ECO4224 Industrial OrganizationsBahçeşehir 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
ECO4224 Industrial Organizations 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 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) 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.