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Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code | Course Name | Semester | Theoretical | Practical | Credit | ECTS |
GEP0312 | Special Topics in E-sports | Fall | 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: | GE-Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Hybrid |
Course Coordinator : | Assist. Prof. BURCU ALARSLAN ULUDAŞ |
Course Objectives: | This course is an introduction to esports and digital gaming culture. This course provides students with the basics of esports, professional the functioning on the stage, the items of operation, how it is implemented in national and international perspective and the It aims to teach the current situation. Throughout the semester, students will only learn about the esports industry. While participating in the experience of being an actor, they will also become critical thinkers of this developing industry. They will have the opportunity to examine |
The students who have succeeded in this course; When you successfully complete this course you will be able to do the following. 1. Defining the esports industry and understanding the ecosystem 2. Learning about the history of esports 3. Be able to define the roles of different stakeholders in the esports industry 4. Being able to compare Traditional Sports and Electronic Sports 5. Obtaining information on various esports operations items (e.g. marketing, sponsorship, events, venue management, communication, finance, law) 6. Learns the software, hardware and applications used in digital games and e-sports fields. 7. Keeping in touch with industry professionals |
E-sports history, team management, e-sports law, sponsorship and marketing, e-sports entrepreneurship, e-sports infrastructure and technical requirements, health in e-sports, sports clubs. Teaching methods and techniques used in the course: lecture, educational game, group work, guest, field work, application and technology-supported learning will be used. |
Week | Subject | Related Preparation |
1) | Special Titles in Esports Introduction to the Course | |
2) | Esports History | |
3) | Team Management | |
4) | Esports Law | |
5) | Field Trip | |
6) | Sponsorship and Marketing | |
7) | Esports Entrepreneurship | |
8) | Midterm Week | |
9) | Infrastructure and Technology in Esports Requirements | |
10) | International Event Management | |
11) | Health in Esports | |
12) | Esports in Education | |
13) | Esports in Sports Clubs Investments | |
14) | Revision |
Course Notes / Textbooks: | |
References: | Hedlund, D.P., Fried, G., and Smith III, R.C. 2021. Esports Business Management. Champaign, IL: Human Kinetics. Scholz, T.M. 2019. Esports Is Business: Management in the World of Competitive Gaming. Cham, Switzerland: Palgrave Macmillan Taylor, T.L. 2015. Raising the Stakes: E-Sports and the Professionalization of Computer Gaming. Boston: MIT Press |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 1 | % 25 |
Homework Assignments | 1 | % 25 |
Final | 1 | % 50 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 50 | |
PERCENTAGE OF FINAL WORK | % 50 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 13 | 3 | 39 |
Study Hours Out of Class | 13 | 4 | 52 |
Homework Assignments | 1 | 20 | 20 |
Final | 1 | 2 | 2 |
Total Workload | 113 |
No Effect | 1 Lowest | 2 Low | 3 Average | 4 High | 5 Highest |
Program Outcomes | Level of Contribution | |
1) | To prepare students to become communication professionals by focusing on strategic thinking, professional writing, ethical practices, and the innovative use of both traditional and new media | 3 |
2) | To be able to explain and define problems related to the relationship between facts and phenomena in areas such as Advertising, Persuasive Communication, and Brand Management | 3 |
3) | To critically discuss and interpret theories, concepts, methods, tools, and ideas in the field of advertising | 3 |
4) | To be able to follow and interpret innovations in the field of advertising | 1 |
5) | To demonstrate a scientific perspective in line with the topics they are curious about in the field. | 5 |
6) | To address and solve the needs and problems of the field through the developed scientific perspective | 3 |
7) | To recognize and understand all the dynamics within the field of advertising | 2 |
8) | To analyze and develop solutions to problems encountered in the practical field of advertising | 2 |