ECO4224 Industrial OrganizationsBahçeşehir 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
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.

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 Lecturer(s): Assoc. Prof. EMİN KÖKSAL
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.

Learning Outcomes

The students who have succeeded in this course;
1. Define market structure
2. Define market power
3. Analyze technology and costs
4. Analyze price discrimination under monopoly
5. Analyze product variety and quality under monopoly
6. Analyze quantity and price competition

Course Content

Market Structure & Market Power, Price Discrimination & Monopoly, Product Variety & Quality under Monopoly Static & Dynamic Games, Anti-competitive behaviors, Mergers

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction & Basic microeconomics
2) Market Structure & Market Power
3) Price Discrimination & Monopoly
4) Product Variety & Quality under Monopoly
5) Commodity Bundling & Tie-in Sales
6) Static Games: Quantity v. Price Competition
7) Review
8) Dynamic Games: First & Second Movers
9) Entry Deterrence & Predation
10) Price Fixing & Repeated Games
11) Horizontal Mergers
12) Vertical & Conglomerate Mergers
13) Vertical Restraints
14) Advertising, Market Power & Information

Sources

Course Notes / Textbooks: Industrial Organization: Contemporary Theory and Empirical Applications by PEPALL, RICHARDS and NORMAN (Blackwell Publishing, 2008, 4th edition)
References: The Economist
Businessweek
HBR

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Quizzes 8 % 25
Midterms 1 % 30
Final 1 % 45
Total % 100
PERCENTAGE OF SEMESTER WORK % 55
PERCENTAGE OF FINAL WORK % 45
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 3 42
Study Hours Out of Class 14 4 56
Quizzes 8 1 8
Midterms 1 20 20
Final 1 20 20
Total Workload 146

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.