Decreto Del Direttore Amministrativo N

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Decreto Del Direttore Amministrativo N Corso di Laurea magistrale (ordinamento ex D.M. 270/2004) in Marketing e comunicazione Tesi di Laurea L’industria dei Videogames e lo Sviluppo Italiano Relatore Ch. Prof. Giovanni Vaia Laureando Riccardo Tonazzo Matricola 847430 Anno Accademico 2015 / 2016 1 Secondo alcuni l’essere umano, giocando, ubbidisce a un gusto innato d’imitazione. Oppure soddisfa a un bisogno di rilassamento. O fa un esercizio preparatorio alla grave operosità che la vita esigerà da lui. O ancora il gioco gli serve da allenamento per l’autocontrollo. Altri ancora ne cercano il principio in un connaturato bisogno di causare o di essere capace di qualche cosa, o nell’ansia di dominare, o in quella di concorrere. Altri ancora considerano il gioco come un’innocua evacuazione di istinti nocivi, o come un necessario complemento di un’attività troppo unilaterale, o come l’appagamento, con una finzione, di desideri in realtà inappagabili e, in quanto tale, capace di conservare il senso della personalità. Si potrebbe assai bene accettare tutte le suesposte spiegazioni una accanto all’altra, senza con ciò incorrere in un’imbarazzante confusione d’idee. Ne consegue che tutte sono spiegazioni soltanto parziali. J.H. Questa tesi rappresenta il compimento di un percorso che mi ha cambiato profondamente, oltreché formato. È il raggiungimento di qualcosa che avrei creduto impossibile solo alcuni anni fa, a dimostrazione del fatto che ogni cosa è possibile e soprattutto meritevole di impegno, sforzo, sacrificio, se la desideriamo veramente. Tale traguardo è stato possibile anche grazie a delle persone che non hanno mai solo semplicemente saputo ascoltare, consigliare o criticare, ma bensì hanno vissuto con me le difficoltà e le sfide emerse negli anni. A loro vanno i miei più sinceri ringraziamenti, insieme a quelli per la mia famiglia, che mi ha supportato durante questo percorso. Ma il ringraziamento più grande è per te J., perché tu sei ciò che più ammiro, ciò che più rispetto e ciò che più amo al mondo. 2 3 Introduzione ........................................................................................................................................................... 5 Capitolo 1 – L’industria del videogioco.................................................................................................... 8 La storia.................................................................................................................................................................. 8 Le piattaforme videoludiche .......................................................................................................................14 Home Console ...............................................................................................................................................15 Personal Computer .....................................................................................................................................25 Mobile ...............................................................................................................................................................45 Capitolo 2 – L’organizzazione industriale........................................................................................... 61 Supply Chain.......................................................................................................................................................61 Sony....................................................................................................................................................................63 Microsoft ..........................................................................................................................................................65 Microsoft e Sony: un’analisi .....................................................................................................................69 Value Chain .........................................................................................................................................................71 Capitolo 3 – L’industria videoludica italiana..................................................................................... 83 Gli inizi ..................................................................................................................................................................83 Il mercato italiano ............................................................................................................................................87 Sondaggio sugli studi di sviluppo italiani ..............................................................................................90 Mappatura aziendale .................................................................................................................................91 Mappatura della produzione ..................................................................................................................95 Considerazioni sul comparto..................................................................................................................99 Conclusioni......................................................................................................................................................... 121 Sviluppatori italiani intervistati ............................................................................................................. 126 Bibliografia e sitografia .............................................................................................................................. 128 4 Introduzione Ottocento milioni di dollari. Questo è il sell out delle prime 24 ore del videogioco “GTA V”, prodotto e pubblicato da Rock Star Games. 256 milioni di dollari il budget per la produzione, che nel settore dell'entertainment è secondo solo ai 300 milioni di dollari spesi per il blockbuster hollywoodiano più costoso della storia, la terza pellicola de i "Pirati dei Caraibi". È usuale commisurare il mercato videoludico con i suoi "pari" quali movie e music industry ma tuttavia tale confronto, pur essendo immediato, è oramai obsoleto. I videogame da anni mostrano numeri spesso superiori a quelli degli altri settori del video entertainment. In comune però hanno l'andamento delle vendite, con pochi titoli di successo che monopolizzano gran parte del giro d'affari. È il caso di “GTA”, “Call of Duty”, la serie sportiva “Fifa”, etc. Queste cifre raccontano un'industria estrema e decadente al tempo stesso, con i difetti di Hollywood e i pregi delle economie di rete. Una industria frammentata, con una "coda" sempre più lunga e sempre più interessante, popolata da applicazioni, giochi indipendenti e casual games con budget bassissimi (10-50mila euro) ma con una potenza di fuoco fortissima: non solo console ma anche tablet, smartphone e dispositivi mobili. Non si comprano più al negozietto di appassionati sotto casa, ma si scaricano da internet, su piattaforme con a disposizione migliaia di titoli come Steam o Origin o dai più comuni app store (Tremolada, 2013). Il mercato del digital entertainment ha visto negli anni una rapida, seppur altalenante, espansione del proprio business, ampliando il mercato grazie alle tecnologie di rete, alla diffusione degli smartphone, dei tablet, dei social network, delle piattaforme di crowdfunding e generando un enorme incremento nell'utilizzo dei prodotti videoludici digitali nella vita quotidiana di milioni di persone. L'innovazione tecnologica in primis ha quindi svolto un ruolo essenziale nel traghettare un settore popolato principalmente da appassionati o "hard gamer" verso il mercato di massa dei "casual gamer" e nell’ampliare in modo sostanziale l’assortimento di questi prodotti: semplici passatempo, occasioni di divertimento 5 condiviso con famiglia ed amici, fonti educative nei più svariati ambiti, piccole opere d'arte, argute storie interattive, appassionanti racconti degni di premi internazionali, triti blockbuster dai profitti milionari. E così come variegato è il prodotto in questione, così variegato si sta mostrando l'audience. Se volgiamo lo sguardo verso gli utilizzatori stessi possiamo carpire alcune interessanti informazioni. Tramite l'annuale ricerca condotta dall'Entertainment Software Association – organizzazione statunitense che raccoglie ed elabora dati statistici sul settore – veniamo a sapere che più di 150 milioni di americani utilizzano videogames, su differenti dispositivi, ed il 42% di essi ne fanno uso quotidianamente, o per almeno tre ore alla settimana. Il 74% dei videogiocatori ha un'età 18 anni o superiore, mentre il giocatore medio ha un'età di 35 anni. Quasi la metà (44%) dei giocatori sono donne e coloro di età superiore ai 18 anni rappresentano una frazione significativamente maggiore della popolazione dei videogiocatori (33%) rispetto ai ragazzi di età pari a 18 anni o più giovani (15%). La maggioranza dei genitori (63%) pensa che i videogiochi costituiscano una parte positiva della vita dei loro figli: l'85% crede che i videogiochi rappresentino divertimento per tutta la famiglia e il 75% pensa che i videogames offrano una buona opportunità di connessione con il loro bambino (ESSENTIAL FACTS ABOUT THE COMPUTER AND VIDEOGAME INDUSTRY, 2016). Questi dati mostrano, pur essendo limitati al mercato USA, un'evoluzione del mercato videoludico, una sua espansione a categorie di utenti che negli anni passati gli erano precluse e la nascita di diversi aspetti sociali del tutto inediti. Ma come, di preciso, si è evoluto il settore? Partendo dal mitico “Pong”
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