For current case studies, consider Resistance 3 (for similarities of working practices for the film industry) and Unchartered 3: Drake's Deception. Games are marketed as heavily as films with equal production and distribution methods and budgets. In terms of video games exchange and revenue streams you should keep in touch with news websites' technology sections and search 'games' and 'distribution'.
The video games industry has literally exploded over the past 10 years, with reports that the annual global turnover of video games has overtaken the film industry. The most notable change in video games over the past two years has not been the developments in technology, but more the developments in other concepts like narrative and cross promotion (synergy - merchandising, movie spin-offs, online currency, upgrades, the works!).
Many of the latest games released are now parts of a franchise or linked to an upcoming film or based upon a popular comic book, novel or TV series. I have put together a timeline of some key moments in the history of video games and links to other sites which have some impressive presentations about key developments in the industry.
If you choose to write about the video games industry in your exam then you still need to have a good understanding about the process of production, distribution, marketing and exhibition. See the presentation on how to choose a games case study
Click here for some very informative pages about games regulation, controversial case studies, the history of video games and much more.
(but remember, PEGI now rate games in UK since July 2009)