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The Nordic welfare state and computer games: The Swedish case 1950-2010
2017 (Engelska)Konferensbidrag, Muntlig presentation med publicerat abstract (Refereegranskat)
Abstract [en]

The Swedish game industry has received a lot of attention the last couple of years. In particular, a few game developing companies like Mojang (Minecraft) and King (Candy Crush) have been celebrated for their spectacular financial success. The Swedish achievements might be extra notable because they coincided with a period in which the industry was going through considerable transformations. However, most reports and stories written about the Swedish game industry are stuck in what Huhtamo calls the “chronicle era” (Huhtamo 2005). Most of the historical narratives are descriptive, sensationalist and focus exclusively on successful companies or individuals. Most historical accounts are written by enthusiasts, journalists and scholars who lack a critical distance and fail to frame the development within a broader historical context.

This paper will therefore explore the broader technological and political context of Swedish game history. The paper will examine the unique Nordic welfare state politics, predominantly the period 1950 to 2010, in relation to the development of larger computers investments and computer game development. It will also discuss the Swedish case within a broader development of a global game industry. The aim is to contribute with a new analysis of the historical development of the industry as well as discussing the emerging industry in relation to larger political and technological shifts.

Ort, förlag, år, upplaga, sidor
2017.
Nationell ämneskategori
Ekonomisk historia
Forskningsämne
ekonomisk historia
Identifikatorer
URN: urn:nbn:se:umu:diva-142996OAI: oai:DiVA.org:umu-142996DiVA, id: diva2:1166149
Konferens
NordMedia 2017, Tampere, Finland
Tillgänglig från: 2017-12-14 Skapad: 2017-12-14 Senast uppdaterad: 2018-06-09

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  • de-DE
  • en-GB
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  • fi-FI
  • nn-NO
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  • sv-SE
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  • asciidoc
  • rtf