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Modèles d’affaires, designs de produit et pre-shakeout. Vers une industrie créative de la réalité virtuelle?

Author

Listed:
  • Fabrice Rochelandet

    (IRMÉCCEN - Institut de Recherche Médias, Cultures, Communication et Numérique - Université Sorbonne Nouvelle - Paris 3 - LABEX ICCA - UP13 - Université Paris 13 - Université Sorbonne Nouvelle - Paris 3 - CNRS - Centre National de la Recherche Scientifique - UPCité - Université Paris Cité - Université Sorbonne Paris Nord)

  • Inna Lyubareva

    (IMT Atlantique - LUSSI - Département Logique des Usages, Sciences sociales et Sciences de l'Information - IMT Atlantique - IMT Atlantique - IMT - Institut Mines-Télécom [Paris], LEGO - Laboratoire d'Economie et de Gestion de l'Ouest - UBS - Université de Bretagne Sud - UBO - Université de Brest - IMT - Institut Mines-Télécom [Paris] - IBSHS - Institut Brestois des Sciences de l'Homme et de la Société - UBO - Université de Brest - UBL - Université Bretagne Loire - IMT Atlantique - IMT Atlantique - IMT - Institut Mines-Télécom [Paris])

Abstract

This article envisages the impact of virtual reality (VR) on the cultural and creative industries (CCIs). Although these innovations have given rise to the production of a huge diversity of immersive content (including a certain number of hits), no creative industry seems to be emerging. Among the explanations is the absence of a business model that clearly differentiates itself from existing CCIs. Our study identifies the main business models of VR in the arts and culture while evaluating their degree of originality. It appears that VR-based cultural productions are clearly in a pre-shakeout phase marked by a diversity of designs and business models located between two major polarities: video games and audiovisual on the one hand, art installations on the other hand. The emergence of a dominant design will have to articulate elements of these two polarities.

Suggested Citation

  • Fabrice Rochelandet & Inna Lyubareva, 2023. "Modèles d’affaires, designs de produit et pre-shakeout. Vers une industrie créative de la réalité virtuelle?," Post-Print hal-04991688, HAL.
  • Handle: RePEc:hal:journl:hal-04991688
    DOI: 10.1446/113238
    as

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