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 |
GEP0304 | Music Business and Turkish Music Industry | Fall | 3 | 0 | 3 | 4 |
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: | GE-Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Dr. BURCU ALARSLAN ULUDAŞ |
Course Lecturer(s): |
Instructor CELAL ELDENİZ |
Recommended Optional Program Components: | None |
Course Objectives: | This course serves the student who is wishing to increase their knowledge of the basic business practices of the Turkish Music industry and the student who is considering further study of the music business. The course utilizes guest speakers from the music and entertainment industry with respect to career development. The course has a strong emphasis on practical applications of classroom knowledge to the music business environment. |
The students who have succeeded in this course; At the end of the course attendants will be informed about: Main Actors of the Music Industry, Recording, Producing, Legal Issues, Packaging, Digital Music Industry. The course focuses on skills necessary for beginning and maintaining a professional career in the music industry. |
Music Business and Turkish Music Industry is an introduction to the basic concepts of the business practices related to the music industry and actors in Turkish Music Industry . |
Week | Subject | Related Preparation |
1) | Main Actors in the Music Business | Text |
2) | Music & Musicians | Text |
3) | Music Recording & Record Business | Text |
4) | Production of Music | Text |
5) | Legal Issues & Packaging | Text |
6) | Personal Manager & Booking Agent | Text |
7) | Music Organizations, Festivals & Concert Promoters. | Text |
8) | Digital Music Industry | Text |
9) | Midterm | |
10) | Music Societies | Text |
11) | Music Publishers | Text |
12) | Music TVs & Radios & Magazine… | Text |
13) | Music Education | Text |
14) | Music Shops, Distribution & Instrument Repair, Design | Text |
Course Notes / Textbooks: | |
References: | Mike King (2009) Music Marketing: Press, Promotion, Distribution, and Retail. ISBN 978-0876390986 David Baskerville (2009) Music Business Handbook ISBN 978-1412976794 Shelly Field (2004) Career Opportunities In The Music Industry. ISBN 978-0816059966 Paul Allen (2011) Artist Management for the Music Business, Second Edition ISBN 978-0240815015 Mike King (2009) Music Marketing: Press, Promotion, Distribution, and Retail. ISBN 978-0876390986 David Baskerville (2009) Music Business Handbook ISBN 978-1412976794 Shelly Field (2004) Career Opportunities In The Music Industry. ISBN 978-0816059966 Paul Allen (2011) Artist Management for the Music Business, Second Edition ISBN 978-0240815015 |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 1 | % 10 |
Homework Assignments | 1 | % 15 |
Project | 1 | % 10 |
Midterms | 1 | % 25 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 50 | |
PERCENTAGE OF FINAL WORK | % 50 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Project | 1 | 10 | 10 |
Homework Assignments | 1 | 6 | 6 |
Midterms | 1 | 12 | 12 |
Final | 1 | 30 | 30 |
Total Workload | 100 |
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. |