ECO1211 Introduction to Economics IBahçeşehir UniversityDegree Programs DIGITAL GAME DESIGNGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
DIGITAL GAME DESIGN
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
ECO1211 Introduction to Economics I Spring 3 0 3 8
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: Face to face
Course Coordinator : Assoc. Prof. ÇAĞLAR YURTSEVEN
Course Lecturer(s): Prof. Dr. NECİP ÇAKIR
Assoc. Prof. ÇAĞLAR YURTSEVEN
Recommended Optional Program Components: None
Course Objectives: Introduction to Economics-I is an introductory level course that covers topics such as relative scarcity, efficiency and welfare, cost of choices, and market structures. Its primary aim is to develop a basic understanding of economic principles and issues. It develops your economic literacy and teaches you how economics relates to the everyday life of individuals, businesses and society in general.

Learning Outcomes

The students who have succeeded in this course;
1. Use the basic concepts of economics to explain everyday life
2. Explain the behavior of buyers and sellers in the market using basic economic theories
3. Explain the role of government in influencing buyer and seller behavior in the market
4. Explain the role of profits in a market economy
5. Identify firm behaviors in different market structures.

Course Content

Basic Elements: Introduction, economic way of thinking, basic tools for trade, the functioning of market economy, behaviour of demand and supply, effect of government on markets, economic surplus and market economy, cost of production and profits, competitive markets and monopoly, imperfect markets

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Orientation
2) Ten Principles of Economics & Thinking Like an Economist MANKIW & TAYLOR 2nd ed., Ch.1, 2 MRU:  1. Introduction    
3) The Market Forces of Supply and Demand MANKIW & TAYLOR 2nd ed., Ch. 4 MRU: 2. Supply, Demand and Equilibrium
4) Elasticity and Its Application MANKIW & TAYLOR 2nd ed., Ch. 5 MRU: 3. Elasticity and Its Application
5) Supply, Demand & Government Policies MANKIW & TAYLOR 2nd ed., Ch. 6 MRU: 4. Taxes and Subsidies AND 6. Price Ceilings and Price Floors     
6) Review
7) Consumers, Producers & the Efficiency of the Markets MANKIW & TAYLOR 2nd ed., Ch. 7 MRU 2:   Supply, Demand and Equilibrium (Subsections Consumer Surplus and Producer Surplus)    
8) Midterm Exam
9) The Costs of Production MANKIW & TAYLOR 2nd ed., Ch.13 MRU 9: Costs and Profit Maximization under Competition
10) Firms in Competitive Markets MANKIW & TAYLOR 2nd ed., Ch.14 MRU 10: Competition and Invisible Hand   
11) Monopoly MANKIW & TAYLOR 2nd ed., Ch. 15 MRU 11: Monopoly
12) Monopolistic Competition MANKIW & TAYLOR 2nd ed., Ch.16
13) Oligopoly & Game Theory MANKIW & TAYLOR 2nd ed., Ch.17
14) Final Review

Sources

Course Notes / Textbooks: • Economics, Gregory MANKIW & Mark P. TAYLOR, Cengage Publishing. (2nd, 3rd or 4th eds.)
References: Marginal Revolution University: https://mru.org/courses/principles-economics-microeconomics/introduction-microeconomics

• The Undercover Economist, Tim HARFORD
• Freakonomics, Steven D. LEVITT & Stephen J. DUBNER
• Naked Economics: Undressing the Dismal Science, Charles WHEELAN

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Midterms 1 % 50
Final 1 % 50
Total % 100
PERCENTAGE OF SEMESTER WORK % 50
PERCENTAGE OF FINAL WORK % 50
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 16 3 48
Application 13 1 13
Study Hours Out of Class 13 6 78
Midterms 1 12 12
Final 1 18 18
Total Workload 169

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) Comprehend the conceptual importance of the game in the field of communication, ability to implement the player centered application to provide design.
2) Analyze, synthesize, and evaluate information and ideas from various perspectives.
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.
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.
5) Understand the technology and computational principles involved in developing games and master the use of game engines.
6) Understand the process of creation and use of 2D and 3D assets and animation for video games.
7) Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process.
8) Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process.
9) Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation.
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.
11) Understand the process of game publishing within industry standards besides development and utilize this knowledge practice.
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.