GEP1312 Special Topics in E-sportsBahçeşehir UniversityDegree Programs ADVERTISINGGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
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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
GEP1312 Special Topics in E-sports 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: Turkish
Type of course: GE-Elective
Course Level: Bachelor’s Degree (First Cycle)
Mode of Delivery: Hybrid
Course Coordinator : Dr. 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

Learning Outcomes

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

Course Content

Weekly Detailed Course Contents

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) Midterm Exam
8) Esports Entrepreneurship
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) final

Sources

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

Evaluation System

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

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 be able to apply theoretical concepts related to mass communication, consumer behavior, psychology, persuasion,sociology, marketing, and other related fields to understand how advertising and brand communication works in a free-market economy. 1
2) To be able to critically discuss and interpret theories, concepts, methods, tools and ideas in the field of advertising. 2
3) To be able to research, create, design, write, and present an advertising campaign and brand strategies of their own creation and compete for an account as they would at an advertising agency. 2
4) To be able to analyze primary and secondary research data for a variety of products and services. 3
5) To be able to develop an understanding of the history of advertising as it relates to the emergence of mass media outlets and the importance of advertising in the marketplace. 2
6) To be able to follow developments, techniques, methods, as well as research in advertising field; and to be able to communicate with international colleagues in a foreign language. (“European Language Portfolio Global Scale”, Level B1) 3
7) To be able to take responsibility in an individual capacity or as a team in generating solutions to unexpected problems that arise during implementation process in the Advertising field. 2
8) To be able to understand how advertising works in a global economy, taking into account cultural, societal, political, and economic differences that exist across countries and cultures. 3
9) To be able to approach the dynamics of the field with an integrated perspective, with creative and critical thinking, develop original and creative strategies. 3
10) To be able to to create strategic advertisements for print, broadcast, online and other media, as well as how to integrate a campaign idea across several media categories in a culturally diverse marketplace. 2
11) To be able to use computer software required by the discipline and to possess advanced-level computing and IT skills. (“European Computer Driving Licence”, Advanced Level) 1
12) To be able to identify and meet the demands of learning requirements. 2
13) To be able to develop an understanding and appreciation of the core ethical principles of the advertising profession. 3