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Video games: from a technical to a cultural industry

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

Pierre-Jean Benghozi () and Philippe Chantepie
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Pierre-Jean Benghozi: 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, UNIGE - Université de Genève = University of Geneva
Philippe Chantepie: Ministère de la Culture et de la Communication

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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
New Economics Papers: this item is included in nep-cul and nep-pay
Note: View the original document on HAL open archive server: https://hal.science/hal-03889395v1
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Published in Regards croisés sur l'économie, 2022, Les deux sous de la culture. Financer le secteur culturel, 30/31 (1/2), pp.75-84

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