ADV2627 Advertising HistoryBahçeşehir 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
ADV2627 Advertising History Spring 3 0 3 5
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 : Dr. Öğr. Üyesi EDA ÖZTÜRK
Course Lecturer(s): Dr. Öğr. Üyesi EDA ÖZTÜRK
Recommended Optional Program Components: None
Course Objectives: This course teaches the role of advertising in contemporary society as an economic force and a form of cultural representation, and the social implications of the role of consumerism in contemporary society. The objectives are to understand the history of advertising in the world and investigate the changing strategies that have been used by advertisers from the 19th century to the 21st. It will be conducted mainly by screenings of print and TV advertising products focused on the significant moments in advertising history.

Learning Outcomes

The students who have succeeded in this course;
Learning Outcomes
1. Discuss the functions advertising performs in a free market.
2. Show how economics has affected the growth of advertising.
3. Study of origins of advertising and its consolidation in western countries and also in Turkey.
4. Identify important milestones in the history of advertising.
5. Investigates the changing strategies that have been used by advertisers from the 19th to the 21st centuries.
6. Discuss how the role of advertising has changed in recent years.
7. Become familiar with international advertising practices.

Course Content

This course teaches the history of advertising in the world and Turkey. Investigates the changing strategies that have been used by advertisers from the 19th to the 21st centuries.Topics include the important milestones in the history of advertising and Turkish advertising.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Derse giriş. Konuların sunumu.
2) The Origins of Advertising and Early Advertising Agencies. Principles of Free Market Economics and The Evolution of Advertising as an Economic Tool. The King of Madison Avenue David Ogilvy, Kenneth Roman, pp.13-69. Video to watch: Harvard Business Review: Common Digital Miscommunications — and How to Avoid Them https://www.youtube.com/watch?v=LoZ5zBxo1OE&t=10s
3) 1900-1944 / The Early Steps of Modern Advertising: J.Walter Thompson, Y&R. The King of Madison Avenue David Ogilvy, Kenneth Roman, pp.71-121. Video to watch: Harvard Business Review: I Tried Three Popular Productivity Methods and This is What I Learned https://www.youtube.com/watch?v=LaCXmw6vwfc
4) 1944-1980 / Madison Avenue and First Turkish Ad Agencies. 60’s: Tv Revolution. Bill Bernbach ve “Think Small”, Leo Burnett “Marlboro Man”. 1944-1980 / Madison Avenue and Creative Revolution: David Ogilvy, Bill Bernbach ve “Think Small”, Leo Burnett “Marlboro Man”.
5) 1944-1980 / First Turkish Ad Agencies: Eli Acıman, Necip Akar, Reklam Moran, İstanbul Reklam The King of Madison Avenue David Ogilvy, Kenneth Roman, pp.163-255. Documentary to Watch: Eli Acıman https://www.youtube.com/watch?v=lKV-RKIXPs8
6) 1944-1980 / Madison Avenue and Creative Revolution: Wells Rich Greene, Ally & Gargano The King of Madison Avenue David Ogilvy, Kenneth Roman, pp.265-323. Documentary to watch: Art &Copy https://www.youtube.com/watch?v=Pm4eQvFSGNE&t=3s
7) The Creative Revolution of British Advertising 1960-1980: Collett Dickenson Pearce (CDP) Boase Massimi Pollitt (BMP) Saatchi&Saatchi The King of Madison Avenue David Ogilvy, Kenneth Roman, pp.325-358. Documentary to watch: The Men From The Agency - BBC https://www.youtube.com/watch?v=VuxrlS3bnmE
8) Midterm
9) 1980-1990 Globalization, Consolidation and The Changing Face of Media: Omnicom, WPP, Interpublic, Havas, Publicis. Hegarty on Advertising: Turning Intelligence into Magic, John Hegarty, pp.9-74.
10) Advertising Industry 1980-1990: John Hegarty, David Abbott, Lee Clow “1984” & SuperBowl. Nike & Michael Jordan. Hegarty on Advertising: Turning Intelligence into Magic, John Hegarty, pp.75-120. Interview to Watch: Creating Icons: Lee Clow at TEDxChapmanU https://www.youtube.com/watch?v=7jq7Gj09wcA
11) 1990-2000 Marlboro Friday. Internet Revolution and The Changing Face of Advertising. Calvin Klein Jeans, Levi’s. Hegarty on Advertising: Turning Intelligence into Magic, John Hegarty, pp.121-155.
12) 1990-2000 / First Private Tv Channels in Turkey. Turkish Advertising Industry in 90’s. Hegarty on Advertising: Turning Intelligence into Magic, John Hegarty, s.156-196.
13) 2000-2010 / Digitization and Evolution of Advertising. Hegarty on Advertising: Turning Intelligence into Magic, John Hegarty, pp.197-235.
14) The Future of Advertising. David Droga: The Future of Advertising and What It Will Take to Succeed | Inc. https://www.youtube.com/watch?v=wpbtYtP-1Xk

Sources

Course Notes / Textbooks: Reklamcılığımızın İlk Yüzyılı (Orhan Koloğlu -Reklamcılar Derneği)

Reklamcılığın Global Tarihi, Mark Tungate, MediaCat Kitapları.



References: Reklamcılık Yaşantım ve Bilimsel Reklamcılık (Claude C. Hopkins – YKY)
“Türkiye’de Reklamcılığın Doğuşu: İzidor Barouh’un Anılarından”, Serdar Şendilmen, Gözlem Gazetecilik Basın ve Yayın.

“Hayatımız Reklam: Türkiye’nin Reklam Ustalarıyla Söyleşiler”, Pelin Özkan, MediaCat Kitapları.

“Madison Avenue”, Martin Mayer, Türkiye İş Bankası Kültür Yayınları

“Bir Reklamcının İtirafları”, David Ogilvy, Reklamcılar Derneği.

“İz Bırakanlar Dizisi/ Bill Bernbach: Yaratıcılık Devriminin Öncüsü”, MediaCat Kitapları.

“İz Bırakanlar Dizisi/ Leo Burnett: Yıldızlara Erişmek İsteyen Bir Reklam Ustası”, MediaCat Kitapları.


Evaluation System

Semester Requirements Number of Activities Level of Contribution
Quizzes 2 % 20
Homework Assignments 4 % 10
Midterms 1 % 30
Final 1 % 40
Total % 100
PERCENTAGE OF SEMESTER WORK % 60
PERCENTAGE OF FINAL WORK % 40
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 13 3 39
Study Hours Out of Class 13 6 78
Homework Assignments 4 3 12
Quizzes 2 2 4
Midterms 1 3 3
Final 1 3 3
Total Workload 139

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.