nep-cul New Economics Papers
on Cultural Economics
Issue of 2022‒06‒20
four papers chosen by
Roberto Zanola
Università degli Studi del Piemonte Orientale

  1. Unpacking Pakistan’s Film Policy By Fahd Zulfiqar
  2. Microtransaction politics in FIFA Ultimate Team: game fans, Twitch streamers, and Electronic Arts By Siuda, Piotr
  3. The application of the regulations on contracts for the supply of digital content and services to video games: The Cyberpunk 2077 case By Geoffray Brunaux
  4. DOES THE RAP WEAR DIOR? THE IMPACT OF RAP ENDORSERS ON LUXURY BRAND PERSONALITY By Suzanne Digital; Gaelle Pantin-Sohier; Romain Sohier; Alice Sohier

  1. By: Fahd Zulfiqar (Pakistan Institute of Development Economics)
    Abstract: A wide array of what cultural policy can encapsulate and as detailed in the verbatim above, there are critical roles to be fulfilled by various stakeholders such as cultural ministries, policymakers, broadcasting media houses, filmmakers, and civil societies. Hence, a sectoral approach impinging upon ‘what choices have to be made, structures imposed, boundaries drawn’ (Bell and Oakley, 2015:8) is necessary for the survival of Creative and Cultural Industries (CCIs) and for effective framing as well as implementation of country’s cultural policy.
    Keywords: Unpacking, Pakistan, Film Policy
    Date: 2021
    URL: http://d.repec.org/n?u=RePEc:pid:kbrief:2021:32&r=
  2. By: Siuda, Piotr
    Abstract: The video game FIFA (Electronic Arts) is an annually released title with a very profitable “FIFA Ultimate Team” (FUT) game mode played by a large community of gamers. This has led to the emergence of celebrity FUT content creators on Twitch and on YouTube, yet also tensions between these individuals, the “average” player, and the game’s developers. The chapter explores players’ attitudes to and issues with the more powerful actors within the FUT ecosystem, offering us an incisive case study of ongoing changes and tensions in the relationships between players, developers, and content creators. In study design and analysis, the qualitative directed content analysis approach was used, as the chapter extands the project conducted over three years on the official FUT forum by one of the authors. Key categories of gamers’ criticism of content creators are indicated, keeping in mind biases that could result from this deductive approach. The players see content creators on Twitch and YouTube as a source of numerous frustrations related to gameplay, as reinforcing the game’s micropayment, and even as solely self-interested profit-makers with little “true” interest in the game. This even extends to what can only be termed conspiracy theories about the relationships between EA and FUT’s most visible content creators, with players proposing numerous surreptious connectinos between the two. The chapter hence shows what happens when successful game content creators, and the “average” player, clash, and how FUT is a valuable case study of emerging power dynamics within gaming and game culture more broadly.
    Date: 2022–05–02
    URL: http://d.repec.org/n?u=RePEc:osf:osfxxx:xpvuk&r=
  3. By: Geoffray Brunaux (URCA - Université de Reims Champagne-Ardenne)
    Abstract: This study includes an analysis of the very recent European regulation relating to contracts for the supply of digital contents and services. This aims to strike a balance between the interests of consumers and that of professionals, which is particularly evident in the video game industry. This balance is sought through the need to provide and maintain a service that meets consumers' expectations, requiring professionals to implement appropriate solutions in the event of a lack of conformity. Maintening digital contents or services leads correlatively to the admission of corrective updates by users, thus integrating their accountability.
    Abstract: Cette étude comporte une analyse de la très récente réglementation européenne relative aux contrats de fourniture de contenus et services numériques. Celle-ci tend à établir un équilibre entre l'intérêt des consommateurs et celui des professionnels, ce qui se manifeste notamment dans le secteur des jeux vidéo. Cet équilibre est recherché à travers la nécessité de fournir et de maintenir un contenu ou un service numérique conforme aux attentes des consommateurs, appelant la mise en oeuvre par les professionnels de solutions adaptées en cas de défaut de conformité. Le maintien du contenu ou du service numérique conduit corrélativement à l'admission de mises à jour correctives par les utilisateurs, intégrant ainsi une certaine responsabilisation de ces derniers.
    Keywords: Numérique,Jeu vidéo,Conformité,Mise à jour,Consommateur
    Date: 2021–09–01
    URL: http://d.repec.org/n?u=RePEc:hal:journl:hal-03633678&r=
  4. By: Suzanne Digital; Gaelle Pantin-Sohier (GRANEM - Groupe de Recherche Angevin en Economie et Management - UA - Université d'Angers - AGROCAMPUS OUEST - Institut National de l'Horticulture et du Paysage); Romain Sohier (Métis Lab EM Normandie - EM Normandie - École de Management de Normandie); Alice Sohier (NIMEC - Normandie Innovation Marché Entreprise Consommation - IRIHS - Institut de Recherche Interdisciplinaire Homme et Société - UNIROUEN - Université de Rouen Normandie - NU - Normandie Université - ULH - Université Le Havre Normandie - NU - Normandie Université - UNIROUEN - Université de Rouen Normandie - NU - Normandie Université - UNICAEN - Université de Caen Normandie - NU - Normandie Université)
    Date: 2021–11–15
    URL: http://d.repec.org/n?u=RePEc:hal:journl:hal-03632422&r=

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