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Pourquoi le jeu vidéo est l’industrie culturelle du xxie siècle

Author

Listed:
  • Pierre-Jean Benghozi

    (ARCEP - Autorité de Régulation des Communications Electroniques et des Postes, i3-CRG - Centre de recherche en gestion i3 - X - École polytechnique - 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)

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.

Suggested Citation

  • Pierre-Jean Benghozi & Philippe Chantepie, 2019. "Pourquoi le jeu vidéo est l’industrie culturelle du xxie siècle," Post-Print hal-03059748, HAL.
  • Handle: RePEc:hal:journl:hal-03059748
    DOI: 10.3917/nect.008.0046
    as

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