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 |
ENM4112 | Technology and Industrial Strategy | Spring | 3 | 0 | 3 | 6 |
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 |
Recommended Optional Program Components: | None |
Course Objectives: | This course is designed to lead the student to understand the link between technology and competition at the industry level. Competitiveness of industries and nations co-evolves with technological changes. We can identify different approaches in the technology and innovation management literature towards the link between technology and competitiveness strategy at meso and macro level. At the end of this course the it is aimed that students will have knowledge on these different approaches to innovation and competitiveness at industrial and national level. |
The students who have succeeded in this course; After completing this course students will be able to: I. Be familiar to theoretical approaches which deal with the linkages between technological innovation and competitiveness at sectoral and national levels. II. Understand the concepts and characteristics of national, sectoral and regional innovation systems and develop awareness about the importance of sectoral and national innovation policies and strategies. III. Have knowledge about networks and economics of networks IV. Be familiar to technology transfer and the processes of technology transfer, be able to manage technology transfer processes. V. Be informed about the problems related technological innovations, technology development and technology transfer in developing countries. |
This course will focus on the relationship between technological innovations and competitiveness. First, the theoretical approaches which are used to understand the linkages between technological innovations and competitiveness at the sectoral and national levels will be reviewed. Among these approaches the systems of innovation approach is especially focused on. After the review of the systems of innovation approach, innovation clusters and networks will be studied, how clusters and network influence new technologies and the emergence of innovations. In this course, international technology transfer and university-industry technology transfer processes will also be discussed. |
Week | Subject | Related Preparation |
1) | Introduction to technological innovations and industrial strategy | None |
2) | Clusters and industries | Instructor's notes |
3) | High-tech clusters and competitiveness | Instructor's notes |
4) | Systems of innovation | Instructor's notes |
5) | National system of innovation | Instructor's notes |
6) | Sectoral innovation management | Instructor's notes |
7) | Regional systems of innovation | Instructor's notes |
8) | Midterm exam | Preparation for midterm exam |
9) | Technology transfer | Instructor's notes |
10) | Networks: why firms enter into innovation networks | Instructor's notes |
11) | Technology and firm networks | Instructor's notes |
12) | Network structures | Instructor's notes |
13) | Course project presentations | Preparation for project presentations |
14) | Course project presentations | Preparation for project presentations |
Course Notes / Textbooks: | Ders notları ve sunumlar. Fagerberg, J., Mowery, D.C. & Nelson, R.R. (2006). Oxford Handbook of Innovation, Oxford University Press, NY. |
References: | Porter, M. (1998). Clusters and the new economics of competition Saxenian, AL. (1994). Regional advantage: culture and competition at Silicon Valley and Route 128 Lundvall, BA. (1992). National Systems of Innovation: Toward a Theory of Innovation and Interactive Learning . Edquist, C. (1997). Systems of Innovation: Technologies, Institutions and Organizations |
Semester Requirements | Number of Activities | Level of Contribution |
Homework Assignments | 2 | % 10 |
Presentation | 1 | % 5 |
Project | 1 | % 15 |
Midterms | 1 | % 30 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 45 | |
PERCENTAGE OF FINAL WORK | % 55 | |
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 |
Homework Assignments | 2 | 4 | 8 |
Midterms | 1 | 12 | 12 |
Final | 1 | 12 | 12 |
Total Workload | 142 |
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. |