Creative Industries in Turkey
Cover -- Copyright information -- Dedication -- Contents -- List of Abbreviations -- Foreword -- References -- An Introduction to the Main Concepts of Creative Industries -- Approaches to Creative Industries -- Creative Economies -- Creative Class in Creative Cities -- New Issues in Creative Industries -- Ecosystem -- Demand for design and creative good and services -- Design and value added -- Data and knowledge -- References -- Chapter 1 Investigation of Gamification and Its Effects on Marketing in Turkey -- Introduction -- Gamification -- Gamification Affordances -- Points -- Leaderboards -- Badges/Achievements -- Levels -- Story/Theme -- Clear goals -- Feedback -- Rewards -- Progress -- Challenge -- Methodology -- Gamification in Turkey -- Conclusion -- References -- Chapter 2 It Is So Good, It Cannot Be Turkish: A Case Study of Local Video Game Producers versus Local Gamer Communities -- Introduction -- Background -- Gamer Postrelease Participation in Video Game Production -- Gamer Prerelease Participation in Video Game Production -- Methodology -- Results -- Main Data Set -- Valence Analysis -- Pilot Data Set -- Discussions -- References -- Ludography -- Chapter 3 The Evolution of Role-Playing Game Communities in Turkey and Their Effects on Creative Industries -- The Evolution of Role-Playing Culture in Turkey -- The Impact of Fantasy Role-Playing Games on Turkish Youth -- The Evolut ı on of a Subculture: The Convention Era -- Conclusion -- References -- Chapter 4 The Recent Horror Film Boom in the Cinema of Turkey -- Introduction: Earliest Turkish Horror Movies -- The Kickoff of the Turkish Horror Film Boom -- Overview of the Films of the Current Turkish Horror Cinema -- A Tentative Exploration of the Prospects of the Turkish Horror Cinema -- References.