Jeux vidéo : l'industrie culturelle du XXIe siècle ?


First Edition

The economy of the video game industry has not yet been well explored and remains largely unknown. This volume therefore provides an overall view of the sector. It allows us to understand how, and by which actors, video games are designed, produced, and distributed, and what the specific stakes of this globalised sector are. Read More

At the turn-of-the-century, video games emerged as a major sector alongside traditional culture industries such as publishing, recorded music, cinema or television. Drawing on anthropological resources and propelled by a wave of technological innovation, this pastime was revived in just a few decades, adapting to new handheld devices, mobile phones, and lounge consoles. Video games are now omnipresent.

Yet the economy of this industry has not yet been well explored and remains largely unknown. This volume therefore provides an overall view of the sector. It allows us to understand how, and by which actors, video games are designed, produced, and distributed, and what the specific stakes of this globalised sector are (network effects, internet, substantial fixed costs, rapid renewal of devices, impact of communities, globalisation, etc.). It also explores the way in which video games spread throughout different continents. By reinventing all the links in the chains of culture industries – the creation process, production, distribution and monetisation – and developing on a global scale, the video game industry has become the reflection of the technical, industrial, and economic transformations of the digital revolution. It also presents a possible new horizon for culture industries.

Could video games, due to their global and omnipresent nature, become the culture industry of the 21st century?


Paperback - In French 18.00 €

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Specifications


Publisher
Presses de Sciences Po
Co-publisher
Ministère de la Culture-Deps
Author
Pierre-Jean Benghozi, Philippe Chantepie,
Language
French
Publisher Category
> Political Economics > International Economy
Publisher Category
> International field
BISAC Subject Heading
GAM000000 GAMES & ACTIVITIES > BUS069000 BUSINESS & ECONOMICS / Economics
BIC subject category (UK)
JF Society & culture: general
Dewey (abridged)
300-399 Social sciences
Onix Audience Codes
06 Professional and scholarly
Title First Published
26 October 2017
Type of Work
Monograph
Includes
Bibliography

Paperback


Publication Date
26 October 2017
ISBN-13
9782724621808
Product Content
Text (eye-readable)
Extent
Main content page count : 272
Code
9782724621808
Dimensions
13.8 x 21 cm
Weight
382 grams
ONIX XML
Version 2.1, Version 3

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Contents


Introduction 
Chapitre 1 - Une industrie numérique culturelle
Chapitre 2 - Chaîne de valeur
Chapitre 3 - Modèles d'affaires et monétisation
Chapitre 4 - Pratiques, consommation et usages
Chapitre 5 - Un secteur reflet de la mondialisation 
Chapitre 6 - Politiques publiques et compétition internationale 
Conclusion 
Glossaire 
Bibliographie 
Table des tableaux et graphiques 
Table des matières