État de l'art du jeu vidéo : histoire et usages Antoine Chollet, Isabelle Bourdon, Florence Rodhain - 2012


Support : Références scientifiques
Author(s) : Antoine Chollet, Isabelle Bourdon, Florence Rodhain
Editor : 17ème Congrès de l'AIM 2012 : Association Information et Management, May 2012, Bordeaux, France. pp.100-119, 2012
Date : 2012
Lang : Lang


Abstract : According to the french government, the video game industry has now reached a turnover of 3 billion euros (or 10% of the turnover of the french cultural industry), making it the second European country. This market could reach 3.8 billion by 2014, that is a 27% increase in 3 years. Video game was since always an entertaining technology, not requiring the player a significant interaction or intellectual investment result. Today, video games require more and more players to interact with it in various forms of intellectual or physical (tactil mysteries games, motion capture via the game console). Moreover, virtual communities gather every day on discussions forums, or inside the video game to share and to maintain the product via any suggestions, problems and ideas, like Open Source solutions available on the Internet. Changes in the field of videogame creation that we track in communicating a historical perspective in us focusing in particular to changing uses, leading to changes in corporate behavior and the general public. Therefore, considering video games as a tool, we will show what changes of mentalities and uses throughout history of the video game.



References (2):


Alvarez J., et Djaouti D. (2010), « Introduction au Serious Game », Questions théoriques.


Alvarez J., Djaouti D. & Rampnoux O. (2011), « Typologie des Serious Games », dans Les jeux vidéo comme objet de recherche. L>P. Questions Théoriques, p. 46-65.



Keywords : Video game, State of the art, History, Use, Innovation