Course Learning Outcomes (CLOs) are those describing the knowledge, skills and competencies that students are expected to achieve upon successful completion of the course. In this context, Course Learning Outcomes defined for this course unit are as follows:
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Knowledge
(Described as Theoritical and/or Factual Knowledge.)
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1) Evaluates the marketing environment in the gaming industry.
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2) It conducts market segmentation studies in the gaming industry.
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3) Have comprehensive knowledge of market research in the gaming industry.
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4) Have information about marketing mix elements (product, price, distribution, promotion) in the game industry.
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Skills
(Describe as Cognitive and/or Practical Skills.)
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1) It creates a marketing strategy with the idea of the game and includes it in the process.
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Competences
(Described as "Ability of the learner to apply knowledge and skills autonomously with responsibility", "Learning to learn"," Communication and social" and "Field specific" competences.)
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Week |
Subject |
Materials Sharing * |
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Related Preparation |
Further Study |
1) |
Digital Game Market |
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2) |
Marketing Mix and Marketing Strategy |
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3) |
Marketing Analysis for Developing Game |
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4) |
Digital Games as Products or Services |
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5) |
Branding in Digital Games |
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6) |
Digital Games and Marketing Communication |
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7) |
Marketing Applications in the Digital Game Industry |
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8) |
Midterm |
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9) |
Future of Developing Games |
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10) |
Digital Game Advertisements and In-Game Advertisements |
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11) |
Social Media Use in Digital Game Marketing |
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12) |
Content Management in Digital Game Marketing |
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13) |
Case Study: 'Nintendo's Dark Age', 'PlayStation Dreams' |
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14) |
Case Study: 'Wii Revolution', 'Xbox Empire' |
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15) |
Project Presentation |
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16) |
Final Exam |
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Course Notes / Textbooks: |
Limpach, O. (2020) The Publishing Challenge for Independent Video Game
Developers: A Practical Guide, CRC Press
Hill-Whittall, R. (2015) The Indie Game Developer Handbook
Fields, T. and Cotton, B. (2014) Mobile & Social Game Design: Monetization
Methods and Mechanics, Second Edition, A K Peters/CRC Press,
Malankar, N. (2018) How to Market Your Game Like A Pro and Make Money
Boyd, G.S., Pyne, B. and Kane, S.F. (2019) Video Game Law: Everything You Need
to Know about Legal and Business Issues in the Game Industry, Taylor and
Francis, Boca Raton, FL
Dreskin, J. (2015) A Practical Guide to Indie Game Marketing, Routledge
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References: |
Caiulo, Federico. 2016. Mobile Game Marketing and Consumer Behaviour, LAP LAMBERT Academic Publishing
Global Games Market Report, Newzoo, 2019
Steinberg, S., Videogame Marketing and PR: Vol. 1: Playing to Win.
Wesley, D., Innovation and Marketing in the Video Game Industry: Avoiding the Performance Trap, Gower Publishing Limited, Boston,
Zackrisson, P., Dymek, P., 2017, Video Game Marketing, Routledge
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(KPLOs and SPLOs are the abbreviations for Key & Sub- Programme Learning Outcomes, respectively. )
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Programme Learning Outcomes |
Contribution Level (from 1 to 5) |
1) |
Defines the concepts of computer science and design techniques required in Digital Game Design. |
5 |
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1.1 Defines game design principles, game mechanics, dynamics and episode design concepts. |
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1.2 Lists drawing and animation techniques in the context of discipline. |
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1.3 Interprets the historical and theoretical information about analog and digital games. |
5 |
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2) |
Creates digital games supported with current technology and designs in line with the determined goals. |
5 |
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2.1 Organizes the digital game design process by planning and analyzing the situation. |
5 |
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2.2 Manages the digital game design process using interdisciplinary components. |
5 |
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2.3 Compiles and dramatizes written and visual stories using various tools. |
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2.4 Adapts the aesthetic and algorithmic components of digital games. |
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2.5 Uses the knowledge of writing code and animation for digital games designed to be offered on different platforms. |
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2.6 Uses artificial intelligence techniques in the game development process and calculates probabilities based on mathematics and physics rules. |
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2.7 Constructs the game design and game elements by using them in non-game areas. |
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3) |
Designs artistic structure to support digital game design. |
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3.1 Analyzes the design elements in the game using the theoretical knowledge. |
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3.2 Uses freehand drawing and digital drawing techniques. |
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3.3 lans the game design with visual and audio dimensions. |
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4) |
Analyzes the structures, logical framework and mechanisms of analog and digital games. |
5 |
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4.1 Identifies the problems encountered in the game design process. |
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4.2 Synthesizes the references to civilization history and mythology taken as reference in the game discipline according to the current game theory. |
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4.3 Plans the delivery of the product to the target audience in the right way. |
5 |
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5) |
S/he acquires the competencies that develop by the expectations of business world and the society defined as the institutional outcomes of our university on the advanced level in relation with his/her field. |
5 |
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5.1 Acquires the analyzing solving the problems and managing the conflicts. |
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5.2 Participates as a team member and takes responsibility in the environments that require the solving of the conflicts and acts as a leader when necessary. |
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5.3 Has awareness for ethical and social responsivity. |
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5.4 By supporting the learnt courses with quantitative and qualitative data; and by using verbal and visual communication means, s/he transfers them to the groups within and outside his/her group in a systematical and effective way. |
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5.5 Evaluates the norms and standards present in the works in which s/he takes responsibility in a critical point of view. |
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5.6 Develops strategical, innovative and entrepreneurial ideas. |
5 |
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5.7 Acquires competence of managing the change. |
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5.8 Shows development personally and socially with and awareness for lifelong learning. |
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5.9 Follows advanced technologies and developments about digital transformation. |
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5.10 Has cultural awareness and s/he transfers this to the groups within and outside his/her field. |
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5.11 Has awareness about citizenship competency. |
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5.12 Acquires communication in a Foreign Language (English) competence defined on the level of at least B1 in European Language Portfolio. (In programs whose medium of instruction is English, on the level of B2/B2+). |
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WORKLOAD OF TEACHING & LEARNING ACTIVITIES |
Teaching & Learning Activities |
# of Activities per semester |
Duration (hour) |
Total Workload |
Course |
14 |
2 |
28 |
Laboratory |
0 |
0 |
0 |
Application |
0 |
0 |
0 |
Special Course Internship (Work Placement) |
0 |
0 |
0 |
Field Work |
0 |
0 |
0 |
Study Hours Out of Class |
14 |
2 |
28 |
Presentations / Seminar |
0 |
0 |
0 |
Project |
0 |
0 |
0 |
Homework Assignments |
1 |
0 |
0 |
Total Workload of Teaching & Learning Activities |
- |
- |
56 |
WORKLOAD OF ASSESMENT & EVALUATION ACTIVITIES |
Assesment & Evaluation Activities |
# of Activities per semester |
Duration (hour) |
Total Workload |
Quizzes |
2 |
10 |
20 |
Midterms |
1 |
10 |
10 |
Semester Final Exam |
1 |
15 |
15 |
Total Workload of Assesment & Evaluation Activities |
- |
- |
45 |
TOTAL WORKLOAD (Teaching & Learning + Assesment & Evaluation Activities) |
101 |
ECTS CREDITS OF THE COURSE (Total Workload/25.5 h) |
4 |