Description

Book Synopsis

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.



Table of 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

Creative Industries in Turkey

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    £40.64

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    RRP £45.15 – you save £4.51 (9%)

    Order before 4pm tomorrow for delivery by Fri 19 Jun 2026.

    A Paperback / softback by Tolga Hepdincler, Hasan Kemal Süher

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      View other formats and editions of Creative Industries in Turkey by Tolga Hepdincler

      Publisher: Peter Lang AG
      Publication Date: 06/04/2020
      ISBN13: 9783631811764, 978-3631811764
      ISBN10: 3631811764

      Description

      Book Synopsis

      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.



      Table of 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

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