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) Can evaluate the marketing environment in the gaming industry.
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2) May conduct market segmentation studies in the gaming industry.
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3) May have extensive knowledge of market research in the gaming industry.
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4) May have knowledge about marketing mix elements (product, price, distribution, promotion) in the gaming industry.
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| Skills
(Describe as Cognitive and/or Practical Skills.)
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1) Can include it in the process by creating a marketing strategy along with the game idea.
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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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Programme Learning Outcomes |
Contribution Level (from 1 to 5) |
| 1) |
Explain the fundamental concepts, historical development, and theoretical framework of graphic design. |
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| 2) |
Define typography, color theory, and composition principles in visual communication design. |
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| 3) |
Evaluate the social, cultural, and ethical aspects of graphic design to develop an interdisciplinary perspective. |
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| 4) |
Develop original and innovative design solutions using creative problem-solving methods. |
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| 5) |
Apply visual hierarchy, perception psychology, and user experience (UX) principles to design for international markets. |
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| 6) |
Effectively use digital tools and design software to produce professional graphic design work. |
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| 7) |
Take responsibility in international graphic design projects individually or within a team to develop creative solutions. |
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| 8) |
Manage graphic design projects and plan processes while applying a professional work discipline. |
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| 9) |
Continuously improve by following global innovations, technologies, and methodologies in graphic design. |
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| 10) |
Adopt intercultural design principles to create visual solutions for global audiences. |
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| 11) |
Develop design solutions that are culturally sensitive, ethically appropriate, and sustainable. |
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| 12) |
Work independently or participate in teamwork within graphic design processes. |
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| WORKLOAD OF TEACHING & LEARNING ACTIVITIES |
| Teaching & Learning Activities |
# of Activities per semester |
Duration (hour) |
Total Workload |
| Course |
14 |
3 |
42 |
| 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 |
3 |
42 |
| Presentations / Seminar |
0 |
0 |
0 |
| Project |
0 |
0 |
0 |
| Homework Assignments |
2 |
10 |
20 |
| Total Workload of Teaching & Learning Activities |
- |
- |
104 |
| 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) |
149 |
| ECTS CREDITS OF THE COURSE (Total Workload/25.5 h) |
6 |