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Re-shaped by mobile technologies’ disruption: The videogame industry in Turkey

Year 2020, Volume: 4 Issue: 1, 44 - 56, 30.07.2020

Abstract

In this study, we investigate the business disruption effects of mobile technologies for the videogame industry in Turkey. Previous research shows that before mobile gaming became prevalent globally, the Turkish videogame industry was extremely small and lacked any success stories for either console or PC platforms. The rise in mobile and the so-called “casual” gaming gave the local industry a competitive advantage on a global scale. To capture the nuances of this disruptive transition, we performed structured interviews with gaming industry experts and analyzed prominent discussion forums for primary and secondary data collections, respectively. We especially focused on answering the following questions: (1) how prepared were Turkish videogame development companies in handling the mobile disruptive change; (2) what kind of transformations they experienced in their business plans and practices as a result; (3) how the disruption affected the way they viewed their customer base; and finally (4) what future disruptions they expect in their industry.

References

  • AA Anadolu Agency. (20 February 2016). Turkish gamers and designers eye $91 billion worth lucrative market. Daily Sabah. Retrieved from http://www.dailysabah.com/technology/2016/02/20/turkish-gamers-and-designers-eye-91-billion-worth-lucrative-market Adams, E., & Ip, B. (5 June 2002). From casual to core: a statistical mechanism for studying gamer dedication. Gamasutra. Retrieved from http://www.gamasutra.com/view/feature/131397/from_casual_to_core_a_statistical_.php Alha, K., Koskinen, E., Paavilainen, J., Hamari, J., & Kinnunen, J. (2014). Free-to-play games: professionals’ perspectives. In Proceedings of Nordic Digra Conference. Anthony, S. D., Johnson, M. W., Sinfield, J. V., & Altman, E. J. (2008). Innovator’s guide to growth: putting distruptive innovation to work. Boston, MA, USA: Harvard Business Press. Balland, P. A., De Vaan, M., & Boschma, R. (2012). The dynamics of interfirm networks along the industry life cycle: the case of the global video game industry, 1987-2007. Journal of Economic Geography, 13 (5), 741–765. Banks, J. & Deuze, M. (2009). Co-creative labour. International Journal of Cultural Studies, 12 (5), 419-431. Binark, M. & Bayraktutan, G. (2012). A critical interpretation of a new “creative industry” in Turkey: game studios and the production of a value chain. In J. Fromme & A. Unger (Eds.), Computer games and new media cultures (pp. 371–391). Netherlands: Springer. Binken, J. L. & Stremersch, S. (2009). The effect of superstar software on hardware sales in system markets. Journal of Marketing, 73 (2), 88-104. Bogost, I. (9 October 2007). Persuasive games: casual as in sex, not casual as in friday. Gamasutra. Retrieved from https://www.gamasutra.com/view/feature/1937/persuasive_games_casual_as_in_ Caves, R. E. (2000). Creative industries: contracts between art and commerce. Cambridge, MA, USA: Harvard University Press. Chan, D. (2008). Convergence, connectivity, and the case of Japanese mobile gaming. Games and Culture, 3 (1), 13-25. Chatsfield, T. (27 September 2009). Videogames now outperform Hollywood movies. The Guardian. Retrieved from http://www.theguardian.com/technology/gamesblog/2009/sep/27/videogames-hollywood Cheng, J. (23 June 2007). Report: video game spending to surpass music spending this year. Ars Technica. Retrieved from http://arstechnica.com/gaming/2007/06/report-video-game-spending- to-surpass- music-spending-this- year/ Christensen, C. M. (2001). The past and future of competitive advantage. MIT Sloan Management Review, 42 (2). Christensen, C. M. & Overdorf, M. (2000). Meeting the challenge of disruptive change. Harvard Business Review, 78 (2), 66–77. Christensen, C. M., Verlinden, M., & Westerman, G. (2002a). Disruption, disintegration and the dissipation of differentiability. Industry and Corporate Change, 11 (5), 955-993. Christensen, C. M., Johnson, M. W., & Rigby, D. K. (2002b). Foundations for growth: how to identify and build disruptive new businesses. MIT Sloan Management Review, 43 (3), 22-31. Coleman, S. & Dyer-Witheford, N. (2007). Playing on the digital commons: collectivities, capital, and contestation in videogame culture. Media Culture Society, 29 (6), 934-953. Dyer-Witheford, N. & de Peuter, G. S. (2006). “EA spouse” and the crisis of video game labour: enjoyment, exclusion, exploitation, and exodus. Canadian Journal of Communication, 31 (3). Egenfeldt-Nielsen, S., Smith, J. H., & Tosca, S. P. (2016). Understanding video games: the essential introduction. New York, NY, USA: Routledge. Elmer-Dewitt, P. (27 September 1993). The amazing video game boom. Time. Retrieved from http://content.time.com/time/subscriber/article/0,33009,979289-2,00.html Fahey, R. (14 July 2017). Tackling mobile's “game cloning” issue. Games Industry Biz. Retrieved from http://www.gamesindustry.biz/articles/2017-07-14-tackling-mobiles-game-cloning-issue Feijoó, C. (2012). An exploration of the mobile gaming ecosystem. In P. Zackariasson & T. L. Wilson (Eds.), The video game industry: formation, present state, and future (pp. 76–95). New York, NY, USA: Routledge. Feijoó, C., Gómez-Barroso, J. L., Aguado, J. M., & Ramos, S. (2012). Mobile gaming: industry challenges and policy implications. Telecommunications Policy, 36 (3), 212-221. Fortugno, N. (2008). The strange case of the casual gamer. In K. Isbister & N. Schaffer (Eds.), Game usability: advice from the experts for advancing the player experience (pp. 143-158). Burlington, MA, USA: Morgan Kaufmann Publishing. Frommer, D. (22 August 2014). Most smartphone users download zero apps per month. QZ.com. Retrieved from https://qz.com/253618/most-smartphone-users-download-zero-apps-per-month/ Gaming in Turkey. (8 December 2016). Turkish game market 2016 report. Gaming in Turkey. Retrieved from https://www.gaminginturkey.com/en/turkish-game-market-2016 Gilbert, C. (2003). The disruption opportunity. MIT Sloan Management Review, 44 (4), 27-33. Guevara-Villalobos, O. (2011). Cultures of independent game production: examining the relationship between community and labour. In Proceedings of DiGRA 2011 conference. Gunter, B., Nicholas, D., Huntington, P., & Williams, P. (2002). Online versus offline research: implications for evaluating digital media. Aslib Proceedings, 54 (4), 229–239. Ico Partners. (1 November 2013). New report: video games in Turkey market research. ICO Partners. Retrieved from http://www.icopartners.com/blog/archives/3398 Ip, B. (2008). Technological, content, and market convergence in the games industry. Games and Culture, 3 (2). Izushi, H., & Aoyama, Y. (2006). Industry evolution and cross-sectoral skill transfers: a comparative analysis of the video game industry in Japan, the United States, and the United Kingdom. Environment and Planning, 38, 1843–1861. Juul, J. (2010). A casual revolution: reinventing video games and their players. Cambridge, MA, USA: MIT Press. Kafka, P. (8 June 2016). The app boom is over. Recode. Retrieved from https://www.recode.net/2016/6/8/11883518/app-boom-over-snapchat-uber Kahraman, E. (27 October 2015). Turkish gamers prefer competitive, free-to-play and local video games. Daily Sabah. Retrieved from http://www.dailysabah.com/feature/2015/10/28/turkish-gamers-prefer-competitive-free-to-play-and-local-video-games Kaya, Ç. (17 June 2013). Diren teyze. Hurriyet. Retrieved from http://www.hurriyet.com.tr/diren-teyze-23522732 Keith, R. J. (1960). The marketing revolution. Journal of Marketing, 24 (1), 35–38. Kretschmer, P. (19 August 2016). Political checkmate for Turkey’s game developers. DW.com. Retrieved from http://www.dw.com/en/political-checkmate-for-turkeys-game-developers/a-19486670 Kuittinen, J., Kultima, A., Niemelä, J., & Paavilainen, J. (2007). Casual games discussion. In Proceedings of the 2007 conference on future play (pp.105-112). ACM. Kultima, J. (2009). Casual game design values. In Proceedings of MindTrek 2009 conference. Kurt, U. (7 February 2017). Türkiye 30 milyon oyuncu ile 600 milyon dolara koşuyor…. Oyunder.org. Retrieved from http://www.oyunder.org/turkiye-30-milyon-oyuncu-ile-600-milyon-dolara-kosuyor/ LaViola, Jr. J. J. (2008). Bringing VR and spatial 3D interaction to the masses through video games. IEEE Computer Graphics and Applications, 28 (5). Marchand, A. & Hennig-Thurau, T. (2013). Value creation in the video game industry: industry economics, consumer benefits, and research opportunities. Journal of Interactive Marketing, 27, 141–157. Mathews, C. C. & Wearn, N. (2016). How are modern video games marketed? The Computer Games Journal, 5 (1-2), 23-37. McCoyd, J. L. M. & Kerson, T. S. (2006). Conducting intensive interviews using email: a serendipitous comparative opportunity. Qualitative Social Work, 5 (3), 389–406. Miller, D. & Slater, D. (2000). The internet: an ethnographic approach. New York, NY, USA: Bloomsbury Academic. Newzoo. (15 September 2015). Newzoo market series #20: Turkish games market. Newzoo. Retrieved from http://newzoo.com/insights/infographics/newzoo-summer-series-20-turkish-games-market/ Nielsen. (28 August 2009). Insights on casual games: analysis of casual games for the PC. Nielsen. Retrieved from http://www.nielsen.com/us/en/insights/reports/2009/Insights-on-Casual-Games-Analysis-of-Casual-Games-for-the-PC.html Okazaki, S., Skapa, R., & Grande, I. (2008). Capturing global youth: mobile gaming in the US, Spain, and the Czech Republic. Journal of Computer-Mediated Communication, 13 (4), 827–855. Petitte, O. (21 June 2012). Turkish gaming climbs to $450 million in 2012 (infographic). Venture Beat. Retrieved from http://venturebeat.com/2012/06/21/turkish-gaming- infographic/ Petrillo, F., Pimenta, M., Trindade, F., & Dietrich, C. (2009). What went wrong? a survey of problems in game development. Computers in Entertainment (CIE), 7 (1). Randall, D. M. & Gibson, A. M. (1990). Methodology in business ethics research: a review and critical assessment. Journal of Business Ethics, 9 (6), 457–471. Ruffino, P. (2012). Narratives of independent production in video game culture. Loading..., 7 (11). Schreier, J. (26 September 2016). The horrible world of video game crunch. Kotaku.com. Retrieved from https://kotaku.com/crunch-time-why-game-developers-work-such-insane-hours-1704744577 Simms, C. (5 March 2012). The economy of piracy: how game publishers are killing the PC. Cnet. Retrieved from https://www.cnet.com/news/the-economy-of-piracy-how-game-publishers-are-killing-the-pc/ Šisler, V. (2013). Video game development in the Middle East: Iran, the Arab world, and beyond. In N. B. Huntemann & B. Aslinger (Eds.), Gaming globally: production, play, and place (pp. 251–271). New York, NY, USA: Palgrave MacMillan. Superdata. (1 February 2017). Mobile games generated more than $40 billion in 2016. Superdata. Retrieved from https://www.superdataresearch.com/unity-and-superdata-launch-major-mobile-games- and-vr-report/ Şengün, S. (21 June 2014). “Türkler yaptıysa bir cacık olmaz...” vs “Türkler cin ali bile yapsa desteklerim”. Sercansengun.com. Retrieved from http://sercansengun.com/vot/turkler-yaptiysa-bi-cacik-olmaz-vs-turkler-cin-ali-bile-yapsa-desteklerim/ Şengün, S. (2018). A survey of marketing management for videogames industry in Turkey. In S. Ozturkcan & E. Y. Okan (Eds.), Marketing management in Turkey (accepted, in print). Somerville, MA, USA: Emerald Publishing. Tezateşer, B. (2016). Oyun sektörüne yönelik ekonomi bakanlığı destekleri hakkında faydalı bir özet. Oyunder.org. Retrieved from http://www.oyunder.org/oyun-sektorune-yonelik-ekonomi-bakanligi-destekleri-hakkinda-faydali-bir-ozet/ Trefry, G. (2010). Casual game design: designing play for the gamer in all of us. Burlington, MA, USA: Morgan Kaufmann Publishers. Tschang, T. (2007). Balancing the tensions between rationalization and creativity in the video games industry. Organizations Science, 18 (6), 989–1005. Tschang, T. (2009). Creative industries across cultural borders: the case of video games in Asia. In L. Kong & J. O’Conner (Eds.), Creative economies, creative cities (pp. 25–42). Netherlands: Springer. Tuker, C., Yilmaz, E., & Cagiltay, K. (2015). Video games around the world (Turkey). In M. J. P. Wolf (Ed.), Video games around the world (pp. 565–578). Cambridge, MA, USA: MIT Press. Tüdof. (27 December 2012). Türkiye’de ve dünyada dijital oyunlar sektörü hakkında genel rapor. Bilgi Toplumu Stratejisi. Retrieved from http://www.bilgitoplumustratejisi.org/tr/doc/8a3247663bb37964013bb38795300000 Wessel, M. and Christensen, C. M. (2012). Surviving disruption. Harvard Business Review, 90 (12), 56–64. Yang, Z., Wang, X., & Su, C. (2006). A review of research methodologies in international business. International Business Review, 15 (6), 601–617. Yilmaz, E. & Cagiltay, K. (2005). History of digital games in Turkey. In Proceedings of DiGRA 2005 conference: changing views – worlds in play. Yuen, S. C., Yaoyuneyong, G., & Johnson, E. (2011). Augmented reality: an overview and five directions for AR in education. Journal of Educational Technology Development and Exchange, 4 (1). Zackariasson, G. & Wilson, T. L. (2010). Paradigm shifts in the video game industry. Competitiveness Review, 20 (2), 139–151.
Year 2020, Volume: 4 Issue: 1, 44 - 56, 30.07.2020

Abstract

References

  • AA Anadolu Agency. (20 February 2016). Turkish gamers and designers eye $91 billion worth lucrative market. Daily Sabah. Retrieved from http://www.dailysabah.com/technology/2016/02/20/turkish-gamers-and-designers-eye-91-billion-worth-lucrative-market Adams, E., & Ip, B. (5 June 2002). From casual to core: a statistical mechanism for studying gamer dedication. Gamasutra. Retrieved from http://www.gamasutra.com/view/feature/131397/from_casual_to_core_a_statistical_.php Alha, K., Koskinen, E., Paavilainen, J., Hamari, J., & Kinnunen, J. (2014). Free-to-play games: professionals’ perspectives. In Proceedings of Nordic Digra Conference. Anthony, S. D., Johnson, M. W., Sinfield, J. V., & Altman, E. J. (2008). Innovator’s guide to growth: putting distruptive innovation to work. Boston, MA, USA: Harvard Business Press. Balland, P. A., De Vaan, M., & Boschma, R. (2012). The dynamics of interfirm networks along the industry life cycle: the case of the global video game industry, 1987-2007. Journal of Economic Geography, 13 (5), 741–765. Banks, J. & Deuze, M. (2009). Co-creative labour. International Journal of Cultural Studies, 12 (5), 419-431. Binark, M. & Bayraktutan, G. (2012). A critical interpretation of a new “creative industry” in Turkey: game studios and the production of a value chain. In J. Fromme & A. Unger (Eds.), Computer games and new media cultures (pp. 371–391). Netherlands: Springer. Binken, J. L. & Stremersch, S. (2009). The effect of superstar software on hardware sales in system markets. Journal of Marketing, 73 (2), 88-104. Bogost, I. (9 October 2007). Persuasive games: casual as in sex, not casual as in friday. Gamasutra. Retrieved from https://www.gamasutra.com/view/feature/1937/persuasive_games_casual_as_in_ Caves, R. E. (2000). Creative industries: contracts between art and commerce. Cambridge, MA, USA: Harvard University Press. Chan, D. (2008). Convergence, connectivity, and the case of Japanese mobile gaming. Games and Culture, 3 (1), 13-25. Chatsfield, T. (27 September 2009). Videogames now outperform Hollywood movies. The Guardian. Retrieved from http://www.theguardian.com/technology/gamesblog/2009/sep/27/videogames-hollywood Cheng, J. (23 June 2007). Report: video game spending to surpass music spending this year. Ars Technica. Retrieved from http://arstechnica.com/gaming/2007/06/report-video-game-spending- to-surpass- music-spending-this- year/ Christensen, C. M. (2001). The past and future of competitive advantage. MIT Sloan Management Review, 42 (2). Christensen, C. M. & Overdorf, M. (2000). Meeting the challenge of disruptive change. Harvard Business Review, 78 (2), 66–77. Christensen, C. M., Verlinden, M., & Westerman, G. (2002a). Disruption, disintegration and the dissipation of differentiability. Industry and Corporate Change, 11 (5), 955-993. Christensen, C. M., Johnson, M. W., & Rigby, D. K. (2002b). Foundations for growth: how to identify and build disruptive new businesses. MIT Sloan Management Review, 43 (3), 22-31. Coleman, S. & Dyer-Witheford, N. (2007). Playing on the digital commons: collectivities, capital, and contestation in videogame culture. Media Culture Society, 29 (6), 934-953. Dyer-Witheford, N. & de Peuter, G. S. (2006). “EA spouse” and the crisis of video game labour: enjoyment, exclusion, exploitation, and exodus. Canadian Journal of Communication, 31 (3). Egenfeldt-Nielsen, S., Smith, J. H., & Tosca, S. P. (2016). Understanding video games: the essential introduction. New York, NY, USA: Routledge. Elmer-Dewitt, P. (27 September 1993). The amazing video game boom. Time. Retrieved from http://content.time.com/time/subscriber/article/0,33009,979289-2,00.html Fahey, R. (14 July 2017). Tackling mobile's “game cloning” issue. Games Industry Biz. Retrieved from http://www.gamesindustry.biz/articles/2017-07-14-tackling-mobiles-game-cloning-issue Feijoó, C. (2012). An exploration of the mobile gaming ecosystem. In P. Zackariasson & T. L. Wilson (Eds.), The video game industry: formation, present state, and future (pp. 76–95). New York, NY, USA: Routledge. Feijoó, C., Gómez-Barroso, J. L., Aguado, J. M., & Ramos, S. (2012). Mobile gaming: industry challenges and policy implications. Telecommunications Policy, 36 (3), 212-221. Fortugno, N. (2008). The strange case of the casual gamer. In K. Isbister & N. Schaffer (Eds.), Game usability: advice from the experts for advancing the player experience (pp. 143-158). Burlington, MA, USA: Morgan Kaufmann Publishing. Frommer, D. (22 August 2014). Most smartphone users download zero apps per month. QZ.com. Retrieved from https://qz.com/253618/most-smartphone-users-download-zero-apps-per-month/ Gaming in Turkey. (8 December 2016). Turkish game market 2016 report. Gaming in Turkey. Retrieved from https://www.gaminginturkey.com/en/turkish-game-market-2016 Gilbert, C. (2003). The disruption opportunity. MIT Sloan Management Review, 44 (4), 27-33. Guevara-Villalobos, O. (2011). Cultures of independent game production: examining the relationship between community and labour. In Proceedings of DiGRA 2011 conference. Gunter, B., Nicholas, D., Huntington, P., & Williams, P. (2002). Online versus offline research: implications for evaluating digital media. Aslib Proceedings, 54 (4), 229–239. Ico Partners. (1 November 2013). New report: video games in Turkey market research. ICO Partners. Retrieved from http://www.icopartners.com/blog/archives/3398 Ip, B. (2008). Technological, content, and market convergence in the games industry. Games and Culture, 3 (2). Izushi, H., & Aoyama, Y. (2006). Industry evolution and cross-sectoral skill transfers: a comparative analysis of the video game industry in Japan, the United States, and the United Kingdom. Environment and Planning, 38, 1843–1861. Juul, J. (2010). A casual revolution: reinventing video games and their players. Cambridge, MA, USA: MIT Press. Kafka, P. (8 June 2016). The app boom is over. Recode. Retrieved from https://www.recode.net/2016/6/8/11883518/app-boom-over-snapchat-uber Kahraman, E. (27 October 2015). Turkish gamers prefer competitive, free-to-play and local video games. Daily Sabah. Retrieved from http://www.dailysabah.com/feature/2015/10/28/turkish-gamers-prefer-competitive-free-to-play-and-local-video-games Kaya, Ç. (17 June 2013). Diren teyze. Hurriyet. Retrieved from http://www.hurriyet.com.tr/diren-teyze-23522732 Keith, R. J. (1960). The marketing revolution. Journal of Marketing, 24 (1), 35–38. Kretschmer, P. (19 August 2016). Political checkmate for Turkey’s game developers. DW.com. Retrieved from http://www.dw.com/en/political-checkmate-for-turkeys-game-developers/a-19486670 Kuittinen, J., Kultima, A., Niemelä, J., & Paavilainen, J. (2007). Casual games discussion. In Proceedings of the 2007 conference on future play (pp.105-112). ACM. Kultima, J. (2009). Casual game design values. In Proceedings of MindTrek 2009 conference. Kurt, U. (7 February 2017). Türkiye 30 milyon oyuncu ile 600 milyon dolara koşuyor…. Oyunder.org. Retrieved from http://www.oyunder.org/turkiye-30-milyon-oyuncu-ile-600-milyon-dolara-kosuyor/ LaViola, Jr. J. J. (2008). Bringing VR and spatial 3D interaction to the masses through video games. IEEE Computer Graphics and Applications, 28 (5). Marchand, A. & Hennig-Thurau, T. (2013). Value creation in the video game industry: industry economics, consumer benefits, and research opportunities. Journal of Interactive Marketing, 27, 141–157. Mathews, C. C. & Wearn, N. (2016). How are modern video games marketed? The Computer Games Journal, 5 (1-2), 23-37. McCoyd, J. L. M. & Kerson, T. S. (2006). Conducting intensive interviews using email: a serendipitous comparative opportunity. Qualitative Social Work, 5 (3), 389–406. Miller, D. & Slater, D. (2000). The internet: an ethnographic approach. New York, NY, USA: Bloomsbury Academic. Newzoo. (15 September 2015). Newzoo market series #20: Turkish games market. Newzoo. Retrieved from http://newzoo.com/insights/infographics/newzoo-summer-series-20-turkish-games-market/ Nielsen. (28 August 2009). Insights on casual games: analysis of casual games for the PC. Nielsen. Retrieved from http://www.nielsen.com/us/en/insights/reports/2009/Insights-on-Casual-Games-Analysis-of-Casual-Games-for-the-PC.html Okazaki, S., Skapa, R., & Grande, I. (2008). Capturing global youth: mobile gaming in the US, Spain, and the Czech Republic. Journal of Computer-Mediated Communication, 13 (4), 827–855. Petitte, O. (21 June 2012). Turkish gaming climbs to $450 million in 2012 (infographic). Venture Beat. Retrieved from http://venturebeat.com/2012/06/21/turkish-gaming- infographic/ Petrillo, F., Pimenta, M., Trindade, F., & Dietrich, C. (2009). What went wrong? a survey of problems in game development. Computers in Entertainment (CIE), 7 (1). Randall, D. M. & Gibson, A. M. (1990). Methodology in business ethics research: a review and critical assessment. Journal of Business Ethics, 9 (6), 457–471. Ruffino, P. (2012). Narratives of independent production in video game culture. Loading..., 7 (11). Schreier, J. (26 September 2016). The horrible world of video game crunch. Kotaku.com. Retrieved from https://kotaku.com/crunch-time-why-game-developers-work-such-insane-hours-1704744577 Simms, C. (5 March 2012). The economy of piracy: how game publishers are killing the PC. Cnet. Retrieved from https://www.cnet.com/news/the-economy-of-piracy-how-game-publishers-are-killing-the-pc/ Šisler, V. (2013). Video game development in the Middle East: Iran, the Arab world, and beyond. In N. B. Huntemann & B. Aslinger (Eds.), Gaming globally: production, play, and place (pp. 251–271). New York, NY, USA: Palgrave MacMillan. Superdata. (1 February 2017). Mobile games generated more than $40 billion in 2016. Superdata. Retrieved from https://www.superdataresearch.com/unity-and-superdata-launch-major-mobile-games- and-vr-report/ Şengün, S. (21 June 2014). “Türkler yaptıysa bir cacık olmaz...” vs “Türkler cin ali bile yapsa desteklerim”. Sercansengun.com. Retrieved from http://sercansengun.com/vot/turkler-yaptiysa-bi-cacik-olmaz-vs-turkler-cin-ali-bile-yapsa-desteklerim/ Şengün, S. (2018). A survey of marketing management for videogames industry in Turkey. In S. Ozturkcan & E. Y. Okan (Eds.), Marketing management in Turkey (accepted, in print). Somerville, MA, USA: Emerald Publishing. Tezateşer, B. (2016). Oyun sektörüne yönelik ekonomi bakanlığı destekleri hakkında faydalı bir özet. Oyunder.org. Retrieved from http://www.oyunder.org/oyun-sektorune-yonelik-ekonomi-bakanligi-destekleri-hakkinda-faydali-bir-ozet/ Trefry, G. (2010). Casual game design: designing play for the gamer in all of us. Burlington, MA, USA: Morgan Kaufmann Publishers. Tschang, T. (2007). Balancing the tensions between rationalization and creativity in the video games industry. Organizations Science, 18 (6), 989–1005. Tschang, T. (2009). Creative industries across cultural borders: the case of video games in Asia. In L. Kong & J. O’Conner (Eds.), Creative economies, creative cities (pp. 25–42). Netherlands: Springer. Tuker, C., Yilmaz, E., & Cagiltay, K. (2015). Video games around the world (Turkey). In M. J. P. Wolf (Ed.), Video games around the world (pp. 565–578). Cambridge, MA, USA: MIT Press. Tüdof. (27 December 2012). Türkiye’de ve dünyada dijital oyunlar sektörü hakkında genel rapor. Bilgi Toplumu Stratejisi. Retrieved from http://www.bilgitoplumustratejisi.org/tr/doc/8a3247663bb37964013bb38795300000 Wessel, M. and Christensen, C. M. (2012). Surviving disruption. Harvard Business Review, 90 (12), 56–64. Yang, Z., Wang, X., & Su, C. (2006). A review of research methodologies in international business. International Business Review, 15 (6), 601–617. Yilmaz, E. & Cagiltay, K. (2005). History of digital games in Turkey. In Proceedings of DiGRA 2005 conference: changing views – worlds in play. Yuen, S. C., Yaoyuneyong, G., & Johnson, E. (2011). Augmented reality: an overview and five directions for AR in education. Journal of Educational Technology Development and Exchange, 4 (1). Zackariasson, G. & Wilson, T. L. (2010). Paradigm shifts in the video game industry. Competitiveness Review, 20 (2), 139–151.
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Details

Primary Language English
Subjects Communication and Media Studies, Business Administration
Journal Section Articles
Authors

Sercan Şengün

Selcen Ozturkcan

Publication Date July 30, 2020
Submission Date June 20, 2020
Published in Issue Year 2020 Volume: 4 Issue: 1

Cite

APA Şengün, S., & Ozturkcan, S. (2020). Re-shaped by mobile technologies’ disruption: The videogame industry in Turkey. Pazarlama İçgörüsü Üzerine Çalışmalar, 4(1), 44-56.
AMA Şengün S, Ozturkcan S. Re-shaped by mobile technologies’ disruption: The videogame industry in Turkey. SOMI. July 2020;4(1):44-56.
Chicago Şengün, Sercan, and Selcen Ozturkcan. “Re-Shaped by Mobile technologies’ Disruption: The Videogame Industry in Turkey”. Pazarlama İçgörüsü Üzerine Çalışmalar 4, no. 1 (July 2020): 44-56.
EndNote Şengün S, Ozturkcan S (July 1, 2020) Re-shaped by mobile technologies’ disruption: The videogame industry in Turkey. Pazarlama İçgörüsü Üzerine Çalışmalar 4 1 44–56.
IEEE S. Şengün and S. Ozturkcan, “Re-shaped by mobile technologies’ disruption: The videogame industry in Turkey”, SOMI, vol. 4, no. 1, pp. 44–56, 2020.
ISNAD Şengün, Sercan - Ozturkcan, Selcen. “Re-Shaped by Mobile technologies’ Disruption: The Videogame Industry in Turkey”. Pazarlama İçgörüsü Üzerine Çalışmalar 4/1 (July 2020), 44-56.
JAMA Şengün S, Ozturkcan S. Re-shaped by mobile technologies’ disruption: The videogame industry in Turkey. SOMI. 2020;4:44–56.
MLA Şengün, Sercan and Selcen Ozturkcan. “Re-Shaped by Mobile technologies’ Disruption: The Videogame Industry in Turkey”. Pazarlama İçgörüsü Üzerine Çalışmalar, vol. 4, no. 1, 2020, pp. 44-56.
Vancouver Şengün S, Ozturkcan S. Re-shaped by mobile technologies’ disruption: The videogame industry in Turkey. SOMI. 2020;4(1):44-56.