Étude comparative des politiques publiques de soutien au secteur des jeux vidéo
Les cas du Canada, de la Chine, de la Corée du Sud et de la France
Bibliographic Data
| ID | 6450494 |
|---|---|
| Authors | Jean Paul Simon (0000-0001-7331-4797, corresponding author) |
| Year | 2025 |
| Volume | 30 |
| Publication date | 2025-01-01 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Revue française des sciences de l’information et de la communication (JOURNAL) |
| Journal identifiers | ISSN: 2263-0856 • E-ISSN: 2263-0856 |
| Publisher | OpenEdition (PUBLISHER) |
| DOI | 10.4000/154ef |
| OpenAlex | W7104537671 |
| Language | FR |
| References cited | 12 |
In recent decades, video games have become one of the major engines of growth in the creative industries and one of the most important and dynamic segments of the media and entertainment sector. In 2009, video gaming’s global revenue was US$ 52 billion; now estimates anticipate a rise from US$227 billion in 2023 to US$ 327 billion in 2028. The industry has been widening its audience to include older and more female users. Worldwide, there were over three billion players at the end of 2022. It took three decades for the entertainment video industry to be recognised as a major industry. Then the sector has been progressively acknowledged as an economic and cultural asset. The public authorities of many countries started developing specific support policies. Often these policies depended on the interventionist (or non-interventionist) traditions of the countries involved, as well as on the initial situation in each case. Even if the interventions are ultimately about supporting the industry, the hierarchy of goals differs. This article offers a comparative study of public policies supporting the video game industry. It seeks to highlight the diverse motivations behind these policies, including economic development, support for technological innovation, assistance with creation, heritage development, and the promotion of cultural heritage. The article focuses on four countries (Canada, China, North Korea, and France) to show how these policies, which may appear similar, are primarily the product of local, national, and regional histories and contexts
Cultural institution · Entertainment · Entertainment industry · Hierarchy · Product (mathematics · Promotion (chess · Revenue · Video game · Cultural Industries and Urban Development · Digital Games and Media · Diverse multidisciplinary academic research
| Highly cited | No |
|---|