ECO4145 Platform EconomicsBahçeşehir 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
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) 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.