Since the 70’s, video and computer games as entertainment have established themselves firmly in some social groups. The turnover earned with computer and video games around the world since the year 2000 has exceeded what the film branch managed from cinemas. The growing spread of the technical infrastructure as a requirement for playing them – whether owning a games console or a PC – and the connecting of this hardware to the Internet is changing the traditional structures of this area. In addition, there is the constantly growing significance of mobile games platforms –from the traditional GameBoy to the multimedia mobile.
Leibniz-Institut für Medienforschung │ Hans-Bredow-Institut (HBI)