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
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.
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