In this chapter, the creation of a value chain during the process of digital games development in Turkey is discussed using a critical political economy approach. This study claims to be the first of its kind that intends to examine the topography of the digital game industry in Turkey and gives a brief history and describes the present status of digital games production in Turkey. All the components of a value chain, namely, the industrial structure and development process, publishing and licensing, distribution and marketing structure, labor force, legal regulations, and governmental policies will be considered in that order to map out the present topography of the industry. The final part of the study will deal with possible solutions for further development in the industry. At this point, the study stresses the fact that all components of the value chain must be performed uninterrupted if the actors in Turkey’s digital game industry desire to position themselves as “producers” in global or local markets.
CITATION STYLE
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 Computer Games and New Media Cultures: A Handbook of Digital Games Studies (pp. 371–391). Springer Netherlands. https://doi.org/10.1007/978-94-007-2777-9_24
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