Video games: the cultural industry of the twenty-first century?

The Department of Studies, Foresight and Statistics of the Ministry of Culture publishes, in co-edition with the Presses de Sciences Po,  “Video games: the cultural industry of the twenty-first century?”

Summary
At the turn of the century, video games emerged as a major sector alongside traditional cultural industries such as book publishing, recorded music, cinema and television. Relying on an anthropological point of view and driven by a wave of technological innovations, the gaming has been renewed in a few decades to adapt to new reading terminals, from the video game console to the mobile phone. Video games have become ubiquitous.
The economy of this industry is barely known, still little explored. Therefore, this book shows an overview of the sector. It makes it possible to understand how and by which actors the video games are conceived, produced and disseminated, what are the specific issues to this globalized sector (network effects, Internet, important obligatory costs, renewal of fast terminals, communities’ power , globalization, etc.) and how they are deployed on different continents.
By reinventing all the links of the cultural industries – processes of creation, production, distribution and monetization – by developing from the outset on a global scale, the video game industry is a reflection of technical, industrial, economic transformations, driven by the digital revolution so that it could become a possible horizon of cultural industries.
By their global, planatory and omnipresent dimension, can video games become the cultural industry of the 21st century?

More.

New work « Le travail de la gamification. Enjeux, modalités et rhétoriques de la translation du jeu au travail » released

The collective work “Le travail de la gamification. Enjeux, modalités et rhétoriques de la translation du jeu au travail”(The work of gamification. Issues, modalities and rhetoric of the translation of the game at work)is released, directed by Yanita Andonova, Pierre Lenel, Anne Monjaret, Aude Seurrat and Emmanuelle Savignac at Editions Peter Lang.

See more about the work.

Symposium “Play between the Middle Ages and modernity”

The symposium “Play between the Middle Ages and modernity” will take place on 17 and 18 November 2017 in Treviso, Italy. It proposes a historiographic and new critical interpretation of the ethical culture of the game as form and norm of social life in the history of medieval Europe (14th-17th century).

Website of Symposium

Symposium Program

Call for papers RESET: Gender and the Internet, ordinary uses under the imaginary

RESET is a journal that considers the Internet as a field of inquiry and a research object for the understanding of the social world.

A call for papers has been launched. For this eighth issue, the journal focuses on “Gender and the Internet, ordinary uses under the imaginary”. The deadline for submitting proposals is November 1st 2017. Proposals must be written in French or in English.

Download the call for papers(in French)