Novas mídias e mercado da experiência: um estudo da indústria de videogames
Autor(a) principal: | |
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Data de Publicação: | 2009 |
Tipo de documento: | Relatório |
Idioma: | por |
Título da fonte: | Repositório Institucional do FGV (FGV Repositório Digital) |
Texto Completo: | http://hdl.handle.net/10438/13424 |
Resumo: | 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. |
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Fontenelle, Isleide ArrudaEscolas::EAESP2015-02-24T15:06:44Z2015-02-24T15:06:44Z2009http://hdl.handle.net/10438/13424Videogames 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.Os videogames estão revolucionando a cultura de entretenimento digital e já movimentam U$27 bilhões anuais, mais do que a indústria de Hollywood foi capaz de arrecadar em 2004 em suas bilheterias de cinema. Encarados por alguns críticos como arte, por outros como escape e ainda como terapia por alguns psicólogos, os videogames apresentam muitos elementos que podem nos ajudar a traçar um panorama de algumas mudanças centrais na cultura do entretenimento no início deste século. Nessa pesquisa, os videogames serão tomados como paradigmáticos da 'economia do acesso'. Esta é produto da imbricação entre tecnologia, mercado e cultura, que teria possibilitado a formação da economia de rede, promovendo um outro tipo de espaço para o capitalismo: não mais o mercado de compra e venda - que durante muito tempo significou algo geograficamente delimitado-, mas o ciberespaço, algo virtual, relacionado ao tempo, promotor de trocas de informações e experiências. Como etapa primeira de um projeto de pesquisa mais amplo, este atual projeto se focará em resgatar a história da indústria dos videogames: quando, onde, como e por que surgiu, e quais os seus desdobramentos contemporâneos. Ou seja: trata-se de um levantamento bibliográfico preliminar sobre o surgimento da 'indústria dos videogames', tomando-o como modelo de uma nova forma de entretenimento – digital e interativo –, buscando-se compreender a lógica que o sustenta e a subjetividade que lhe corresponde.porRelatório de pesquisa FGV/EAESP/NPP;n.8Videogame historyEconomia do acessoCultura da simulaçãoAdministração de empresasVideo games - HistóriaNovas mídias e mercado da experiência: um estudo da indústria de videogamesNew media and experience market: a study of the videogame industryinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/reportreponame:Repositório Institucional do FGV (FGV Repositório Digital)instname:Fundação Getulio Vargas (FGV)instacron:FGVinfo:eu-repo/semantics/openAccessORIGINALRel082009.pdfRel082009.pdfapplication/pdf161780https://repositorio.fgv.br/bitstreams/806960aa-16e0-4cf3-b048-1c141e647871/downloadaed1c44db13f6c454e65eb2e974131f7MD51LICENSElicense.txtlicense.txttext/plain; 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|
dc.title.por.fl_str_mv |
Novas mídias e mercado da experiência: um estudo da indústria de videogames |
dc.title.alternative.eng.fl_str_mv |
New media and experience market: a study of the videogame industry |
title |
Novas mídias e mercado da experiência: um estudo da indústria de videogames |
spellingShingle |
Novas mídias e mercado da experiência: um estudo da indústria de videogames Fontenelle, Isleide Arruda Videogame history Economia do acesso Cultura da simulação Administração de empresas Video games - História |
title_short |
Novas mídias e mercado da experiência: um estudo da indústria de videogames |
title_full |
Novas mídias e mercado da experiência: um estudo da indústria de videogames |
title_fullStr |
Novas mídias e mercado da experiência: um estudo da indústria de videogames |
title_full_unstemmed |
Novas mídias e mercado da experiência: um estudo da indústria de videogames |
title_sort |
Novas mídias e mercado da experiência: um estudo da indústria de videogames |
author |
Fontenelle, Isleide Arruda |
author_facet |
Fontenelle, Isleide Arruda |
author_role |
author |
dc.contributor.unidadefgv.por.fl_str_mv |
Escolas::EAESP |
dc.contributor.author.fl_str_mv |
Fontenelle, Isleide Arruda |
dc.subject.eng.fl_str_mv |
Videogame history |
topic |
Videogame history Economia do acesso Cultura da simulação Administração de empresas Video games - História |
dc.subject.por.fl_str_mv |
Economia do acesso Cultura da simulação |
dc.subject.area.por.fl_str_mv |
Administração de empresas |
dc.subject.bibliodata.por.fl_str_mv |
Video games - História |
description |
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. |
publishDate |
2009 |
dc.date.issued.fl_str_mv |
2009 |
dc.date.accessioned.fl_str_mv |
2015-02-24T15:06:44Z |
dc.date.available.fl_str_mv |
2015-02-24T15:06:44Z |
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info:eu-repo/semantics/report |
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por |
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por |
dc.relation.ispartofseries.por.fl_str_mv |
Relatório de pesquisa FGV/EAESP/NPP;n.8 |
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info:eu-repo/semantics/openAccess |
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openAccess |
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_version_ |
1813797702391037952 |