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Master Thesis

L'internalisation progressive des portails de distribution dans la filière du jeu vidéo et les transformations des modes de production : une analyse de l'articulation entre matérialités des plateformes et pratiques professionnelles en studio de développement

Abstract : Could we link systematically tie the technical, functional or formal platforms features to players and developers practices? Do these characteristics played a part in the way the video game industry was shaped? Tracing the materialities history in the video games industry, we attempt to reconstitute a link between technical and human domains in the last thirty years and then in the current circumstances. Doing this we see at the beginning of this work how distribution seems to be at the heart of the most important materialities changes in the past few years. The progressive arrival of distribution portals which allow users to download remotely bought contents tend to change the order in this sector and more generally in the industry. " Traditionally ", the medium was mostly separated from the game machine, its production and copy were sources of important hazards for development studios, without even dealing with its delivery to retail outlets and the sales monitoring of the product which was necessarily reliant on all the intermediaries of the " physical " distribution. These objects we name distribution portals, usually called " dematerialized platforms " among the actors of the industry, are carriers of their operators' speeches and bring a set of materialities. It seems important to us to bring together these speeches and a historical perspective to avoid to think their arrival and the proposition that is done by these devices as a sudden change. In order to draw the object boundaries, we make in the first part a commented observation of the Steam portal. The interest of such an approach is to bring face to face this completed and complicated vision of the video game materialities evolution with the inclusion of these materialities by the structure which is the development studio and its members. It is in the rest of this work, firstly by borrowing the " classical " theoretical angles of the critical approach of political economy and then by focusing on the studio members' speeches, that we try to highlight all the negotiations, sometimes disputes, of producers with what is proposed to them. In the end, to link video games materialities and varied selected questioning of political economy of communication hold the interest to push the research of significant elements on a mid to long term basis likely to constitute the video game history. It is a work that allows to build an increased understanding of the industry and avoiding an artificial split of technical evolutions.
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Master Thesis
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https://dumas.ccsd.cnrs.fr/dumas-01069732
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Submitted on : Monday, September 29, 2014 - 4:44:49 PM
Last modification on : Tuesday, May 11, 2021 - 11:36:17 AM
Long-term archiving on: : Tuesday, December 30, 2014 - 11:45:15 AM

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  • HAL Id : dumas-01069732, version 1

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Quentin Fait. L'internalisation progressive des portails de distribution dans la filière du jeu vidéo et les transformations des modes de production : une analyse de l'articulation entre matérialités des plateformes et pratiques professionnelles en studio de développement. Sciences de l'information et de la communication. 2014. ⟨dumas-01069732⟩

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