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Titre : |
How dematerialisation and technological developments have transformed the western video games market? |
Type de document : |
Mémoire |
Auteurs : |
Simon MASSIN, Auteur |
Année de publication : |
2022 |
Importance : |
41p. |
Note générale : |
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Langues : |
Français (fre) |
Mots-clés : |
Management TECHNOLOGIE ; DEMATERIALISATION
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Résumé : |
The idea of this topic is to understand how a market such as the video game market in Europe and the USA manages to cope with the sometimes-brutal changes in its functioning, this market is today the most imposing in terms of cultural products, equivalent to that of the cinema, the book and the music combined, it is thus essential to investigate it. Why is this subject essential? Because understanding the choices that have been made in the past in the face of these strategic challenges by the players in this market, the natural joint developments between this market and the technologies will also allow us to potentially foresee future developments and to think about how to prepare for them. It is by looking back that we can predict what lies ahead. So, we can ask: How dematerialisation and technological developments have transformed the western video games market? This topic will obviously deal with video games, cultural products, but also with technological developments, and dematerialisation which is the most important and recent challenge for the giants of this sector. It will also be about companies trying to maximise their market share, but also about many buyers with different motivations and consumption patterns. This topic will be based on the changes of the last few years except for the historical part which will take us back 60 years. If I have chosen to talk mainly about the European and North American market, it is for a simple reason, because they are the 2 biggest markets with China and Japan. |
Programme : |
MSc Cultural & Creative Industries |
Permalink : |
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