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.

- 322 pages
- English
- PDF
- Available on iOS & Android
eBook - PDF
Creative Industries in Turkey
About this book
Trusted by 375,005 students
Access to over 1.5 million titles for a fair monthly price.
Study more efficiently using our study tools.
Information
Table of contents
- Cover
- Copyright information
- Dedication
- Contents
- List of Abbreviations
- Foreword
- An Introduction to the Main Concepts of Creative Industries
- Chapter 1âInvestigation of Gamification and Its Effects on Marketing in Turkey
- Chapter 2âIt Is So Good, It Cannot Be Turkish: A Case Study of Local Video Game Producers versus Local Gamer Communities
- Chapter 3âThe Evolution of Role-Playing Game Communities in Turkey and Their Effects on Creative Industries
- Chapter 4âThe Recent Horror Film Boom in the Cinema of Turkey
- Chapter 5âA Market on the Rise and âThe Fallâ: The Distribution in the Turkish Film Industry
- Chapter 6âThe Flora of Film Festivals in Istanbul: From Mainstream to Counter-Festivals
- Chapter 7âThe Universe of Fashion Film in Turkey
- Chapter 8âWomen of Animation in Turkey: animasyonunkadinlari.org
- Chapter 9âDubbing as a Creative Industry in Turkey
- Chapter 10âTurkish Independent Music Industry in the Last Decade
- Chapter 11âHip-Hop Culture in Turkey
- Chapter 12âAn Overall Picture of Creativity in Turkish Public Relations Industry
- Chapter 13âUnderstanding Hallmark Events: Case of ï»żĆï»żeb-i Arus
- Chapter 14âDigital News Media as a Creative Industry: Tracking the Changes of Content Production
- Chapter 15âVirtual Reality as a Creative Industry and Its Progress in Turkey
- List of Figures
- List of Tables
- Notes on Contributors
Frequently asked questions
Yes, you can cancel anytime from the Subscription tab in your account settings on the Perlego website. Your subscription will stay active until the end of your current billing period. Learn how to cancel your subscription
No, books cannot be downloaded as external files, such as PDFs, for use outside of Perlego. However, you can download books within the Perlego app for offline reading on mobile or tablet. Learn how to download books offline
We are an online textbook subscription service, where you can get access to an entire online library for less than the price of a single book per month. With over 1.5 million books across 990+ topics, weâve got you covered! Learn about our mission
Look out for the read-aloud symbol on your next book to see if you can listen to it. The read-aloud tool reads text aloud for you, highlighting the text as it is being read. You can pause it, speed it up and slow it down. Learn more about Read Aloud
Yes! You can use the Perlego app on both iOS and Android devices to read anytime, anywhere â even offline. Perfect for commutes or when youâre on the go.
Please note we cannot support devices running on iOS 13 and Android 7 or earlier. Learn more about using the app
Please note we cannot support devices running on iOS 13 and Android 7 or earlier. Learn more about using the app
Yes, you can access Creative Industries in Turkey by Tolga Hepdincler, Hasan Kemal SĂŒher in PDF and/or ePUB format, as well as other popular books in Art & Art & Business. We have over 1.5 million books available in our catalogue for you to explore.