designs, world maps, and lore illustrations to enrich the experience. These editions prioritized visual , reflecting cultural emphases on aesthetics and narrative detail in .

Decline and Digital Alternatives

The decline of printed instruction manuals in video games began gaining momentum in the mid-2000s, driven primarily by publishers' efforts to reduce production costs associated with printing and distribution. Following the peak era of elaborate printed manuals in the , the post-2000 period saw a strategic pivot as physical game sales stabilized and emerged, allowing companies to eliminate paper-based materials without significantly impacting . For instance, announced in 2011 that it would cease including printed manuals in its packaged games, resulting in a 40 percent reduction in overall printed materials by providing digital versions on game discs instead. A key factor in this shift was the inclusion of digital PDFs directly on game discs or via in-game access, particularly during the era starting in 2006, where Sony's official instruction manuals transitioned to electronic formats accessible through the console's online user's guide. This approach not only cut printing expenses but also aligned with the growing storage capacity of optical media, enabling seamless integration of instructional content without additional physical inserts. Similarly, the rise of comprehensive in-game tutorials further diminished the necessity for separate printed documents, as developers embedded interactive guides directly into gameplay to teach mechanics more dynamically and accessibly. exemplified this trend in 2010 by removing printed manuals from all , , and PC titles, opting for in-game digital manuals that provided environmental benefits by saving paper and reducing the publisher's . The timeline of this decline marked several pivotal moments across major platforms. began providing downloadable PDFs through its support site alongside printed manuals for titles, with printed manuals becoming less common in later generations such as the Switch. By the release of the and in 2013, printed manuals had become virtually obsolete for standard editions, with publishers providing optional digital downloads via console stores or companion websites, reflecting the eighth generation's full embrace of streamlined packaging. In place of printed materials, publishers adopted digital alternatives to maintain instructional support. QR codes emerged as a convenient bridge, linking physical game packaging to online manuals and supplementary content, enhancing interactivity without adding bulk to boxes. Community-driven platforms like supplemented official efforts by integrating user-generated guides and walkthroughs, often serving as replacements for traditional manuals through searchable digital archives. These options allowed for updates and elements, such as videos, that printed formats could not accommodate. Despite the broad trend, exceptions persisted in select AAA titles, where slim inserts or minimal booklets retained some printed elements for branding or essential information. For example, The Legend of Zelda: Breath of the Wild (2017) included a compact booklet in its standard edition, focusing on basic controls and lore snippets rather than exhaustive instructions. As of 2025, printed manuals are rare in new physical releases, appearing primarily in collector's editions or special cases, bolstered by an industry-wide environmental push toward digital formats to minimize paper waste and emissions. By 2025, with the dominance of and in-game tutorials, printed manuals remain absent from standard editions of major platforms like the and , though limited-run collector's editions occasionally include them to appeal to preservationists. This focus, highlighted by initiatives from publishers like , underscores the long-term viability of electronic alternatives in reducing the of game production.

Special Cases and Archival Efforts

In the realm of massively multiplayer online role-playing games (MMORPGs), instruction manuals often served as extensive guides that delved deeply into and lore, far exceeding the brevity of typical single-player titles. The 2004 release of by exemplifies this, with its physical manual spanning approximately 200 pages and providing detailed explanations of character attributes, combat systems, questing, economy management, and the rich backstory of the world, including faction histories and racial lore. Such comprehensive documents were essential for players navigating the game's complex online environment, blending tutorial elements with narrative immersion to foster long-term engagement. Certain video games have notably shipped without physical instruction manuals, particularly in mobile ports and modern digital-physical hybrid releases, where developers prioritized cost savings and in-game tutorials over printed materials. For instance, the physical edition of (2022) includes only a download code and no manual, relying instead on digital guides accessible via the game's or online resources. Similarly, many mobile ports of console classics, such as adaptations of series for and Android, omit physical manuals entirely due to the platform's digital-first nature, leaving players to consult app-integrated help sections or external sites. In response to these absences, gaming communities have stepped in with recreations, often compiling wiki-based equivalents that mimic traditional manuals; wikis for titles like series, for example, aggregate mechanics, lore, and walkthroughs crowdsourced from players, effectively serving as living, digital manuals. Archival efforts have played a crucial role in preserving these ephemeral documents, with fan-led projects digitizing physical copies for public access. In 2022, preservationist Kirkland completed a comprehensive collection of all U.S.-released manuals, scanning 1,907 titles in using professional equipment like an DS-870 scanner and editing software, resulting in a 17GB archive that captures variants, artwork, and instructions for games spanning the console's lifespan. This initiative, known as "Kirkland's Manual Labor," earned recognition from as the largest digital archive of PlayStation manuals. Complementing such solo endeavors, the has hosted collections of video game manuals since the early , including scans of NES, SNES, PlayStation, and other systems' documents, amassed through community uploads and organized into searchable databases to prevent loss from degradation or disposal. Niche cases arise in tabletop-video game hybrids, where instruction manuals incorporate elements of traditional rulebooks to bridge analog and digital play. Adaptations tied to (D&D), such as the 1988 by , Inc., included condensed D&D rule sets within their manuals, outlining character creation, combat resolution, and spell mechanics derived from the Advanced Dungeons & Dragons (AD&D) system to guide players unfamiliar with the tabletop origins. Later titles like (1998) by extended this by bundling or referencing core D&D rulebooks, with the manual functioning as an abbreviated that integrated video game-specific controls with lore from the setting. As of 2025, fan-driven preservation has innovated with to recreate lost or damaged manuals, allowing enthusiasts to produce tactile replicas of covers, inserts, and even multi-page booklets using home printers and digital scans. Projects shared on platforms like MakerWorld include 3D-printable arcade-style manual holders and custom enclosures for retro game documents, enabling collectors to restore complete-in-box experiences for titles without surviving originals. Additionally, institutions like National Museum of Play in , continue to showcase video game packaging and manuals in exhibits such as the World Video Game Hall of Fame and the International Center for the History of Electronic Games (ICHEG), which houses over 500,000 artifacts including original boxes, cartridges, and instructional materials to highlight their cultural significance.

Cultural and Collectible Aspects

Packaging as Collectibles

Video game packaging has emerged as a significant aspect of culture, driven by and the appreciation of tangible artifacts from gaming history. Sealed original boxes, in particular, command premium prices at auctions due to their rarity and pristine condition. For instance, a factory-sealed copy of Super Mario Bros. for the (NES), released in 1985, sold for $2 million in 2021, setting a record for the most expensive sale at the time. This surge reflects broader trends where unopened packaging preserves the authenticity of early releases, appealing to collectors who value items untouched since manufacture. Key factors contributing to the collectible value include for childhood experiences and the of certain formats, such as the PlayStation 1 (PS1) long boxes produced from 1994 to 1996. These elongated cardboard packages, used for the first 102 PS1 titles to mimic CD jewel case dimensions, are now rare, with sealed examples like fetching around $300 in recent sales as of 2025. Since the , professional grading services have further elevated the market by authenticating and encapsulating packaging in protective slabs, assigning scores on a 100-point scale to assess condition, box integrity, and seal quality. Companies like Video Game Authority (VGA), operational since the mid-2000s but gaining prominence in the , and WATA Games, established around 2017 and later acquired and rebranded under PSA in 2025, have standardized evaluations, boosting confidence among buyers and driving up values for high-grade items. Collector communities thrive through events and online platforms, where enthusiasts trade variants, prototypes, and rare editions. Gaming conventions such as PAX (Penny Arcade Expo) provide spaces for showcasing and acquiring exclusive prototypes and limited packaging, fostering discussions on preservation techniques. Online marketplaces like eBay facilitate the exchange of regional variants and misprints, allowing collectors to build comprehensive sets without physical attendance at events. In the modern era, publishers cater to this demand with limited-edition releases featuring durable materials, such as the 2020 Doom Eternal Collector's Edition steelbook, a metal case designed for display that includes artwork by illustrator Gabz and enhances long-term collectibility. Collectors often employ resealable protective sleeves or box protectors made from archival-safe plastic to safeguard these items for shelf display, preventing dust and wear while maintaining accessibility. The cultural impact of video game packaging extends to popular media, where retro boxes symbolize generational nostalgia and gaming heritage. Films like The Wizard (1989) prominently feature NES packaging and peripherals, portraying them as icons of youth culture, while Boyz n the Hood (1991) references the box and Zapper in scenes evoking everyday play. These depictions reinforce packaging's role as more than mere containment, embedding it in storytelling as a emblem of technological and emotional milestones in entertainment history.

Environmental Impact and Sustainability

The production of packaging has significant environmental consequences, primarily through waste and . Traditional jewel cases and sleeves, often made from or , contribute to substantial non-biodegradable waste; a single video game sleeve contains approximately 55 grams of , much of which ends up in landfills due to low rates for such materials. Since the , the widespread use of these plastics in and DVD-based games has exacerbated e-waste accumulation, with packaging forming a notable portion of the industry's discarded materials. Additionally, the used for outer boxes relies on pulp from wood fibers, contributing to pressures; globally, paper packaging production fells around 3.1 billion trees annually, including those sourced for consumer goods like game boxes. Quantitative assessments highlight the scale of these impacts. Prior to 2020, physical video games accounted for a considerable share of e-waste, with global e-waste, including gaming-related and , seeing only about 25% properly recycled, leading to hazardous leaching from plastics into and . In the , the of producing and shipping physical copies has been estimated at up to 100 times higher than digital downloads, driven largely by material extraction, , and global emissions. Efforts toward sustainability have gained momentum among publishers. Nintendo incorporated recyclable cardboard and reduced plastic in its Switch console packaging starting from the product's 2017 launch, with further optimizations in 2022 that minimized material use and enhanced recyclability. Independent developers have explored biodegradable alternatives, such as mycelium-based or plant-derived materials, with pilots like those by in partnership with initiatives testing compostable sleeves since 2023. Regulatory frameworks and corporate pledges are driving further change. The European Union's Packaging and Packaging Waste Directive (94/62/EC), originally enacted in 1994, has been updated via Regulation (EU) 2025/40, which entered into force in February 2025 and mandates reduced , higher targets, and restrictions on single-use plastics, applying to products across member states from August 2026 onward. , under its Green Management 2030 plan, has committed to limiting plastic in product packaging to 10% or less by 2030 and eliminating it entirely for items weighing 5 kg or under, including PlayStation media. Looking ahead, the ongoing shift toward is projected to lessen packaging-related impacts by eliminating physical production needs, potentially cutting associated emissions significantly. However, sustained demand from collectors for tangible editions continues to support physical releases, balancing environmental gains with market preferences.

References

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