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) |
Can explain the fundamental concepts, theories, and models of public relations and advertising. |
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| 2) |
Can define ethical rules, legal regulations, and professional standards in the field of public relations, communication and advertising. |
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| 3) |
Can analyze the social, cultural, economic, and political contexts of public relations, media and advertising. |
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| 4) |
Can develop public relations and advertising campaigns through target audience analysis. |
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| 5) |
Can create innovative communication solutions using traditional and digital media tools. |
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| 6) |
Can evaluate public relations and advertising strategies by conducting effectiveness analysis. |
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| 7) |
Can take responsibility in public relations and advertising projects both individually and in team settings. |
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| 8) |
Can utilize leadership and decision-making skills when determining public relations and advertising strategies. |
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| 9) |
Can follow new trends and technological developments in public relations and advertising. |
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| 10) |
Can generate knowledge in the field of public relations and advertising by using research and analytical skills. |
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| 11) |
Can act in accordance with ethical and social responsibility principles in public relations and advertising. |
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| 12) |
Can plan and implement crisis management, reputation management, and brand management processes. |
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| 13) |
Can establish effective verbal and written communication in public relations and advertising processes. |
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| 14) |
Can develop professional relationships in multicultural and global communication contexts. |
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| 15) |
Can develop digital strategies in public relations and advertising using new media tools. |
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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 |