Culture is future » Innovation and digital



Video games are at the heart of current hot topics. There is a boom in the use of cellphone games, an exponential increase of social games, as well as new game consoles: it is impossible to escape this phenomenon which transforms our daily use of technology into a more whimsical, connected and “smart” practice. From video game to smart everything.

The Los Angeles E3 and declaration of the CES 2014

While the E3 is currently taking place in Los Angeles and extends to June 13th, the Consumer Electronics Show (International CES)  - the most important convention dedicated to researching innovative electronic technologies – will devote its 2014 edition to latest video game equipment and software. Gaining traction from its social components and the heightened use of cellphones, the video game market has been undergoing a steady increase for forty years now. Cellphone games have known significant growth these past years with increases exceeding 100% in 2011 and 2012. The video game market is expected to reach 5 billion USD dollars by 2015. AMD, Innex, Intel, Logitech, Nokia, Nvidia, Orbotix et Sony are the main players in the video game market and will all be present during the release of their most sensational technologies.  

The declaration of the CES 2014 edition, as well as the E3 in Los Angeles present opportunities to learn from these important conventions in which the featured innovations seem to carry the influential seeds for future market products of creative industries, and subsequently influence our use of them.  

From smart everything to video games, and vice-versa

The “smart everything”, in other words understanding technology’s “relationship to humans”, was the core theme of the 2013 CES convention, thus echoing the war in which large convention console manufacturers are engaged during the E3. Communication tools, payment methods, and the increase of traditional objects are the main components of our daily ecosystems, placed in a largely digitalized and massively interconnected world. 

Our daily life operates more and more within the logic of what had previously served as the Tablets of Law for the development of the video game market.

To reference Xavier Dalloz’s classification, our activities are constructed today around 6 “mores”:

-          More pixels (ultra HD televisions)

-          More connections (houses, cars, people connected)

-          More apps (everywhere and in every devices)

-          More inches (screens)

-          More captors (automatically organized robots)

-          More me (everything must be personalized)

Apart from the ‘all-connected’ logic, that has replaced the logic of the connected TV or that of home automation, the notion of connection itself has evolved through speech, touch, and every kind of captors (even those that can perceive ocular movement).

Living is playing

What is the next step ? What innovations should we expect from the world of video games or other digital equipment? Why not expect something from the world of television, whose continuous decrease in prices and screen sizes might even make possible the concept of a foldable screen. Indeed, Samsung has revealed, during the CES 2013, its first curved and even entirely flexible screens.

It is a fact: the objects that surround us are more and more interconnected; however for each technological evolution, the scope of new opportunities to make use of these devices seems even larger. And in these power games, creative industries, and namely the video game industry, seem to have the upper hand.

Guillaume Pfister.


-ES 2013
From June 11th to June 13th, 2013

-CE Week

From June 24th to June 28th, 2013, New York (NY)

-DMW Video

September 18th , 2013, New York (NY)

- Press Conference for the International CES 2014 convention, New York

November 12th, 2013, New York (NY)

- International CES 2014

January 7th to January 10th, 2013, Las Vegas (NV)