COP4319 Fexprience - Experiential Marketing Communication and Case StudiesBahçeşehir UniversityDegree Programs CARTOON AND ANIMATIONGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
CARTOON AND ANIMATION
Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

Course Introduction and Application Information

Course Code Course Name Semester Theoretical Practical Credit ECTS
COP4319 Fexprience - Experiential Marketing Communication and Case Studies Fall
Spring
3 0 3 5
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester.

Basic information

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 : Instructor SİNEM İNCE
Course Lecturer(s): Instructor SİNEM İNCE
Recommended Optional Program Components: None
Course Objectives: This course aims to provide relational bonds of corporate and its target audience with communication activities, supporting the relation management, giving pleasure to the audience, make experiences with aesthetic aspect, create a value on target audience perception as marketing communication strategy, by teaching the importance of experiential marketing principles and practices.Students will produce their own experiential marketing communication by learning the bacis steps be considered experiental marketing based on event preparation.

Learning Outcomes

The students who have succeeded in this course;
Students taking this course can,
1) Define the concept of experiential marketing
2) Reveal the difference of experiential marketing communications from other communication activities
3) Can apply the steps of experiential marketing communication campaigns.
4) Learn the types of events that will be used for experiential marketing.
5) Learn the factors that should be considered for planning and realization the event
6) Create experiential marketing events appropriate for a corporate or a brand

Course Content

In this course students will learn the definition of experiential marketing communication, functions, principles and steps, the rules of the event management, event organizing methods, applyingexperiential marketing events and measuring.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) What is experiental marketing? Why it is needed? Basic issues in marketing commuication and the position of expreriental marketing in communication (Guest Participant: Ugur Batı)
2) Where is the event in experiential marketing? (Guest participant: Bülent Fidan)
3) How is experiential marketing planned? What are the steps that must be considered? (Guest participant: Coca-Cola)
4) Comparison of examples of experiential marketing between Turkey and the world.
5) What is event based on experience? Students begin to plan the communication of experiential marketing for a brand.
6) What are types of events? (Guest participant: Event Manager of Anadolu Efes)
7) What are the factors that must be considered during an event? (Guest participant: Co-manager of Pozitif Event Company) Students begin to plan an event.
8) How is an event planned? (Guest participant: Gnctrkcll)
9) How is the time and place of an event planned? (Guest participant: Boogy Event Agency)
10) What are the things that you need to pay attention to in order to match your activity with technology? (Guest participant: Founder of Visionteractive)
11) The importance of building relationship with the event and social media (Guest participant: Coca-Cola).
12) What are the possible crises that can occur in an event? How are crises managed? (Guest participant: Nike)
13) Evaluation and reporting of event (Guest pariticpant: Anadolu Efes)
14) Students present their experiential marketing communication projects that are prepared in accordance with weekly steps.

Sources

Course Notes / Textbooks: Markethink Ya Da Farkethink: "Deneyimsel Pazarlama ve Duyusal Markalama" - Uğur Batı / Experiential Marketing: How to Get Customers to Sense, Feel, Think, Act, Relate - Bernd H. Schmitt / The experience Economy - B. Joseph Pine
References: Experiential Marketing: A Practical Guide to Interactive Brand Experiences - Shaz Smilansky / Örneklerle Temel Deneyimsel Pazarlama - Taşkın Dirsehan

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Homework Assignments 2 % 10
Midterms 1 % 30
Final 1 % 60
Total % 100
PERCENTAGE OF SEMESTER WORK % 40
PERCENTAGE OF FINAL WORK % 60
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 3 42
Study Hours Out of Class 14 3 42
Project 8 3 24
Homework Assignments 2 9 18
Final 1 1 1
Total Workload 127

Contribution of Learning Outcomes to Programme Outcomes

No Effect 1 Lowest 2 Low 3 Average 4 High 5 Highest
           
Program Outcomes Level of Contribution
1) To have theoretical and practical knowledge and skills in cartoon and animation.
2) To be able to develop research, observation-experience, evaluation skills in the field of cartoon and animation and effectively communicate ideas, convincing actions and emotions using cartoon and animation and performance principles in every direction.
3) Making animated films with various artistic styles and techniques.
4) Designing the cartoon and animation production process using initiative, applying it with creativity and presenting it with personal style.
5) To be a team member in the production process of cartoon and animations, to be able to take responsibility and manage the team members under their responsibility and to lead them.
6) To be able to evaluate cartoon and animations in the framework of their knowledge and skills.
7) To be able to define and manage learning requirements in the field of cartoon and animation.
8) To be able to communicate with related organizations by sharing scientific and artistic works in cartoon and animation and to share information and skills in the field.
9) To monitor developments in the field of cartoon and animation using foreign languages ​​and to communicate with foreign colleagues.
10) To be able to use general information and communication technologies at advanced level with all kinds of technical tools and computer software used in cartoon and animations.
11) Using critical thinking skills and problem solving strategies in all aspects of development and production, effectively communicating ideas, emotions and intentions visually, verbally and in writing, and effectively incorporating technology in the development of cartoon and animation projects.
12) To have sufficient knowledge about ethical values ​​and universal values ​​in the field of cartoon and animation.