
This book presents examples of digital transformation as they have unfolded in different fields and in different countries. Thus it is designed to be a situation analysis in which some chapters share research results and others are essays written to contribute to the ongoing debate. The book consists of two parts, the first being "Transformation in Television, Radio, Film and Games" and the second being "Transformation in Social Life, Economy and Education". Individual chapters' authors address different issues related to the digitalization of games, post-production, radio transmission, education, marketing, payment systems, fandom, social media, artificial intelligence, democracy, and intellectual creativity. Three questions to be kept in mind as you read each chapter are "What is happening in the particular field as a result of digital transformation?", "Is it a real transformation?", and "What are the benefits and drawbacks of the transformation?" Chapter One focuses on new trends in television-viewing practices and considers how digitalization empowers TV series' fans. The chapter draws attention to the popularity of Turkish television series in Latin America and argues that digitalization has transformed the habits and attitudes of Latin American viewers: through the spread of Turkish television series, Turkish culture and values are also promoted. Chapter Two consists of a case study that sheds light on whether technological developments will transform the image of women in online games. In-depth interviews with female users of massively multiplayer online role-playing games and a game producer reveal that although technology gives women players a chance to be whatever they want, they prefer to create gendered characters. Thus women's participation in digital technology has not transformed the representation of gender in online games just yet. Chapter Three focuses on "vertical editing" techniques as an outcome of the digital transformation of post-production
Page Count:
174
Publication Date:
2020-01-01
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