A Critical Interpretation of a New “Creative Industry” in Turkey: Game Studios and the Production of a Value Chain
Type de ressource
Chapitre de livre
Auteurs/contributeurs
- Fromme, Johannes (Éditeur)
- Unger, Alexander (Éditeur)
- Binark, Mutlu (Auteur)
- Bayraktutan, Günseli (Auteur)
Titre
A Critical Interpretation of a New “Creative Industry” in Turkey: Game Studios and the Production of a Value Chain
Résumé
In this chapter, the creation of a value chain during the process of digital games development in Turkey is discussed using a critical political economy approach. This study claims to be the first of its kind that intends to examine the topography of the digital game industry in Turkey and gives a brief history and describes the present status of digital games production in Turkey. All the components of a value chain, namely, the industrial structure and development process, publishing and licensing, distribution and marketing structure, labor force, legal regulations, and governmental policies will be considered in that order to map out the present topography of the industry. The final part of the study will deal with possible solutions for further development in the industry. At this point, the study stresses the fact that all components of the value chain must be performed uninterrupted if the actors in Turkey’s digital game industry desire to position themselves as “producers” in global or local markets.
Titre du livre
Computer Games and New Media Cultures: a Handbook of Digital Games Studies
Lieu
Dordrecht
Maison d’édition
Springer
Date
2012
Pages
371-391
Langue
Anglais
ISBN
978-94-007-2777-9
Consulté le
01/06/2021 15:13
Référence
Binark, M. et Bayraktutan, G. (2012). A Critical Interpretation of a New “Creative Industry” in Turkey: Game Studios and the Production of a Value Chain. Dans J. Fromme et A. Unger (dir.), Computer Games and New Media Cultures: a Handbook of Digital Games Studies (p. 371‑391). Springer. http://www.worldcat.org/oclc/808343328
2. Auteur.rice.s et créateur.rice.s
4. Corpus analysé
4. Lieu de production du savoir
5. Pratiques médiatiques
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