ADVERTISING | |||||
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 | Spring | 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: | Face to face |
Course Coordinator : | Assoc. Prof. GÜVEN ÇATAK |
Course Lecturer(s): |
Assist. Prof. BATU BOZOĞLU Assist. Prof. 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; 1) Will comprehend the scale of use for game mechanics 2) Will be understanding tabletop game mechanics 3) Will be using pragmatic reasoning and professional perspective for analog game design 4) Will be able to analyze tabletop game making techniques 5) Will integrate 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. Learning Methods: Lecture, Implementation, Case Study, Educational Game, Project, Collaborative Learning |
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: | Parlett, D. (2009). Oxford history of board games. Oxford University Press. Litorco, T. (2016). The civilized guide to tabletop gaming: Rules every gamer must live by. Adams Media. Fullerton, T. (2018). Game design workshop: A playcentric approach to creating innovative games (4th ed.). A K Peters/CRC Press. Adams, E., & Rollings, A. (2014). Fundamentals of game design (3rd ed.). New Riders. Brathwaite, B., & Schreiber, I. (2008). Challenges for game designers. Charles River Media. |
References: | Xu, Y., Poole, E. S., Miller, A. D., Eiriksdottir, E., Catrambone, R., & Mynatt, E. D. (2011). Chores are fun: Understanding social play in board games for digital tabletop game design. In Proceedings of the Digital Games Research Association Conference (DiGRA). Whalen, T. (2003). Playing well with others: Applying board game design to tabletop display interfaces. In Proceedings of the 16th annual ACM symposium on user interface software and technology (pp. 377–380). ACM Press. https://doi.org/10.1145/964696.964743 Wigdor, D., Forlines, C., Baudisch, P., Barnwell, J., & Shen, C. (2006). Under the table interaction. In Proceedings of the 19th annual ACM symposium on user interface software and technology (pp. 259–268). ACM. https://doi.org/10.1145/1166253.1166294 |
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 prepare students to become communication professionals by focusing on strategic thinking, professional writing, ethical practices, and the innovative use of both traditional and new media | 2 |
2) | To be able to explain and define problems related to the relationship between facts and phenomena in areas such as Advertising, Persuasive Communication, and Brand Management | |
3) | To critically discuss and interpret theories, concepts, methods, tools, and ideas in the field of advertising | |
4) | To be able to follow and interpret innovations in the field of advertising | |
5) | To demonstrate a scientific perspective in line with the topics they are curious about in the field. | |
6) | To address and solve the needs and problems of the field through the developed scientific perspective | |
7) | To recognize and understand all the dynamics within the field of advertising | |
8) | To analyze and develop solutions to problems encountered in the practical field of advertising |