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Auteur Flore OZAWA |
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Doing business in Latin America and Southeast Asia. Nintendo and The Digitalization of Gaming Industry: Is Nintendo ready for digital games and to winning Southeast Asia market ? / Flore OZAWA / 2019
Titre : Doing business in Latin America and Southeast Asia. Nintendo and The Digitalization of Gaming Industry: Is Nintendo ready for digital games and to winning Southeast Asia market ? Type de document : Mémoire Auteurs : Flore OZAWA, Auteur Année de publication : 2019 Importance : 28 p. Note générale : Pour accéder aux fichiers PDF, merci de vous identifier sur le catalogue avec votre compte Office 365 via le bouton CONNEXION en haut de page. Langues : Anglais (eng) Mots-clés : Management
INDUSTRIE CULTURELLE SECTEUR ; INNOVATION TECHNOLOGIQUE ; SOCIETE DE CONSOMMATIONRésumé : Whereas consumers are spending more time than ever on games, the gaming industry is verging on the most significant change of its history and have to adapt to a set of transformational digital trends. The impact of digitalization in gaming industry is usually misunderstood, or even undermined. Indeed, for many people, video games can be considered the quintessential digital entertainment medium. And so, a common mistake is to think that the digitalization of our society is a natural continuity for gaming industry. I think it’s partly ignoring the core gaming industry and the very specific, intense and paradoxical relationship between software (games) and hardware (consoles) in this sector. Insofar as the proper of digitalization is to dematerialize hardware supports, digitalization appears to be a disruptive innovation within the gaming industry. Therefore, what is the impact of digitalization for a dedicated game system firm? This paper addresses this issue through a longitudinal case study of the Asian game market, focusing on a very traditional dedicated game compagnie : Nintendo. Is Nintendo ready for digital games and to take the opportunity of Southeast Asia market ? The purpose of this article is to provoke thought on the videogame issue – as a vector of cultural practices and images – for the soft power of a country (in this case Japan), and its place in the current digital race concerning 5G and cloud. Note de contenu : PGE: Bibliogr.P. 7-10 Annexes Programme : PGE-Rouen Spécialisation : Entrepreneurship Permalink : https://cataloguelibrary.neoma-bs.fr/index.php?lvl=notice_display&id=496418
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