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 |
ENM4001 | Technological Innovation and Entrepreneurship | Spring | 3 | 0 | 3 | 5 |
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. ALPER CAMCI |
Course Lecturer(s): |
Assist. Prof. ALPER CAMCI |
Recommended Optional Program Components: | None |
Course Objectives: | Understanding the linkages between technological opportunities, entrepreneurship and economic development is vital for the business today. This course is designed to lead the students to be aware of the role of technological innovations in the entrepreneurial process and to understand the process in which technology ventures are created to exploit such opportunities. The aim of this course is to provide students with a fundamental knowledge of technology entrepreneurship and technological innovation, to understand the different stages of entrepreneurial process and to explore how entrepreneurial and innovative activities are interconnected. During the semester, first nature of technological change and the creation of technological innovations are reviewed and second, the focus is turned to entrepreneurial process. |
The students who have succeeded in this course; After completing this course students will be able to: I. Develop an awareness about the entrepreneurial opportunities created by technological innovations. II. Be aware of the link between innovations and entrepreneurship; how technological opportunities influence the entrepreneurial process III. Understand the process of creating new technology ventures IV. Have an ability to assess the value of entrepreneurial opportunities; a clear view of what is a valuable opportunity. V. Understand the key components of entrepreneurial process such as building effective teams and increasing resources including financial ones. V. Have knowledge about the growth stages of a new technology venture and ability to manage the growth process. |
Introduction to technological innovation and entrepreneurship The links between innovation and entrepreneurship From business idea to entrepreneurial opportunity Creating an entrepreneurial strategy, competitive strategy and innovation strategy Preparing business model Preparing a business plan Entrepreneurial risks and returns Product design and marketing plan Acquiring and managing resources Organization and entrepreneurial team Management of operations Financial plan, sources of capital and deal presentations and negotiations Profit and harvest Leading a new venture to success |
Week | Subject | Related Preparation |
1) | Overview of the course / outline/ syllabus A short introduction to technological innovation and entrepreneurship | N/A |
2) | Entrepreneurship and Opportunities | Reading Chapters 1-2 in course book. |
3) | Vision and the Business Model and Plan | Reading Chapters 3-6 in course book |
4) | Competitive strategy and Innovation strategies | Reading Chapter 4-5 in course book. |
5) | Risk and Returns/Creativity and Product Development | Reading Chapter 7-8 in course book. |
6) | Marketing and sales/ Types of Ventures | Reading Chapter 9-10 in course book |
7) | Course and Group Project Review | Review of previous chapters |
8) | Midterm exam | Preparation for midterm exam |
9) | Fikri Mülkiyet ve yeni girişim organizasyonu | Reading Chapter 11-12 in course book. |
10) | Acquiring and organizing resources/Management of operations | Reading Chapter 13-14 in course book |
11) | Acquisitions and Global Expansion / Profit and harvest | Reading Chapter 15-16 in course book |
12) | The Financial plan / Sources of capital | Reading Chapter 17-18 in course book |
13) | Deal presentations and negotiations / Leading a new venture to success | Reading Chapter 19-20 in course book |
14) | Presentation of course projects | Preparaing course project files Preparing course project presentations and presenting course projects |
Course Notes / Textbooks: | Byers, T.H., Dorf, R.C. and Nelson A.J. (2010). Technology Ventures: From Idea to Enterprise, 3rd Edition, McGraw Hill, New York. |
References: | Timmon, J.A. (2009). New Venture Creation: Entrepreneurship for the 21st century. McGraw-Hill Irwin New York. |
Semester Requirements | Number of Activities | Level of Contribution |
Presentation | 1 | % 5 |
Project | 1 | % 30 |
Midterms | 1 | % 30 |
Final | 1 | % 35 |
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 | 14 | 3 | 42 |
Presentations / Seminar | 1 | 1 | 1 |
Project | 1 | 25 | 25 |
Midterms | 1 | 12 | 12 |
Final | 1 | 12 | 12 |
Total Workload | 134 |
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. |