ECO4146 Innovation and Competition Policy in Digital MarketsBahçeşehir 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
ECO4146 Innovation and Competition Policy in Digital Markets Fall 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 Objectives: This course aims to analyze the role of competition policy in shaping the digital economy, and the evolving role for competition authorities in the inovative digital markets.

Learning Outcomes

The students who have succeeded in this course;
1. Identify general principles of innovation and competition policy.
2. Explain the fundamental competition violations.
3. Define digital markets.
4. Identify innovations in digital market.
5. Analyze the effects of disruptive innovations in digital markets.
6. Acquire a solid understanding of interplay between innovation and competition polic.

Course Content

The course specifically examine the appropriateness of existing competition policy tools and techniques for dealing with innovative disruptions in digital markets. The course carries out case studies to analyze the development and evolution of a number of digital markets.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction to the Course
2) Putting the Main Issues
3) Foundations of Competition Policy
4) Fundamental Rules of Competition Law -1
5) Fundamental Rules of Competition Law -2
6) Digital Markets
7) Main Competition Issues in Digital Markets - 1
8) Main Competition Issues in Digital Markets - 2
9) Case Study Session - 1
10) Case Study Session - 2
11) Case Study Session - 3
12) Case Study Session - 4
13) Case Study Session - 5
14) Case Study Session - 6

Sources

Course Notes / Textbooks: The Four: The Hidden DNA of Amazon, Apple, Facebook, and Google by Scott GALLOWAY, Portfolio, 2017.
An Introduction to EU Competition Law by Moritz LORENZ, Cambridge University Press, 2013.
Platform Revolution by Geoffrey G. PARKER, Marshall W. Van ALSTYNE, Sangeet P. CHOUDARY, W. W. Norton & Company, 2016.
References:

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Presentation 1 % 30
Midterms 1 % 30
Final 1 % 40
Total % 100
PERCENTAGE OF SEMESTER WORK % 60
PERCENTAGE OF FINAL WORK % 40
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.