Companies and history – Number 2022/4 – n° 109 – Video games

Page 7 to 17: David Massé and Thomas Paris – Video games: a brief history of the structuring of a major industry | Page 18 to 35: Jean-Paul Simon – The metamorphoses of a digital native: an evolving economic geography | Page 36 to 46: Alexis Blanchet – The industrial production of video games in France: history of a sector that wanted to be industry (1973-1991) | Page 47 to 63: Denise Tsang – Internalizing knowledge in the innovative British video game industry | Page 64 to 80: Julien Lalu – The French video game industry faced with the 2003 crisis: the example of a new political involvement | Page 81 to 100: Frédéric Leroy – Life and death of the editor THQ | Page 101 to 116: Thomas Paris, Pierre Poinsignon and Alexandre Viard – The lives of Focus, a “player” in the history of video games | Page 117 to 137: David Massé, Héloïse Berkowitz and Thomas Paris – Organizing the performativity of a creative vision: A longitudinal study (1987-2013) of the rationalization of game design at Ubisoft | Page 138 to 156: Feichin Ted Tschang, Beatrice D’Ippolito and Mathieu-Claude Chaboud – Videogames and their material representations: prototyping interactive experiences for social and cognitive purposes | Page 157 to 164: David Cage, Philippe Chantepie, Cyril Derouineau, Jehanne Rousseau, Mathieu Triclot, Thomas Paris and David Massé – The history of video games, between creation and technology | Page 165 to 170: Thomas Paris – The Kalisto method | Page 171 to 173: Thomas Paris – Will we finally adapt the game of carp and rabbit to the cinema? | Page 174 to 178: Bertrand Brocard and Philippe Dubois – The archives of the National Video Game Conservatory and the MO5 association | Page 179 to 183: Valérie Gelézeau and Pierre-Antoine Dessaux – Reading theses and HDRs | Page 184: News | Page 185: Books received.

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