CONFERENCE - CULTURE - MEDIA - DIGITAL - TECHNICAL INTERMEDIATIONS - VIDEO GAMES

The new technical intermediations: The case of video games (Media-culture & digital: New competition issues (s) - Paris, 8th February 2011)

This paper starts with a quick overview of the structure and trends of the global video games market. It then shows how two disruptive technologies (on line games and mobile games) contributed revamping the video games ecosytem, allowing new business models and new forms of intermediation to emerge. It stresses the role of software video games industry as an engine for the growth of the cultural industries.

*This article is an automatic translation of the original article, provided here for your convenience. Read the original article. Culture-media & digital: new competition issues New technical intermediation: the example of video games I. Introduction 1. In the space of a few years, the video game industry, and in particular its software segment, has proven to be one of the most dynamic industries in the contemporary economy. Since its emergence in the early 1970s, the market has grown to an estimated value of between 40 and 50 billion euros. Video games now represent a significant and growing part of the market in which it is generally integrated by classifications, whether it be the content, media and entertainment industry or the software [1]industry. 3. Between 2005 and

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Jean-Paul Simon, The new technical intermediations: The case of video games (Media-culture & digital: New competition issues (s) - Paris, 8th February 2011), September 2011, Concurrences N° 3-2011, Art. N° 37284, www.concurrences.com

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