AN EVALUATION OF THE VIDEO GAME INDUSTRY, THEIR RELATIONSHIP TO THE FILM INDUSTRY AND THEIR PLACE IN MEDIA HISTORY / (Kayıt no. 285454)

MARC ayrıntıları
000 -BAŞLIK
Sabit Uzunluktaki Kontrol Alanı 03870nam a22003137a 4500
003 - KONTROL NUMARASI KİMLİĞİ
Kontrol Alanı KOHA
005 - EN SON İŞLEM TARİHİ ve ZAMANI
Kontrol Alanı 20230425084419.0
008 - SABİT UZUNLUKTAKİ VERİ ÖGELERİ - GENEL BİLGİ
Sabit Alan 221020d2022 cy ||||| m||| 00| 0 eng d
040 ## - KATALOGLAMA KAYNAĞI
Özgün Kataloglama Kurumu CY-NiCIU
Kataloglama Dili eng
Çeviri Kurumu CY-NiCIU
Açıklama Kuralları rda
041 ## - DİL KODU
Metin ya da ses kaydının dil kodu eng
090 ## - Yerel Tasnif No
tasnif no YL 2569
Cutter no O75 2022
100 1# - KİŞİ ADI
Yazar Adı (Kişi adı) Osinkoya, John Oladotun
245 13 - ESER ADI BİLDİRİMİ
Başlık AN EVALUATION OF THE VIDEO GAME INDUSTRY, THEIR RELATIONSHIP TO THE FILM INDUSTRY AND THEIR PLACE IN MEDIA HISTORY /
Sorumluluk Bildirimi JOHN OLADOTUN OSINKOYA; SUPERVISOR: PROF. DR. JONATHAN STUBBS
264 ## - PRODUCTION, PUBLICATION, DISTRIBUTION, MANUFACTURE, AND COPYRIGHT NOTICE
Date of production, publication, distribution, manufacture, or copyright notice 2022
300 ## - FİZİKSEL TANIMLAMA
Sayfa, Cilt vb. 99 sheets;
Boyutları 31 cm.
Birlikteki Materyal Includes CD
336 ## - CONTENT TYPE
Source rdacontent
Content type term text
Content type code txt
337 ## - MEDIA TYPE
Source rdamedia
Media type term unmediated
Media type code n
338 ## - CARRIER TYPE
Source rdacarrier
Carrier type term volume
Carrier type code nc
502 ## - TEZ NOTU
Tez Notu Thesis (MA) - Cyprus International University. Institute of Graduate Studies and Research Communication and Media Studies Department
504 ## - BİBLİYOGRAFİ NOTU
Bibliyografi Notu Includes bibliography (sheets 95-99)
520 ## - ÖZET NOTU
Özet notu ABSTRACT<br/>The history of media has taken its shape as a result of existing media industries ranging from visual medium (photography, television, film etc.) to audio medium (radio, music, telephone etc.). These industries have all been examined by historians to determine the importance to human society. One industry that fuses these components (visual and audio) in a digitalized form is the video game industry. Sadly, the video game industry is jettisoned in the history of media especially because of its digitalized form. However, it is actually the case that the video game industry has contributed immensely to the development of media history as a result of its relationship with other media industries particularly by influencing the creation of contents in these industries; one of which is the film industry. Therefore, the aim of this academic research is to examine the interrelationship between the video game industry and the film industry, how both have positively affected one another in the production of gaming/filming contents as well as help each other to be sustained in the society. As a way of examining the interrelationship between the film and game industries in this thesis, the historical background of the video game industry shall be examined so as to understand the growth of the industry during different epoch and how it developed into becoming a popular culture in the society. Furthermore, the narrative structure of video games in relation to films as explained by game historians (the narratologists and ludologists) shall be discussed. The understanding of this narrative structure shall reveal how video games have been adapted into film production and vice versa and as such, generating huge revenue to both industries, as well as continuously drawing the attention of their consumers. Hence, the Mortal Kombat, Indiana Jones, Resident Evil and James Bond franchises which have all been adapted from video games into films and vice versa shall be critically discussed as case studies to show the dependence of both industries. Thus, the discussion on the research questions raised in this thesis shall be enough to prove that the video game industry has been unfairly marginalized in media history, as their relationship has not been limited to just the film industry but also with other modern media forms. This realization therefore should inspire more scholars to write/speak more about the video game industry positively in the discussions of media history.<br/>Keywords: Film Industry, Interactive Media, Media History, Video Games, Video Game Industry.
650 #0 - KONU BAŞLIĞI EK GİRİŞ - KONU TERİMİ
Konusal terim veya coğrafi ad Motion picture industry
Alt başlık biçimi Dissertations, Academic
650 #0 - KONU BAŞLIĞI EK GİRİŞ - KONU TERİMİ
Konusal terim veya coğrafi ad Interactive multimedia
Alt başlık biçimi Dissertations, Academic
650 #0 - KONU BAŞLIĞI EK GİRİŞ - KONU TERİMİ
Konusal terim veya coğrafi ad Video games
Alt başlık biçimi Dissertations, Academic
650 #0 - KONU BAŞLIĞI EK GİRİŞ - KONU TERİMİ
Konusal terim veya coğrafi ad Video games industry
Alt başlık biçimi Dissertations, Academic
700 1# - EK GİRİŞ - KİŞİ ADI
Yazar Adı (Kişi adı) Stubbs, Jonathan
İlişkili Terim supervisor
942 ## - EK GİRİŞ ÖGELERİ (KOHA)
Sınıflama Kaynağı Dewey Onlu Sınıflama Sistemi
Materyal Türü Thesis
Mevcut
Geri Çekilme Durumu Kayıp Durumu Sınıflandırma Kaynağı Kredi için değil Koleksiyon Kodu Kalıcı Konum Mevcut Konum Raf Yeri Kayıt Tarih Source of acquisition Yer Numarası Demirbaş Numarası Son Görülme Tarihi Fatura Tarihi Materyal Türü Genel / Bağış Notu
    Dewey Onlu Sınıflama Sistemi   Tez Koleksiyonu CIU LIBRARY CIU LIBRARY Tez Koleksiyonu 20.10.2022 Bağış YL 2569 O75 2022 T2890 20.10.2022 20.10.2022 Thesis Communication and Media Studies Department
    Dewey Onlu Sınıflama Sistemi     CIU LIBRARY CIU LIBRARY Görsel İşitsel 20.10.2022 Bağış YL 2569 O75 2022 CDT2890 20.10.2022 20.10.2022 Suppl. CD Communication and Media Studies Department
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