Cultural industries are changing rapidly due to the emergence of new technologies, but they also retain their old characteristics. There is a segmentation of activities in which the distribution and functions as an intermediary, that generate the least risk, play a dominant role. Meanwhile the profit centers were displaced.
The games industry, relatively new and growing, is in a sense similar to that of other cultural industries, which are today, for large companies in this sector of the entertainment industries. New entrants, through their control of the Internet, have disrupted the chain of production and management rights by investing creative content, while some traditional players adjusted their strategy and managed to maintain their position.
Faced with strategies to maximize returns on private groups, governments can propose various measures to support cultural industries. In any case, given the balance of power on the world market, the French community is marginalized as a player and as a territory in a European and global context.