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<article article-type="research-article">
  <front>
    <journal-meta>
      <journal-id journal-id-type="aggregator">72010604</journal-id>
      <journal-title>Electronic Imaging</journal-title>
      <issn pub-type="ppub">2470-1173</issn><issn pub-type="epub"></issn>
      <publisher>
        <publisher-name>Society for Imaging Science and Technology</publisher-name>
      </publisher>
    </journal-meta>
    <article-meta>
      <article-id pub-id-type="doi">10.2352/ISSN.2470-1173.2018.04.SDA-290</article-id>
      <article-id pub-id-type="sici">2470-1173(20180128)2018:4L.2901;1-</article-id>
      <article-id pub-id-type="publisher-id">s14.phd</article-id>
      <article-id pub-id-type="other">/ist/ei/2018/00002018/00000004/art00014</article-id>
      <article-categories>
        <subj-group>
          <subject>Articles</subject>
        </subj-group>
      </article-categories>
      <title-group>
        <article-title>The History of Stereoscopic Video Games for the Consumer Electronic Market</article-title>
      </title-group>
      <contrib-group>
        <contrib>
          <name>
            <surname>Benoit</surname>
            <given-names>Ilicia</given-names>
          </name>
        </contrib>
        <contrib>
          <name>
            <surname>Kurland</surname>
            <given-names>Eric</given-names>
          </name>
        </contrib>
      </contrib-group>
      <pub-date>
        <day>28</day>
        <month>01</month>
        <year>2018</year>
      </pub-date>
      <volume>2018</volume>
      <issue>4</issue>
      <fpage>290-1</fpage>
      <lpage>290-7</lpage>
      <permissions>
        <copyright-year>2018</copyright-year>
      </permissions>
      <abstract>
        <p>This paper focuses on at-home electronic gaming systems with true stereoscopic displays that were produced for the consumer electronic market and made available for retail purchase and aims to be the most accurate historical account to date. Systems which floor set in retailers and
 achieved some amount of consumer sell through will be organized chronologically by the date of their release, establishing an accurate timeline in which a historical account may be presented. The technical specifications, hardware designs, user interfaces and software releases will be summarized
 and determine which stereoscopic category each fall into based on the specific format the medium's content is presented in and device in which it is displayed.</p>
      </abstract>
      <kwd-group>
        <kwd>Stereoscopic</kwd>
        <kwd>Retail</kwd>
        <kwd>Video Games</kwd>
        <kwd>General Consumer</kwd>
        <kwd>History</kwd>
        <kwd>Consumer Electronics Market</kwd>
        <kwd>Display Technologies</kwd>
      </kwd-group>
    </article-meta>
  </front>
</article>
