INTERNATIONAL FINANCE | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code | Course Name | Semester | Theoretical | Practical | Credit | ECTS |
GAD3026 | Tabletop Game Design | Fall | 2 | 2 | 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: | Non-Departmental Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Hybrid |
Course Coordinator : | Dr. Öğr. Üyesi GÜVEN ÇATAK |
Course Lecturer(s): |
Instructor ERTUĞRUL SÜNGÜ |
Course Objectives: | This course focuses on games played around a table. It essentially aims the students to understand analog game design processes, but also to acquire information on how to integrate game design and create links with all the other aspects of analog game production. It involves the students in various and numerous workshops and group activities. The course relies on pragmatic reasoning and professional experiences rather than academic informations and ultimately aims to widen prespectives and open a creative mind on the analog game design subject. |
The students who have succeeded in this course; After successful completion of the course, the learned is expected to be able to: 1) Comprehend the scale of use for game mechanics 2) Understanding tabletop game mechanics 3) Using pragmatic reasoning and professional perspective for analog game design 4) Being able to analyze tabletop game making techniques 5) Integrating game design and creativity on all analog projects |
This course will cover the creation of a game from the very first game idea to the production documents needed by factories, including creating and respecting a policy, brain storming a game, pitching, writing game design documents, writing rules documents, prototyping, playtesting and finalizing documents for production. |
Week | Subject | Related Preparation |
1) | Historical approaches to desktop games and design processes | |
2) | Defining the types of games and examining game concepts | |
3) | Game pacing, management of dynamics and mechanics. | |
4) | The formal and dramatic elements of the tabletop games | |
5) | Measuring the tabletop gaming experience and iterative development | |
6) | Concepts of competition, talent and luck in tabletop games | |
7) | Desktop game components: mechanics, narration and dynamics | |
8) | From idea to prototype: playable prototyping | |
9) | Gameplay testing and playability, game analysis | |
10) | Applicable game production and game production stages I | |
11) | Applicable game production and game production stages II | |
12) | Presentation and decision making for projections | |
13) | Final project preperation & revision | |
14) | Final project presentation |
Course Notes / Textbooks: | Oxford History of Board Games, David Parlett, 2009. The Civilized Guide to Tabletop Gaming: Rules Every Gamer Must Live By, Teri Litorco, 2016 Game Design Workshop – Tracy Fullerton Fundamentals of Game Design – Ernest Adams & Adam Rolling Challenges for Game Designers – Brenda Brathwaite & Ian Schreiber |
References: | "XU, Yan, et al. Chores Are Fun: Understanding Social Play in Board Games for Digital Tabletop Game Design. In: DiGRA Conference. 2011. WHALEN, Tara. Playing well with others: Applying board game design to tabletop display interfaces. In: ACM symposium on user interface software and technology. New York: ACM Press, 2003. WIGDOR, Daniel, et al. Under the table interaction. In: Proceedings of the 19th annual ACM symposium on User interface software and technology. ACM, 2006. p. 259-268." |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 1 | % 10 |
Presentation | 1 | % 5 |
Project | 9 | % 25 |
Midterms | 1 | % 20 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 35 | |
PERCENTAGE OF FINAL WORK | % 65 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 1 | 14 |
Application | 14 | 3 | 42 |
Study Hours Out of Class | 8 | 8 | 64 |
Midterms | 1 | 3 | 3 |
Final | 1 | 3 | 3 |
Total Workload | 126 |
No Effect | 1 Lowest | 2 Low | 3 Average | 4 High | 5 Highest |
Program Outcomes | Level of Contribution | |
1) | To correctly identify the problems and to be able to ask the correct questions | 2 |
2) | To have the ability for problem solving and to utilize analytical approach in dealing with the problems of finance | 1 |
3) | To understand and grasp the full details of theoretical arguments and counter arguments | 2 |
4) | To be fully prepared for a graduate study in finance and to have lifelong learning awareness | 2 |
5) | To be able to apply theoretical principles of finance to the realities of practical business life | 1 |
6) | To develop solutions for managerial problems by understanding the requirements of international financial markets | 2 |
7) | To think innovatively and creatively in complex situations | 3 |
8) | To be able to make decisions both locally and internationally by knowing the effects of globalization on business and social life | 2 |
9) | To have the competencies of the digital age and to use the necessary financial applications | 2 |
10) | To be able to use at least one foreign language both for communication and academic purposes | 1 |
11) | To understand the importance of business ethics and to take decisions by knowing the legal and ethical consequences of their activities in the academic world and business life | 2 |
12) | To develop an objective criticism in business and academic life and having a perspective to self-criticize | 2 |