Pierre-Jean Benghozi, Philippe Chantepie
Video games emerged at the turn of the century as a major sector alongside traditional cultural industries such as book publishing, recorded music, cinema and television. Based on an anthropological spring and carried by a wave of technological innovations, playful practice has been renewed in a few decades to adapt to new reading terminals, from the living room console to the mobile phone. Video games have now become ubiquitous.
However, the economy of this industry remains poorly known and still little explored. It is therefore an overview of the sector that this book offers. It helps to understand how and by which actors are designed, produced and distributed video games, what are the issues specific to this globalized sector (network effects, Internet, importance of fixed costs, rapid renewal of terminals, weight of communities , globalization, etc.) and how they are deployed on the different continents.
By reinventing all the links in the cultural industries – the processes of creation, production, distribution and monetization –, by developing from the outset on a global scale, the video game industry is thus a reflection of technical transformations, industrial, economic carried by the digital revolution as much as it becomes a possible horizon of cultural industries.
By their global, global and ubiquitous dimension, could video games impose themselves as the cultural industry of the century?
PUBLICATION DETAILS
LANGUAGE | BINDING | EDITION | ISBN | YEAR | PAGES |
French | Paperback | 9782724621808 | 2017 | 270 |
OTHER NAMES
Jeux vidéo : l'industrie culturelle du XXIe siècle ?
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