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.
Ilicia Benoit, Eric Kurland, "The History of Stereoscopic Video Games for the Consumer Electronic Market" in Proc. IS&T Int’l. Symp. on Electronic Imaging: Stereoscopic Displays and Applications XXIX, 2018, pp 290-1 - 290-7, https://doi.org/10.2352/ISSN.2470-1173.2018.04.SDA-290