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 |
COP4463 | Ata Holding - Strategic Analysis | 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 : | |
Course Lecturer(s): |
Prof. Dr. YAMAN ÖMER ERZURUMLU |
Course Objectives: | The organizations which establish and implement long-term strategies are more likely to gain sustainable success. The increasing complexity created by the rapidly changing world has increased the importance of successful strategies. The main purpose of this course is to explain the necessary analysis and methodologies to establish a competitive strategy. In order to create a succesful strategy, competitor analysis, company analysis, market analysis and customer analysis should be conducted carefully and attentively. In addition to this, for interpreting these analyses and creating the strategy basing on these analyses, some consulting methodologies, matrices and templates will be explained to the students. Therefore, they will have the opportunity to gain practical experience as well. |
The students who have succeeded in this course; The students who have succeeded in this course; 1) The student will gain knowledge on what strategy is and what the main concepts are. 2) They will learn the foundation of the staretgy which are competitor analysis, financial analysis, company analysis, market analysis and customer analysis. 3) They will understand the methodologies of researching. 4)They will learn how to establish a strategy by interpreting all the analyses conducted and all the data gathered 5) They will have the opportunity to practise via case studies. 6) They will be able to ask questions directly to guest speakers with real experience on creating strategies |
Introduction to Strategy and Main Concept of Strategy Competitor Analysis Understanding Competitor Strategies Research Metodologies Financial and Operational Key Ratios and Key Performance Indicators Benchmarking Cost and Profitability Analysis Market Definition and Sizing Strategic Frameworks Market Segmentation and Channels Customer Segmentation and Analysis Customer Loyalty and Satisfaction Strategy Implementation From Strategy to Decision&Result - Following up with KPIs |
Week | Subject | Related Preparation |
1) | Introduction to Strategy and Main Concept of Strategy | Presentation |
2) | Competitor Analysis | Presentation / Case Study |
3) | Understanding Competitor Strategies | Presentation / Case Study |
4) | Research Metodologies | Presentation / Case Study |
5) | Financial and Operational Key Ratios and Key Performance Indicators | Presentation / Case Study |
6) | Benchmarking | Presentation / Case Study |
7) | Cost and Profitability Analysis | Presentation / Case Study |
8) | Market Definition and Sizing | Presentation / Case Study |
9) | Strategic Frameworks | Presentation / Case Study |
10) | Market Segmentation and Channels | Presentation / Case Study |
11) | Customer Segmentation and Analysis | Presentation / Case Study |
12) | Customer Loyalty and Satisfaction | Presentation / Case Study |
13) | Strategy Implementation | Presentation / Case Study |
14) | From Strategy to Decision&Result - Following up with KPIs | Presentation / Case Study |
Course Notes / Textbooks: | Dersi verecek kişi tarafından sunumlar ve vaka çalışmaları hazırlanacaktır Notes and cases will be provided by the lecturer |
References: | Contemporary Strategy Analysis - Robert M. Grant, 8th ed. 2013, Wiley. ISBN-13: 978-1119941880 Strategic Analysis and Action - Crosssan etal., 7th ed., Prentice Hall, ISBN-13: 978-0132061421 Blue Ocean Strategy - W. Chan Kim and Renée Mauborgne, 2015, Harvard, ISBN-13: 978-1625274496 |
Semester Requirements | Number of Activities | Level of Contribution |
Quizzes | 4 | % 15 |
Presentation | 1 | % 15 |
Midterms | 1 | % 30 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 60 | |
PERCENTAGE OF FINAL WORK | % 40 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Study Hours Out of Class | 14 | 7 | 98 |
Presentations / Seminar | 1 | 3 | 3 |
Midterms | 1 | 2 | 2 |
Final | 1 | 2 | 2 |
Total Workload | 147 |
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. |