DIGITAL GAME DESIGN | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code | Course Name | Semester | Theoretical | Practical | Credit | ECTS |
ENM5223 | Business Management and Entrepreneurship | Spring | 3 | 0 | 3 | 12 |
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester. |
Language of instruction: | English |
Type of course: | Non-Departmental Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Assist. Prof. BERNA BEYHAN BOZKIRLIOĞLU |
Course Lecturer(s): |
Instructor ÖZLEM KANGA |
Recommended Optional Program Components: | None |
Course Objectives: | This course is designed to lead the student to understand the importance and the nature of entrepreneurship process and the link between innovation and entrepreneurship. In this course, the aim is to discuss the theories and the practice of new venture creation. This course focuses on technology entrepreneurship and management of new technology-based venture formation process from the very beginning which is discovering opportunities. The students will deal with each step of entrepreneurship, such as strategy development, planning, marketing, production, organization, financial planning, acquiring resources and managing resources. |
The students who have succeeded in this course; After finished this course students are expected to be able to * understand the process of creating innovations and their link to entrepreneurship process * recognize and evaluate entrepreneurial opportunities * understand the venture formation process including team formation, organization, acquiring and managing resources * understand how a technological entrepreneurship process can be managed |
Introduction to entrepreneurship Crafting and entrepreneurial strategy; entrepreneurial mind Entrepreneurial process; from idea to opportunity Creating an innovation strategy Business model; business concept; business plan Venture formation Product design, development, marketing and sales Entrepreneurial resources; finding and acquiring resources; managing resources Entrepreneurial team Preparing a financial plan; profit and harvest; risk and returns Sources of capital; negotiations and deals |
Week | Subject | Related Preparation |
1) | Introduction to the concept of entrepreneurship | None |
2) | Crafting and entrepreneurial strategy; entrepreneurial mind and characteristics of an entrepreneur. | Reading Chapter 1 in the text book |
3) | Entrepreneurial process; creating/discovering an entrepreneurial opportunity; from business idea to entrepreneurial opportunity | Reading Chapter 2-3 from the text book. |
4) | Creating a competitive strategy and innovation strategy | Reading Chapter 4-5 in the text book |
5) | Preparing business model, business model canvas and business plan | Reading Chapter 6 in the text book Reading Chapter 10 in the reference book. |
6) | Venture formation process; product design, development; marketing and sales | Reading Chapter 8-9 in the etxt book |
7) | Entrepreneurial resources; finding and acquiring resources; managing entrepreneurial resources | Reading Chapter 11 and 13 in the text book |
8) | Midterm exam | Preparation for midterm exam |
9) | Entrepreneurial team; organization and creativity | Reading Chapter 12 in the text book. Reading Chapter 12 in the reference book |
10) | Preparing a financial plan, profit and harvest; risk and returns | Reading Chapters 7,16, 17 in the text book |
11) | Sources of capital; negotiations and deals with investors | Reading Chapter 18-19 in the text book |
12) | Understading the life cycle of a new venture, stages of growth, leading a new venture to success | Reading Chapter 20 in the text book Reading Chapter 22 in the reference book |
13) | Course project presentations | Preparation for the presentations |
14) | Course project presentations | Preparation for the presentations |
Course Notes / Textbooks: | Technology Ventures: From Idea to Enterprise, 4th Edition, 2014, Thomas H. Byers, Richard C. Dorf & Andrew J. Nelson, McGraw Hill Education. |
References: | 1-New Venture Creation: Entrepreneurship for the 21st century, 8th Edition, 2008, Jeffry A. Timmons & Stephen Spinelli, McGraw Hill Education. |
Semester Requirements | Number of Activities | Level of Contribution |
Presentation | 1 | % 5 |
Project | 1 | % 20 |
Midterms | 1 | % 30 |
Final | 1 | % 45 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 35 | |
PERCENTAGE OF FINAL WORK | % 65 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Study Hours Out of Class | 12 | 6 | 72 |
Project | 1 | 20 | 20 |
Midterms | 1 | 2 | 2 |
Paper Submission | 1 | 10 | 10 |
Final | 1 | 2 | 2 |
Total Workload | 148 |
No Effect | 1 Lowest | 2 Low | 3 Average | 4 High | 5 Highest |
Program Outcomes | Level of Contribution | |
1) | Comprehend the conceptual importance of the game in the field of communication, ability to implement the player centered application to provide design. | |
2) | Analyze, synthesize, and evaluate information and ideas from various perspectives. | |
3) | Analyze the key elements that make up specific game genres, forms of interactions, mode of narratives and understand how they are employed effectively to create a successful game. | |
4) | Understand game design theories and methods as well as implement them during game development; to make enjoyable, attractive, instructional and immersive according to the target audience. | |
5) | Understand the technology and computational principles involved in developing games and master the use of game engines. | |
6) | Understand the process of creation and use of 2D and 3D assets and animation for video games. | |
7) | Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process. | |
8) | Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process. | |
9) | Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation. | |
10) | Understand and employ the structure and work modes of game development teams; comprehend the responsibilities of team members and collaborations between them while utilizing this knowledge in practice. | |
11) | Understand the process of game publishing within industry standards besides development and utilize this knowledge practice. | |
12) | Pitching a video game to developers, publishers, and players; mastering the art of effectively communicating and marketing the features and commercial potential of new ideas, concepts or games. |