Full Description
This book proposes to define different aspects of the creative industry in Turkey , which have created surplus value with the contribution of innovative initiatives and technological developments in recent years. It concentrates on video games, cinema, animation, and creative activities that have gained economic and cultural importance in recent years. Also, it focuses on the unique cases of the core creative industries, such as new media. In more detail, it provides a critical and alternative approach to the production, distribution, and use of creative industry content beyond the overview of these industries.
Contents
An Introduction to the Main Concepts of Creative Industries
Chapter 1 Investigation of Gamification and Its Effects on Marketing in Turkey
Chapter 2 It Is So Good, It Cannot Be Turkish: A Case Study of Local Video Game Producers versus Local Gamer Communities
Chapter 3 The Evolution of Role-Playing Game Communities in Turkey and Their Effects on Creative Industries
Chapter 4 The Recent Horror Film Boom in the Cinema of Turkey
Chapter 5 A Market on the Rise and "The Fall": The Distribution in the Turkish Film Industry
Chapter 6 The Flora of Film Festivals in Istanbul: From Mainstream to Counter-Festivals
Chapter 7 The Universe of Fashion Film in Turkey
Chapter 8 Women of Animation in Turkey: animasyonunkadinlari.org
Chapter 9 Dubbing as a Creative Industry in Turkey
Chapter 10 Turkish Independent Music Industry in the Last Decade
Chapter 11 Hip-Hop Culture in Turkey
Chapter 12 An Overall Picture of Creativity in Turkish Public Relations Industry
Chapter 13 Understanding Hallmark Events: Case of Şeb-i Arus
Chapter 14 Digital News Media as a Creative Industry: Tracking the Changes of Content Production
Chapter 15 Virtual Reality as a Creative Industry and Its Progress in Turkey