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A Critical Interpretation of a New “Creative Industry” in Turkey: Game Studios and the Production of a Value Chain
14 references·1 citing·34 second hop
A Critical Interpretation of a New “Creative Industry” in Turkey: Game Studios and the Production of a Value Chain (2012)A Critical Interpretation of a New “Creat…The Cultural Industries (2019)The Cultural IndustriesHandbook of Media Management and Economics (2018)Handbook of Media Management …Cultural and Creative Industries (2018)Cultural and Creative Industr…Cultural and creative industries in Europe (2011)Cultural and creative industr…Türkiye'de İnternet Kafeler: İnternet Kafeler Üzerine Üretilen Söylemler ve Mekan-Kullanıcı İlişkisi (2008)Türkiye'de İnternet Kafeler: …The SAGE Handbook of Cultural Analysis (2008)The SAGE Handbook of Cultural…Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do (2008)Grand Theft Childhood: The Su…Cultural and Creative Industries (2008)Cultural and Creative Industr…The Business and Culture of Digital Games: Gamework/Gameplay (2006)The Business and Culture of D…The Business and Culture of Digital Games: Gamework and Gameplay (2006)The Business and Culture of D…Parlaying Value (2006)Parlaying ValueHandbook of Media Management and Economics (2006)Handbook of Media Management …The Production of Culture Perspective (2004)The Production of Culture Per…Mass Media and Society (1992)Mass Media and Societyİllerin Ekonomik Gelişmişliği Üzerinde Yaratıcı Sınıfın Etkisi: Türkiye Örneği (2016)İllerin Ekonomik Gelişmişliği…The Social Construction of Reality (1967)The Iron Cage Revisited: Institutional Isomorphism and Collective Rationality in Organizational Fields (1983)The iron cage revisited institutional isomorphism and collective rationality in organizational fields (2004)Crafting Brand Authenticity: The Case of Luxury Wines* (2005)Problems in comparative research: The example of omnivorousness (2005)Beyond journalism: Theorizing the transformation of journalism (2017)Outline of a Theory of Practice (1977)The Constitution of Society. Outline of the Theory of Structuration (1984)Bowling alone (2000)Worlds of Affect: Virtual Geographies of Video Games (2009)Young Children's Literacy Practices in a Virtual World: Establishing an Online Interaction Order (2011)Learning in the Twenty-First-Century Workplace (2014)What is journalism? (2005)PARTICIPATORY JOURNALISM PRACTICES IN THE MEDIA AND BEYOND (2008)The Handbook of Journalism Studies (2009)Theorising media as practice (2004)Urban Development and the Politics of a Creative Class: Evidence from a Study of Artists (2006)In the Social Factory? (2008)Blazing Angels or Resident Evil? Can Violent Video Games be a Force for Good? (2010)Video-Gaming Among High School Students: Health Correlates, Gender Differences, and Problematic Gaming (2010)Friends, fun, frustration and fantasy: Child motivations for video game play (2012)Transmedia storytelling : business, aesthetics and production at the Jim Henson Company (2007)Brands and Branding in Media Management—Toward a Research Agenda (2014)Socially Responsible Human Resource Management: A Systematic Literature Review and Research Agenda (2022)The Professional Identity of Gameworkers (2007)Putting the Gay in Games (2009)Ingroup Versus Outgroup Conflict in the Context of Violent Video Game Play (2012)Creative Industries after the First Decade of Debate (2010)Participatory media fandom: A case study of anime fansubbing (2011)Financialisation of Valuation (2014)Social media and the public interest: Governance of news platforms in the realm of individual and algorithmic gatekeepers (2015)Quantified Audiences in News Production (2018)Analyzing Talk and Text II: Thematic Analysis (2019)Violent Video Games and Reciprocity (2014)
this work references cited by second hop

References

  • 2019The Cultural Industries1,177 cited
  • 2004The Production of Culture Perspective705 cited
  • 1992Mass Media and Society472 cited
  • 2006The Business and Culture of Digital Games: Gamework/Gameplay237 cited
  • 2006Handbook of Media Management and Economics220 cited
  • 2008Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do194 cited
  • 2008Cultural and Creative Industries153 cited
  • 2006The Business and Culture of Digital Games: Gamework and Gameplay149 cited
  • 2018Handbook of Media Management and Economics147 cited
  • 2006Parlaying Value135 cited
  • 2008The SAGE Handbook of Cultural Analysis93 cited
  • 2018Cultural and Creative Industries92 cited
  • 2011Cultural and creative industries in Europe13 cited
  • 2008Türkiye'de İnternet Kafeler: İnternet Kafeler Üzerine Üretilen Söylemler ve Mekan-Kullanıcı İlişkisi5 cited

Cited by

  • 2016İllerin Ekonomik Gelişmişliği Üzerinde Yaratıcı Sınıfın Etkisi: Türkiye Örneği4 cited

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