Novas mídias e mercado da experiência: um estudo da indústria de videogames

Detalhes bibliográficos
Autor(a) principal: Fontenelle, Isleide Arruda
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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spelling 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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