Mobil oyun sektörünün yeniden üretimi: Hiper gündelik oyunlar
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Abstract (EN)
This study offers the definition, building blocks, producers, marketing strategies and practices concerning a significant type of mobile gaming industry, hyper-casual games. Due to my profession, I actively participate in the production process of hyper-casual games as a producer and consumer. In addition to explaining the production process from such a point of view, the study uses self-reflexivity method to cover the narratives of this type's producers. Notions and phenomena that emerge during the production of such games are explicated in relation with the ideas of various thinkers and theoreticians. The concept of game is explained in the study over hyper-casual games, which represents an important area, where production modes in our modern capitalist system change and transform. A literature review was conducted to observe the existing studies in the field. Especially the speed factor, which is one of the most visible characteristics of our time as we experience it, continues to change spaces substantially, allowing its users to produce, much like the gaming industry. Such transformation brings along a new and up to date perspective to the concept of game. The persisting existence of active producers and consumers of hyper-casual games can be viewed as a powerful reproduction of games. Keywords: Game, Mobile Game, Hyper-Casual Game, Speed
Author
Esma Çil
Institution
How to Cite
Esma Çil (Master Thesis). Mobil oyun sektörünün yeniden üretimi: Hiper gündelik oyunlar, 2022, Yeditepe University.
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