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Kültür, Yaratıcılık ve Endüstri Gerilimleri Arasında Dijital Oyunlar

Year 2019, Volume: 6 Issue: 1 - Populism and the Media, 248 - 254, 15.06.2019
https://doi.org/10.17572/mj2019.1.248254

Abstract

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References

  • Banks, M. and O’Connor, J. (2009). After the Creative Industries. International Journal of Cultural Policy, 15 (4), 365- 373.
  • Bustamante, E. (2004). Cultural Industries in A Digital Age: Some Provisional Conclusions. Media, Culture and Society, (26) 6, 803- 820.
  • Cunningham (2002). From Cultural to Creative Industries: Theory, Industry and Policy Implications. Media International Australia, (102) 1, 54- 65.
  • DCMS. (2016). Creative Industries: Focus on Employment. Retrieved from: https://www.gov.uk/government/statistics/creative-industries-2016-focus-on
  • Galloway, S. and Dunlop, S. (2007). A Critique of Definitions of The Cultural and Creative Industries in Public Policy. International Journal of Cultural Policy, (13) 1, 17- 31.
  • Garnham, N. (2000). Emancipation, the Media and Modernity: Arguments About the Media and Social Theory. New York: Oxford University Press.
  • Hesmondhalgh, D. (2013). The Cultural Industries. London: Sage.
  • Horkheimer, M. and Adorno, T. (2002). Dialectic of Enlightenment. Stanford: Stanford University Press.
  • Kerr, A. (2006). The Business and Culture of Digital Games: Gamework/Gameplay. London: Sage.
  • Kerr, A. and Cawley, A. (2012). The Spatialisation Of the Digital Games Industry: Lessons from Ireland. International Journal of Cultural Policy, 18 (4), 398– 418.
  • Kerr, A. (2016). Recruitment, Work, and Identity in Community Management: Passion, Precarity, and Play. Juliet Webster and Kieth Randle (Eds), in, Virtual Workers and the Global Labour Market. UK: Palgrave MacMillan.
  • Kerr, A. (2017). Global Games: Production, Circulation and Policy in the Networked Era. New York: Routledge
  • Lefebvre, H. (1991). The Production of Space. Oxford: Blackwell.
  • Miege, B. (2011). Principal Ongoing Mutations of Cultural and Informational Industries. Dwayne Winseck and Dal Yong Jin (Eds.), in, The Political Economies of Media (p. 51- 65). London: Bloomsbury Academic.
  • Smith, C. and McKinlay, A. (Eds.), (2009). Creative Labour: Working in the Creative Industries. Basingstoke: Palgrave Macmillan.
  • Tokumitsu, M. (2015). Do What You Love and Other Lies About Success and Happiness. New York: Regan Arts.

Digital Games Between the Tensions of Culture, Creativity and Industry

Year 2019, Volume: 6 Issue: 1 - Populism and the Media, 248 - 254, 15.06.2019
https://doi.org/10.17572/mj2019.1.248254

Abstract

--

References

  • Banks, M. and O’Connor, J. (2009). After the Creative Industries. International Journal of Cultural Policy, 15 (4), 365- 373.
  • Bustamante, E. (2004). Cultural Industries in A Digital Age: Some Provisional Conclusions. Media, Culture and Society, (26) 6, 803- 820.
  • Cunningham (2002). From Cultural to Creative Industries: Theory, Industry and Policy Implications. Media International Australia, (102) 1, 54- 65.
  • DCMS. (2016). Creative Industries: Focus on Employment. Retrieved from: https://www.gov.uk/government/statistics/creative-industries-2016-focus-on
  • Galloway, S. and Dunlop, S. (2007). A Critique of Definitions of The Cultural and Creative Industries in Public Policy. International Journal of Cultural Policy, (13) 1, 17- 31.
  • Garnham, N. (2000). Emancipation, the Media and Modernity: Arguments About the Media and Social Theory. New York: Oxford University Press.
  • Hesmondhalgh, D. (2013). The Cultural Industries. London: Sage.
  • Horkheimer, M. and Adorno, T. (2002). Dialectic of Enlightenment. Stanford: Stanford University Press.
  • Kerr, A. (2006). The Business and Culture of Digital Games: Gamework/Gameplay. London: Sage.
  • Kerr, A. and Cawley, A. (2012). The Spatialisation Of the Digital Games Industry: Lessons from Ireland. International Journal of Cultural Policy, 18 (4), 398– 418.
  • Kerr, A. (2016). Recruitment, Work, and Identity in Community Management: Passion, Precarity, and Play. Juliet Webster and Kieth Randle (Eds), in, Virtual Workers and the Global Labour Market. UK: Palgrave MacMillan.
  • Kerr, A. (2017). Global Games: Production, Circulation and Policy in the Networked Era. New York: Routledge
  • Lefebvre, H. (1991). The Production of Space. Oxford: Blackwell.
  • Miege, B. (2011). Principal Ongoing Mutations of Cultural and Informational Industries. Dwayne Winseck and Dal Yong Jin (Eds.), in, The Political Economies of Media (p. 51- 65). London: Bloomsbury Academic.
  • Smith, C. and McKinlay, A. (Eds.), (2009). Creative Labour: Working in the Creative Industries. Basingstoke: Palgrave Macmillan.
  • Tokumitsu, M. (2015). Do What You Love and Other Lies About Success and Happiness. New York: Regan Arts.
There are 16 citations in total.

Details

Primary Language English
Subjects Communication and Media Studies
Journal Section Book Reviews
Authors

Serra Sezgin This is me

Publication Date June 15, 2019
Submission Date June 15, 2019
Acceptance Date June 15, 2019
Published in Issue Year 2019 Volume: 6 Issue: 1 - Populism and the Media

Cite

APA Sezgin, S. (2019). Digital Games Between the Tensions of Culture, Creativity and Industry. Moment Dergi, 6(1), 248-254. https://doi.org/10.17572/mj2019.1.248254