Novas mídias e mercado da experiência: um estudo da indústria de videogames
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2009
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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 – that, for a long time referred to something geographically limited – but the cyberspace, something virtual, related to time, and that promotes the exchange of information and experiences. As a first phase of this more comprehensive project, this part will focus on accounting for the history of videogame industry: when, where, how e why it appeared and what are its contemporary implications, e.g. we will be dealing with a preliminary bibliographical account of the advent of the videogame industry, taking it as a new form of entertainment – which is at the same time digital and interactive – trying to understand the logic that underlines the subjectivity that corresponds to it.
