French and Francophone Videogames in Transnational Perspective
Research output: Chapter in Book/Report/Conference proceeding › Chapter › peer-review
Standard Standard
Transnational French Studies. ed. / Charles Forsdick; Claire Launchbury. Vol. 6 Liverpool: Liverpool University Press, 2023. p. 207-224 (Transnational Modern Languages).
Research output: Chapter in Book/Report/Conference proceeding › Chapter › peer-review
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Author
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TY - CHAP
T1 - French and Francophone Videogames in Transnational Perspective
AU - Ervine, Jonathan
AU - Dauncey, Hugh
PY - 2023/11/1
Y1 - 2023/11/1
N2 - Videogames constitute an important element of contemporary French and Francophone culture. The videogames industry is significant to France economically, technologically, linguistically and politically and is an element of France's soft power worldwide. French public policy towards videogames has become more supportive of a cultural form often previously judged of little value, within the context of more pluralist definitions of culture and growing recognition of its technological and economic value. Similarly, the place of videogames within French and Francophone studies is slowly expanding. The production, content and playing of Francophone videogames is increasingly globalised and transnational, with French companies collaborating worldwide to produce French- and English-language games, and e-sport, for example involving real-time interactions across the globe.
AB - Videogames constitute an important element of contemporary French and Francophone culture. The videogames industry is significant to France economically, technologically, linguistically and politically and is an element of France's soft power worldwide. French public policy towards videogames has become more supportive of a cultural form often previously judged of little value, within the context of more pluralist definitions of culture and growing recognition of its technological and economic value. Similarly, the place of videogames within French and Francophone studies is slowly expanding. The production, content and playing of Francophone videogames is increasingly globalised and transnational, with French companies collaborating worldwide to produce French- and English-language games, and e-sport, for example involving real-time interactions across the globe.
KW - France
KW - French culture
KW - French society
KW - French studies
KW - Francophonie
KW - creative industries
KW - soft power
KW - videogames
M3 - Chapter
SN - 9781789622560
VL - 6
T3 - Transnational Modern Languages
SP - 207
EP - 224
BT - Transnational French Studies
A2 - Forsdick, Charles
A2 - Launchbury, Claire
PB - Liverpool University Press
CY - Liverpool
ER -