Pourquoi le jeu vidéo est l’industrie culturelle du xxie siècle
Pierre-Jean Benghozi () and
Philippe Chantepie
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Pierre-Jean Benghozi: ARCEP - Autorité de Régulation des Communications Electroniques et des Postes, CRG I3 - Centre de recherche en gestion i3 - X - École polytechnique - IP Paris - Institut Polytechnique de Paris - Université Paris-Saclay - I3 - Institut interdisciplinaire de l’innovation - CNRS - Centre National de la Recherche Scientifique
Philippe Chantepie: Ministère de la Culture et de la Communication
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Abstract:
Born digital, now globalized and having evolved in its economy, video games have a bright future ahead of them, also because of their expansion to women and different ages. The video game industry belongs to what are commonly referred to as "cultural and creative industries". Most historical cultural industries such as publishing, cinema and music are very old industries established in the Middle Age or the second half of the nineteenth century respectively, without their historical model, supply chain and organisation having fundamentally changed since the end of the nineteenth century. On the other hand, video games are a very recent industry that has been built inseparably with consumer electronics, computers and large telecommunications networks.
Keywords: Videogames; Creative industries; Business models; Cultural Economy; Cultural policy; Jeu; Numérique; Industrie; Culture; Mondialisation; Chine; Plates-Formes (search for similar items in EconPapers)
Date: 2019
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Published in NECTART , 2019, 8 (1), pp.46 à 55. ⟨10.3917/nect.008.0046⟩
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Persistent link: https://EconPapers.repec.org/RePEc:hal:journl:hal-03059748
DOI: 10.3917/nect.008.0046
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