O mercado de games: Gênese, transformações e tendências
2020
Games are part of a multi-billion-dollar cultural industry, having economic and social relevance. In this essay, we seek to carry out a sociogenesis of the games industry, anchored in the concepts of social space and field, from different authors, among them, Pierre Bourdieu. Our time frame begins in the years1940s and continues until the present moment, the beginning of the second decade of the 21st century. We show that this social space has been reconfigured from innovations coming from neighboring fields, such as those of the electronics, computer, telecommunications and gambling. Those reconfigurations imply rearranging the positions of agents, creating institutional structures and establishing diverse social relationships. We conclude with considerations about the future of this industry.
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