ECO4145 Platform EconomicsBahçeşehir UniversityDegree Programs DIGITAL GAME DESIGNGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
DIGITAL GAME DESIGN
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
ECO4145 Platform Economics Spring 3 0 3 6
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: Hybrid
Course Coordinator : Assoc. Prof. EMİN KÖKSAL
Course Lecturer(s): Assoc. Prof. EMİN KÖKSAL
Course Objectives: This course aims the analyse the basic economic principles of platforms that connect one group of customers with another group of customers.

Learning Outcomes

The students who have succeeded in this course;
1. Identify platforms
2. Explain the functioning of a platform
3. Idenfity network effects
4. Evaluate direct and indirect network effects
5. Analyze platform business models
6. Evaluate platforms' behaviours
7. Analyze platforms' competitive strategies
8. Acquire a solid understanding for promotion and subsidy strategies

Course Content

After an introduction to the basic concepts and principles of platform economics, value creation and ecosystem of platforms will be analyzed. Business models and competitive strategies of the local and global companies such as Yemeksepeti, Bitaksi, Gitti Gidiyor, eBay, Amazon, Alibaba, Uber, Airbnb, Booking will also be elaborated both from theoretical and empirical perspectives.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction and Basic Concepts
2) Economic Principles for Platforms
3) The Technologies Behind Platforms
4) How Multi-Sided Platforms Create Value
5) Getting off the Critical Mass
6) Pricing for Profitability and Growth
7) Shaping the Platform’s Ecosystem
8) Designing the Platform
9) Evaluating Platform Pioneers
10) The Transformation of Payments
11) The Transformation of Retail
12) Antitrust Issues in Platform Economics
13) Public Policy Towards Platforms
14) The Future of Platforms

Sources

Course Notes / Textbooks: David S. Evans and Richard Schmalensee, Matchmakers: The New Economics of Multisided Platforms, Boston: Harvard Business School Press, 2016.
References: Alvin Roth, Who Gets What and Why: The New Economics of Matchmaking and Market Design (New York: Houghton Mifflin Harcourt, 2015).

Carl Shapiro and Hal R. Varian, Information Rules (Cambridge, MA: Harvard Business School Press, 1998)

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Presentation 1 % 20
Midterms 1 % 30
Final 1 % 50
Total % 100
PERCENTAGE OF SEMESTER WORK % 50
PERCENTAGE OF FINAL WORK % 50
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
Presentations / Seminar 1 18 18
Midterms 1 20 20
Final 1 30 30
Total Workload 152

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) 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.