Videogames are revolutionizing the digital entertainment culture, turning, now, U$27 billion dollars per year, more than the Hollywood Industry could collect in 2004 at box offices. Viewed by some critics as an art, by others as an escape and as a therapy by some psychologists, videogames show a lot of elements that could help us to draw a picture of some central changes in our interactive entertainment culture at the beginning of this century. In this research, videogames are taken as a paradigm of the access economy, which is a product of interaction between technology, market and culture. This could have enable the formation of the net economy, promoting a different environment for capitalism: no longer the market of buying and selling –...
This is the third chapter of my book 'The business and culture of digital games. Gamework/Gameplay'....
La portée culturelle des jeux vidéo passe par le plaisir que les joueurs prennent à leurs pratiques....
The paper examines the video game industry in the perspective of being the paradigm of innovation in...
Os videogames estão revolucionando a cultura de entretenimento digital e já movimentam U$27 bilhões ...
Videogames represent the largest cultural industry in the world. Their sales and users continue grow...
Videogames represent the largest cultural industry in the world. Their sales and users continue grow...
Sweeping advancements in digital technology have greatly influenced the evolution of every industry ...
In this paper it is developed the state of the art in relation to studies that have inquired about t...
Video games are a capitalist product and media type focused on entertainment, through its interactiv...
In this paper it is developed the state of the art in relation to studies that have inquired about t...
This paper considers how video game culture helps understand society as a set of designed experience...
The game is constantly present in the life of a man and is needed both for the individual and the so...
Este estudo visa mostrar que videogames não são apenas entretenimento e têm grandes impactos sociais...
Artículo presentado en la conferencia "Under the Mask: Perspectives on the gamer". University of Bed...
The following document presents a state of the art of research in the field of social and human scie...
This is the third chapter of my book 'The business and culture of digital games. Gamework/Gameplay'....
La portée culturelle des jeux vidéo passe par le plaisir que les joueurs prennent à leurs pratiques....
The paper examines the video game industry in the perspective of being the paradigm of innovation in...
Os videogames estão revolucionando a cultura de entretenimento digital e já movimentam U$27 bilhões ...
Videogames represent the largest cultural industry in the world. Their sales and users continue grow...
Videogames represent the largest cultural industry in the world. Their sales and users continue grow...
Sweeping advancements in digital technology have greatly influenced the evolution of every industry ...
In this paper it is developed the state of the art in relation to studies that have inquired about t...
Video games are a capitalist product and media type focused on entertainment, through its interactiv...
In this paper it is developed the state of the art in relation to studies that have inquired about t...
This paper considers how video game culture helps understand society as a set of designed experience...
The game is constantly present in the life of a man and is needed both for the individual and the so...
Este estudo visa mostrar que videogames não são apenas entretenimento e têm grandes impactos sociais...
Artículo presentado en la conferencia "Under the Mask: Perspectives on the gamer". University of Bed...
The following document presents a state of the art of research in the field of social and human scie...
This is the third chapter of my book 'The business and culture of digital games. Gamework/Gameplay'....
La portée culturelle des jeux vidéo passe par le plaisir que les joueurs prennent à leurs pratiques....
The paper examines the video game industry in the perspective of being the paradigm of innovation in...