Jeux vidéo: 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: MCC - Ministère de la Culture et de la Communication
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Abstract:
At the turn of the century, video games emerged as a major sector alongside traditional cultural industries such as book publishing, recorded music, cinema and television. Relying on an anthropological point of view and driven by a wave of technological innovations, games have been renewed in a few decades to adapt to new devices, mobile uses and pervasive smartphones. Video games have become ubiquitous. The economy of this industry remains poorly known, yet little explored. It is therefore an overview of the sector that this book proposes. It makes it possible to understand how and by which actors the video games are conceived, produced and disseminated, what are the specific issues of this globalized sector (network effects, Internet, importance of fixed costs, rapid device renewal, weight of the social communities, globalization, etc.) and how they exist on the different continents.
Keywords: videogames; cultural industries; business models; creative industries; jeux video; industries culturelles; modèles d'affaires; industries créative (search for similar items in EconPapers)
Date: 2017-10-26
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Published in Ministère de la Culture-Deps. Presses de SciencesPo, 2017, Questions de culture
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Persistent link: https://EconPapers.repec.org/RePEc:hal:journl:hal-01674307
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