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
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.

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 : 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.

Learning Outcomes

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

Course Content

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.

Weekly Detailed Course Contents

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."

Evaluation System

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
Total % 100

ECTS / Workload Table

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

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 critically interpret and discuss the theories, the concepts, the traditions, and the developments in the history of thought which are fundamental for the field of new media, journalism and communication.
2) To be able to attain written, oral and visual knowledge about technical equipment and software used in the process of news and the content production in new media, and to be able to acquire effective abilities to use them on a professional level.
3) To be able to get information about the institutional agents and generally about the sector operating in the field of new media, journalism and communication, and to be able to critically evaluate them.
4) To be able to comprehend the reactions of the readers, the listeners, the audiences and the users to the changing roles of media environments, and to be able to provide and circulate an original contents for them and to predict future trends.
5) To be able to apprehend the basic theories, the concepts and the thoughts related to neighbouring fields of new media and journalism in a critical manner.
6) To be able to grasp global and technological changes in the field of communication, and the relations due to with their effects on the local agents.
7) To be able to develop skills on gathering necessary data by using scientific methods, analyzing and circulating them in order to produce content.
8) To be able to develop acquired knowledge, skills and competence upon social aims by being legally and ethically responsible for a lifetime, and to be able to use them in order to provide social benefit.
9) To be able to operate collaborative projects with national/international colleagues in the field of new media, journalism and communication.
10) To be able to improve skills on creating works in various formats and which are qualified to be published on the prestigious national and international channels.