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 |
ECO4224 | Industrial Organizations | Spring | 3 | 0 | 3 | 6 |
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 : | Assist. Prof. DİMİTAR ASENOV SIMEONOV |
Course Lecturer(s): |
Assist. Prof. DİMİTAR ASENOV SIMEONOV |
Recommended Optional Program Components: | Optional Course Materials: videos, games, etc. |
Course Objectives: | The course is about firms in markets. It focuses on firm behavior in imperfectly competitive markets. It analyzes the acquisition and use of market power by firms, strategic interactions among firms, and the role of government competition policy. During the course we will approach this subject from both theoretical and applied perspectives. |
The students who have succeeded in this course; 1.Explain the role of profits in a market economy. 2.Set optimal prices and price discriminate. 3.Understand how price and non-price competition among firms affect economic welfare. 4.Predict industry-level changes using demand/supply analysis. 5.Analyze and evaluate models of competitive, oligopolistic, and monopoly markets. 6.Use game theory to predict how your actions influence those of others. 7.Analyze and evaluate how firms’ structure and conduct affect economic welfare and how these results feedback to effect structure and conduct. 8.Identify sources of market failure. 9.Explain the role of government competition policy. |
The teaching methods of the course are Lecture, Reading, Technology-Enhanced Learning, Discussion and Problem Solving. Market Structure & Market Power, Price Discrimination & Monopoly, Product Variety & Quality under Monopoly Static & Dynamic Games, Anti-competitive behaviors, Mergers Teaching Methods and Techniques Used in the Course • Individual Study • Differentiation • Collaborative Learning • Reading • Discussion • Problem Solving • Lecture • Case Study Review |
Week | Subject | Related Preparation |
1) | Introduction | PEPALL et al., Ch.1 |
2) | Basic microeconomics | PEPALL et al., Ch.2 |
3) | Market Structure & Market Power | PEPALL et al., Ch.3 |
4) | Technology & Costs | PEPALL et al., Ch.4 |
5) | Price Discrimination & Monopoly | PEPALL et al., Ch.5,6 |
6) | Product Variety & Quality under Monopoly | PEPALL et al., Ch.7 |
7) | Commodity Bundling & Tie-in Sales | PEPALL et al., Ch.8 |
8) | Midterm Exam | |
9) | Static Games: Quantity v. Price Competition | PEPALL et al., Ch.8 & 9 |
10) | Dynamic Games: First & Second Movers | PEPALL et al., Ch.11 |
11) | Entry Deterrence & Predation | PEPALL et al., Ch.12,13 |
12) | Price Fixing & Repeated Games | PEPALL et al., Ch.14 |
13) | Horizontal Mergers | PEPALL et al., Ch.16 |
14) | Vertical & Conglomerate Mergers | PEPALL et al., Ch.17 |
Course Notes / Textbooks: | Industrial Organization: Contemporary Theory and Empirical Applications by PEPALL, RICHARDS and NORMAN, Blackwell Publishing, 4th or 5th edition. |
References: | The Economist Businessweek HBR |
Semester Requirements | Number of Activities | Level of Contribution |
Quizzes | 1 | % 10 |
Midterms | 1 | % 40 |
Final | 1 | % 50 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 50 | |
PERCENTAGE OF FINAL WORK | % 50 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 13 | 3 | 39 |
Study Hours Out of Class | 14 | 8 | 112 |
Midterms | 1 | 1 | 1 |
Final | 1 | 2 | 2 |
Total Workload | 154 |
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. |