CIVIL ENGINEERING | |||||
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 Spring |
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) | Adequate knowledge in mathematics, science and civil engineering; the ability to use theoretical and practical knowledge in these areas in complex engineering problems. | |
2) | Ability to identify, formulate, and solve complex engineering problems; ability to select and apply proper analysis and modeling methods for this purpose. | |
3) | Ability to design a complex system, process, structural and/or structural members to meet specific requirements under realistic constraints and conditions; ability to apply modern design methods for this purpose. | |
4) | Ability to develop, select and use modern techniques and tools necessary for the analysis and solution of complex problems encountered in civil engineering applications; ability to use civil engineering technologies effectively. | |
5) | Ability to design, conduct experiments, collect data, analyze and interpret results for the study of complex engineering problems or civil engineering research topics. | |
6) | Ability to work effectively within and multi-disciplinary teams; individual study skills. | |
7) | Ability to communicate effectively in English and Turkish (if he/she is a Turkish citizen), both orally and in writing. | |
8) | Awareness of the necessity of lifelong learning; ability to access information to follow developments in civil engineering technology. | |
9) | To act in accordance with ethical principles, professional and ethical responsibility; having awareness of the importance of employee workplace health and safety. | |
10) | Information about business life practices such as project management, risk management, and change management; awareness of entrepreneurship, innovation, and sustainable development. | |
11) | Knowledge about contemporary issues and the global and societal effects of engineering practices on health, environment, and safety; awareness of the legal consequences of civil engineering solutions. |