Kitap İncelemesi
BibTex RIS Kaynak Göster

Kültür, Yaratıcılık ve Endüstri Gerilimleri Arasında Dijital Oyunlar

Yıl 2019, Cilt: 6 Sayı: 1 - Popülizm ve Medya, 248 - 254, 15.06.2019
https://doi.org/10.17572/mj2019.1.248254

Öz

--

Kaynakça

  • 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

Yıl 2019, Cilt: 6 Sayı: 1 - Popülizm ve Medya, 248 - 254, 15.06.2019
https://doi.org/10.17572/mj2019.1.248254

Öz

--

Kaynakça

  • 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.
Toplam 16 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular İletişim ve Medya Çalışmaları
Bölüm Kitap İncelemeleri
Yazarlar

Serra Sezgin Bu kişi benim

Yayımlanma Tarihi 15 Haziran 2019
Gönderilme Tarihi 15 Haziran 2019
Kabul Tarihi 15 Haziran 2019
Yayımlandığı Sayı Yıl 2019 Cilt: 6 Sayı: 1 - Popülizm ve Medya

Kaynak Göster

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