DIGITAL GAME DESIGN | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code | Course Name | Semester | Theoretical | Practical | Credit | ECTS |
GAD4016 | Esports in Gaming Industry | Spring | 3 | 0 | 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: | Departmental Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Assoc. Prof. GÜVEN ÇATAK |
Course Lecturer(s): |
Instructor ORHAN EFE ÖZENÇ |
Course Objectives: | Within this course, the whole ecosystem of esports, which has reached a billion-dollar annual revenue volume as of today, together with its history, financial, legal, federative and organizational structure, contents, actors, general operation mechanism, its relations, similarities and differences with conventional sports, its connections with gaming business and economic aspects shall be explained to the students. |
The students who have succeeded in this course; - Will learn to benefit from the theories about the more egalitarian and fair competition environment created by the digital world with the esports sector, the reasons for people's desire to play games, sociological reflections, the perception of professionalism through user experience, and the effects on education, - By learning the gaming life in Turkey and the status and future of esports, inspirations and revenue shares on console, PC and mobile platforms, they will be able to work with attribution accordingly, - The process of transforming related games into e-sports will be understood and case studies from such games will be experienced. |
Week | Subject | Related Preparation |
1) | Introduction | |
2) | Examination of the motivations behind the competitive gameplay of individuals and detailing of the differences between being a hardcore gamer, casual gamer and professional gamer | |
3) | The history of competitive gameplay in both analog and digital worlds and the analysis of the main competitively-played game genres | |
4) | Interpretation of both the internet and web revolution and the process of combining the games and internet (online aspects, multiplayer platforms, etc.) | |
5) | Explanation of the background of the emergence of the esports concept, analyzing the relationship between the esports, conventional sports and games and discussing the conversion progress of esports into a sports branch | |
6) | Analyzing the esports ecosystem and its main actors | |
7) | Examination of the financial structure of esports | |
8) | Examination of the macro and micro legal dimensions of esports in Turkey and worldwide, explaining their differences with gambling and discussing the fair competition and Pay to Win concepts - I | |
9) | Examination of the macro and micro legal dimensions of esports in Turkey and worldwide, explaining their differences with gambling and discussing the fair competition and Pay to Win concepts - II | |
10) | Examination of team structure models in esports and learning how to become a team owner and sponsor in this business via analyzing the major esports teams | |
11) | Analyzing the perennial and primary esports branches and their tournaments both in Turkey and worldwide, detailing the pace of esports business and analyzing being esports athlete | |
12) | Öğrenci sunumları ile espor branşları, takımları, turnuvaları ve oyuncuları/sporcuları hakkında bilgilendirme amaçlı vaka çalışması ödevi | Midterm |
13) | Evaluation of the interactive and sociological aspect of esports and digital games over the professional gamer and audience psychology and experience in esports – 1 | |
14) | Evaluation of the interactive and sociological aspect of esports and digital games over the professional gamer and audience psychology and experience in esports – 2 |
Course Notes / Textbooks: | "Dijital Oyunlar Serisi – 1 / KOF98 UM OL" – Orhan Efe Özenç. ISBN: 6057525178 "Dijital Oyunlar Serisi – 2 / Türkiye’de E-Spor ve Counter Strike" – Orhan Efe Özenç / Hasan Keskin. ISBN: 6057525185 "Dijital Oyunlar Serisi – 3 / Türkiye’de E-Spor ve League of Legends" – Orhan Efe Özenç / Atakan Tınmazlar. ISBN: 6057525215 "Dijital Oyunlar Serisi – 4 / Türkiye'de E-Spor ve PUBG" – Orhan Efe Özenç / Hasan Keskin. ISBN: 6057525321 "Dijital Oyunlar Serisi – 5 / Türkiye'de E-Spor ve Fortnite" – Orhan Efe Özenç / Atakan Tınmazlar. ISBN: 6057525338 "Dijital Oyunlar Serisi – 6 / Türkiye'de E-Spor, Yerli Oyunlar ve Zula" – Orhan Efe Özenç. ISBN: 6056771446 "Dijital Oyunlar Serisi – 7 / Zirveden Uçuruma Bir Battle Royale Öyküsü: Apex Legends" – Orhan Efe Özenç / Atakan Tınmazlar. ISBN: 6056771460 "Dijital Oyunlar Serisi – 8 / Bilgisayardan Konsola, Geleneksel Spordan E-Spora Geçişin Mimarı: Dijital Futbol Oyunları ve FIFA" – Orhan Efe Özenç / Berkay Gürbüz. ISBN: 6056771477 "Dijital Oyunlar Serisi – 9 / Mobil E-Spor Devrimi ve Clash Royale" – Orhan Efe Özenç / Kubilay Bağcı. ISBN: 6056771484 "Dijital Oyunlar Serisi – 10 / Dijital Kart Oyunları ve Hearthstone" – Orhan Efe Özenç / Enes Yıldızer. ISBN: 6056980152 "Dijital Oyunlar Serisi - 11/ Brawl Stars Çılgınlığı" - Orhan Efe Özenç / Ali Duman. ISBN: 9786057068637 “Dijital Oyunlar Serisi – 12/ Oyun Şirketleri Arasındaki Dev Rekabetin Kutbu: Valorant” – Orhan Efe Özenç / Enes Yıldızer. ISBN: 9786057044020 Esport Funding Guide; Fritzen, M., BoD-Copenhagen, Denmark, (2019) (ISBN: 9788743009801) |
References: | - Orhan Efe Özenç - User Experience and Motivation of Professional Video Game Players: A Case Study of Esports in Turkey (https://www.academia.edu/70319105/User_Experience_and_Motivation_of_Professional_Video_Game_Players_A_Case_Study_of_Esports_in_Turkey) - Her Yönüyle E-Spor: Takım Sahibi, Sponsor ve E-Sporcu Adaylarının El Kitabı" - Orhan Efe Özenç / İbrahim Yörük, Amadeo Yayınları. ISBN: 9786254430237 |
Semester Requirements | Number of Activities | Level of Contribution |
Homework Assignments | 3 | % 35 |
Midterms | 1 | % 20 |
Final | 1 | % 45 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 55 | |
PERCENTAGE OF FINAL WORK | % 45 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Application | 2 | 3 | 6 |
Homework Assignments | 3 | 14 | 42 |
Midterms | 1 | 16 | 16 |
Final | 1 | 12 | 12 |
Total Workload | 118 |
No Effect | 1 Lowest | 2 Low | 3 Average | 4 High | 5 Highest |
Program Outcomes | Level of Contribution | |
1) | Comprehend the conceptual importance of the game in the field of communication, ability to implement the player centered application to provide design. | 1 |
2) | Analyze, synthesize, and evaluate information and ideas from various perspectives. | 2 |
3) | Analyze the key elements that make up specific game genres, forms of interactions, mode of narratives and understand how they are employed effectively to create a successful game. | 3 |
4) | Understand game design theories and methods as well as implement them during game development; to make enjoyable, attractive, instructional and immersive according to the target audience. | 1 |
5) | Understand the technology and computational principles involved in developing games and master the use of game engines. | 1 |
6) | Understand the process of creation and use of 2D and 3D assets and animation for video games. | 1 |
7) | Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process. | 2 |
8) | Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process. | 2 |
9) | Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation. | 2 |
10) | Understand and employ the structure and work modes of game development teams; comprehend the responsibilities of team members and collaborations between them while utilizing this knowledge in practice. | 1 |
11) | Understand the process of game publishing within industry standards besides development and utilize this knowledge practice. | 4 |
12) | Pitching a video game to developers, publishers, and players; mastering the art of effectively communicating and marketing the features and commercial potential of new ideas, concepts or games. | 4 |