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. …mehr
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.
Tolga Hepdinc¿ler is an assistant professor in the Communication Design Department at Bahcesehir University, Turkey. He received his Ph.D. on film and television from Ankara University, Turkey, and worked at the same university as a research assistant between 1998 and 2001. He also directed short documentaries and received nominations and awards in many festivals. He is currently teaching several undergraduate courses on photography and video production and graduate courses on visual culture and memory studies. His research interests include contemporary photography, art history, visual culture, and European film studies. Hasan Kemal Suher is the dean of the communication faculty and the head of the department of advertising in Bahcesehir University, Turkey. Nowadays, he participates in congresses and continues his researches at national and international levels.¿He¿also manages some sectoral-based projects as a consultant.
Inhaltsangabe
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 Seb-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