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 |
ISM5231 | Strategic 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: | Turkish |
Type of course: | Non-Departmental Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Assoc. Prof. AHMET BEŞKESE |
Course Lecturer(s): |
Assoc. Prof. AHMET BEŞKESE |
Recommended Optional Program Components: | None |
Course Objectives: | Over the years, the field of strategic management has had a major influence on corporate behavior. Terms such as cash cow, sustainable competitive advantage and core competence are frequently raised in day-to-day business conversations. In fact, the ability to apply strategic analysis to practical business problems has become a valuable skill in many occupations, including management consultancy, stock broking, merchant banking and corporate finance. The aim of this course is to give you the tools needed to analyze situations and think strategically. |
The students who have succeeded in this course; I. Define general concepts related to strategic management II. Identify the stakeholders of a company III. Evaluate the mission and vision statements of a company IV. Define the key environmental factors having an impact on a company V. Analyze the opportunities and threats posed by the environment for a given company VI. Identify the value chain of any company VII. Explain the strengths and weaknesses of a company VIII. Define the business-level strategies IX. Define the corporate-level strategies X. Criticize the portfolio of an enterprise using BCG, McKinsey or Industry Evolution Matrices XI. Relate the concepts and techniques learned in earlier courses in management, production, information systems, economy, accounting, marketing, etc. XII. Analyze a strategic management case |
Fundamenal strategic management issues including strategy development process, evaluation of external and internal factors, SWOT analysis, strategy types, value management, actions planning, business planning. |
Week | Subject | Related Preparation |
1) | Introduction | |
2) | Fundamentals of Strategic Management | |
3) | Mission, Vision, Objectives and Stakeholders | |
4) | Analysis of the External Environment - Opportunities and Threats | |
5) | Analysis of the firm itself - Strengths, Weaknesses and Distinctive Competences | |
6) | Analysis of the firm itself - Strengths, Weaknesses and Distinctive Competences | |
7) | Measuring the Environmental Factors - Evaluation Matrices | |
8) | Basic strategies and their components | |
9) | Business-level strategies: Competitive strategies | |
10) | Midterm | |
11) | Corporate strategies | |
12) | Evaluation and Management of Corporate-level strategies (Portfolio evaluation tools) | |
13) | Organizational structures | |
14) | Presentation of case study projects |
Course Notes / Textbooks: | Ülgen, H. ve Mirze, S. K. (2007). İşletmelerde Stratejik Yönetim, 4. bası, Arıkan Basım Yayım Dağıtım, İstanbul. |
References: | Eren, E., (2005). Stratejik Yönetim ve İşletme Politikası, 7. bası, Beta, İstanbul. Dinçer, Ö., (2007). Stratejik Yönetim ve İşletme Politikası, 8. bası, Alfa, İstanbul. Dess, G. G., Lumpkin, G. T., and Taylor, M. L. (2005). Strategic Management: Creating Competitive Advantage, 2nd Edtn., McGraw-Hill. Porter, M. E., (2003). Rekabet Stratejisi: Sektör ve Rakip Analizi Teknikleri, Sistem Yayınları, 2. baskı., Sistem Yayıncılık. Çomaklı, Ş. E., Ekici, K. M. ve Şahım, T. Z., (2007).Geleceği Planlamada Stratejik Yönetim, a-c Yayınevi, Ankara. |
Semester Requirements | Number of Activities | Level of Contribution |
Presentation | 1 | % 10 |
Project | 1 | % 20 |
Midterms | 1 | % 25 |
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 | 13 | 3 | 39 |
Study Hours Out of Class | 15 | 6 | 90 |
Presentations / Seminar | 1 | 6 | 6 |
Project | 1 | 49 | 49 |
Midterms | 1 | 3 | 3 |
Paper Submission | 1 | 5 | 5 |
Final | 1 | 3 | 3 |
Total Workload | 195 |
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. |