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ANALYSE ÉCONOMIQUE INDIVIDUELLE ET COLLECTIVE DE LA PRATIQUE VIDÉO-LUDIQUE

Abstract : Video games have evolved from a youth-oriented marginal activity to a global phenomenon which economic value outweighs many other cultural industries. However, criticisms are still quite common toward a leisure which many consider violent, useless and overall negative. In this article we start by describing the rise of the video-game industry, before we evaluate its current economic weight. Then we continue by taking into account the externalities and other economic effects not reflected by the price. Considering these elements, the overall economic effect of video-games appears to be much more positive than its media treatment could lead us to think, both on an individual and social level.
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https://hal-amu.archives-ouvertes.fr/hal-02562570
Contributor : Pierre Schweitzer <>
Submitted on : Monday, May 4, 2020 - 6:06:05 PM
Last modification on : Wednesday, May 6, 2020 - 1:48:59 AM

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Pierre Schweitzer. ANALYSE ÉCONOMIQUE INDIVIDUELLE ET COLLECTIVE DE LA PRATIQUE VIDÉO-LUDIQUE. Bruno Ely; Hervé Isar; Philippe Mouron. Les Cahiers des Rencontres Droit & Arts, La création numérique ludique : une oeuvre comme les autres ? (3), Presses Universitaires d'Aix-Marseille, pp.113-124, 2020, Les cahiers des rencontres droit & arts, 978-2-7314-1154-6. ⟨hal-02562570⟩

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