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 |
ENM5242 | Service Operations Management | 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 : | Assoc. Prof. BARIŞ SELÇUK |
Recommended Optional Program Components: | N.A. |
Course Objectives: | This course is intended to provide students with in depth knowledge of principles and theory of service operations management. The broad topic of service operations management will be studied from an integrated viewpoint with a focus on customer satisfaction and service delivery. This course will provide students with the concepts and tools necessary to understand the distinctive characteristics of services and provide solutions for important management problems. The topics that are covered in this course include understanding and describing service systems, designing services, managing and improving service quality, and managing demand and supply in service operations. |
The students who have succeeded in this course; I. Define the distinctive characteristics of services. II. Describe a service by using the service package concept. III. Describe a service’s front-stage and backstage activities and illustrate the blue-print of a service. IV. Describe five different quality gaps of service. Identify these gaps in case studies. V. Illustrate the process flow diagram of a service. VI. Identify bottleneck activities, calculate rush order flow times, cycle times and throughput times of a service. VII. Use linear programming to construct DEA models of different service units. Solve the DEA model and identify efficient and inefficient service units. VIII. Find the optimal location of a service facility by using cross-median approach. IX. Find the optimal location of a service facility by using euclidean approach. X. Use Huff retail location model to calculate the market share of a service facility in a competitive environment. XI. Describe the overbooking strategy used in airlines and hotels. Define booking limits and protection levels. XII. Find the optimal booking limits for a reservation system by using theories of optimization and probability. XIII. Describe a queueing system by identifying its queue configuration, queue discipline, arrival pattern, service pattern and capacity. XIV. Describe the psychological aspects of waiting lines. XV. Use queueing theory to calculate the average waiting time per customer, average number of customers in the queue. |
Service definition, service package, characteristics of service, service quality, managing demand and supply in service, service facility location decisions, queuing theory applications in service, data envelopment analysis, revenue management. |
Week | Subject | Related Preparation |
1) | Understanding Services: Introduction to Service Operations Management, Characteristics and Classification of Services, Service Strategies | |
2) | Service Design: Generic Approaches, Service Blueprinting, Service Quality | |
3) | Service Design: Generic Approaches, Service Blueprinting, Service Quality | |
4) | Service Design: Service Processes Improvement, Data Envelopment Analysis | |
5) | Service Design: Data Envelopment Analysis | |
6) | Service Design: Service Facility Location | |
7) | MIDTERM I | |
8) | Managing Service Operations: Managing Capacity and Demand, Yield Management | |
9) | Managing Service Operations: Yield Management | |
10) | Managing Service Operations: Yield Management | |
11) | Quantitative Models for Service Management: Capacity Planning and Queuing Models, Preparation for MIDTERM II Exam | |
12) | MIDTERM II | |
13) | Quantitative Models for Service Management: Capacity Planning and Queuing Models | |
14) | Review | |
15) | Preparation for the final exam | |
16) | FINAL |
Course Notes / Textbooks: | Fitzsimmons, James A. and Mona J. Fitzsimmons, Service Management: Operations, Strategy, Information Technology, 7th Edition, McGraw-Hill, Singapore, 2008. |
References: | Johnston, Robert and Graham Clark, Service Operations Management: Improving Service Delivery, 3rd Edition, Prentice Hall, London, 2008. |
Semester Requirements | Number of Activities | Level of Contribution |
Homework Assignments | 5 | % 15 |
Midterms | 2 | % 50 |
Final | 1 | % 35 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 65 | |
PERCENTAGE OF FINAL WORK | % 35 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 12 | 3 | 36 |
Homework Assignments | 5 | 10 | 50 |
Midterms | 2 | 32 | 64 |
Final | 1 | 50 | 50 |
Total Workload | 200 |
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. |