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 |
IB4323 | Special Topics in Cross Cultural Management | 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 : | Assoc. Prof. AYLA ESEN |
Course Lecturer(s): |
Assoc. Prof. AYLA ESEN |
Recommended Optional Program Components: | None |
Course Objectives: | Effective training and exposure to cultural differences around the world can help employees learn to be more successful in a variety of business settings. The increase in both diversity and globalization in business require that employees, especially managers, develop cross-cultural competence to work effectively in international assignments, on cross-cultural teams, with increasingly diverse customers and clients, and to effectively compete or collaborate with competitors, suppliers, partners, and relevant stakeholders, such as governments and other public bodies. |
The students who have succeeded in this course; This course seeks to provide students with an understanding of effective cross-cultural management and the challenges that are likely to be faced while working internationally. Upon successful completion of this course, students will be able to: 1. Understand how people, groups, organizations, and societies become infused with culture. 2. Define one’s own culture and the differences from own versus other cultures from an analytical and conceptual perspective. 3. Analyze the impact of culture on decision making, leadership and motivation. 4. Identify how cultural diversity affects organizations and leaders. 5. Understand the dynamics of cultural change. |
Ch1 Determinants of Culture Ch2 Dimensions of Culture in Business Ch 3 Business Cultures in the Western World Ch 4 Business Cultures in Asia, Africa & Middle East Ch 5 Cultural Dimensions & Dilemmas Ch 6 Culture & Styles of Management CH 7 Culture & Corporate Structure CH 8 Culture & Leadership Ch 9 Culture & Corporate Strategy Ch 10 Cultural Change in Organizations Ch 11 Culture & International Marketing Management Ch 12 Cultural Diversity in Organizations Ch 13 Business Communication Across Cultures Ch 14 Barriers to Intercultural Communication Ch 15 Negotiating Internationally Ch 16 Working with International Teams Ch 17 Conflicts & Cultural Differences Ch 18 Developing Intercultural Communicative Competence |
Week | Subject | Related Preparation |
1) | Course Introduction | None |
2) | No face-to-face class (due to lecturer's workshop participation) | Online learning from weekly reading material on Itslearning |
3) | Describing Culture | Review https://www.hofstede- insights.com/country- comparison/ |
4) | Comparing Culture | Review https://www.hofstede- insights.com/country- |
5) | Comparing Culture (cont’d) | |
6) | How Culture Works | Review https://www.academia.edu/ 6535102/Three_Stories_on _Cultural_Biases |
7) | Cross-cultural Decision Making and Cultural Dilemmas | |
8) | Midterm Exam | None |
9) | Managing Cultural Change | |
10) | Multicultural Work Groups and Teams | Review https://www.rw-3.com/blog/4-benefits-of-global-virtual-teams-and-4-challenges |
11) | Cultural Perspectives on Leadership, Motivation, Structure | |
12) | Group Project Presentations | |
13) | Group Project Presentations | |
14) | Group Project Presentations and Course Wrap-up |
Course Notes / Textbooks: | |
References: | Textbooks: Browaeys, M-J. and Price, R. (2019). Understanding Cross-Cultural Management, 4th Edition. Pearson. Thomas, D. C., & Inkson, K. (2021). Cross-Cultural Management. SAGE Publications, Inc. (US). |
Semester Requirements | Number of Activities | Level of Contribution |
Homework Assignments | 2 | % 25 |
Project | 1 | % 15 |
Midterms | 1 | % 20 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 45 | |
PERCENTAGE OF FINAL WORK | % 55 | |
Total | % 100 |
Activities | Number of Activities | Workload |
Course Hours | 14 | 40 |
Final | 11 | 40 |
Total Workload | 80 |
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. |