EconPapers    
Economics at your fingertips  
 

Jeux vidéo: d’une industrie technique à une industrie culturelle

Pierre-Jean Benghozi and Philippe Chantepie

Regards croisés sur l'économie, 2022, vol. n° 30-31, issue 1, 75-84

Abstract: The video game industry is the latest addition to cultural industries and is digital from the outset. If it has been built on the traditional principles of the cultural industries, it differs from them in many essential ways. In this respect, the video game industry is a pioneer in general trends that now affect the entire content field. However, the video game business has not been spared by digital changes. They have led the industry to significant changes in its business models and ecosystem.

Date: 2022
References: Add references at CitEc
Citations:

Downloads: (external link)
http://www.cairn.info/load_pdf.php?ID_ARTICLE=RCE_030_0075 (application/pdf)
http://www.cairn.info/revue-regards-croises-sur-l-economie-2022-1-page-75.htm (text/html)
restricted

Related works:
This item may be available elsewhere in EconPapers: Search for items with the same title.

Export reference: BibTeX RIS (EndNote, ProCite, RefMan) HTML/Text

Persistent link: https://EconPapers.repec.org/RePEc:cai:rcedec:rce_030_0075

Access Statistics for this article

More articles in Regards croisés sur l'économie from La Découverte
Bibliographic data for series maintained by Jean-Baptiste de Vathaire ().

 
Page updated 2025-03-19
Handle: RePEc:cai:rcedec:rce_030_0075