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L'engagement virtuel incarné : Conséquences sur les entreprises du segment de MMOG

Author

Listed:
  • Hélène Yildiz

    (CEREFIGE - Centre Européen de Recherche en Economie Financière et Gestion des Entreprises - UL - Université de Lorraine)

  • Alan Reiter

    (CEREFIGE - Centre Européen de Recherche en Economie Financière et Gestion des Entreprises - UL - Université de Lorraine)

  • Jean-Pierre Mouline

    (CEREFIGE - Centre Européen de Recherche en Economie Financière et Gestion des Entreprises - UL - Université de Lorraine)

  • Mohamed Ouiakoub

    (CEREFIGE - Centre Européen de Recherche en Economie Financière et Gestion des Entreprises - UL - Université de Lorraine)

Abstract

Le secteur des jeux vidéo a connu une croissance importante ces dernières années. En 2020, les ventes mondiales de jeux numériques ont représenté plus de 120 milliards de dollars, avec un taux de croissance de 12 % par rapport à l'année précédente (SuperData, 2020). La valeur totale du marché devrait atteindre près de 300 milliards de dollars d'ici 2026. Le développement rapide d'internet et plus récemment du métavers a considérablement bouleversé le monde du jeu vidéo et notamment du MMOG (Massively [...]

Suggested Citation

  • Hélène Yildiz & Alan Reiter & Jean-Pierre Mouline & Mohamed Ouiakoub, 2024. "L'engagement virtuel incarné : Conséquences sur les entreprises du segment de MMOG," Post-Print hal-04526252, HAL.
  • Handle: RePEc:hal:journl:hal-04526252
    DOI: 10.1684/rfg.2024.6
    Note: View the original document on HAL open archive server: https://hal.univ-lorraine.fr/hal-04526252v1
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    References listed on IDEAS

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