Language of instruction: |
English |
Type of course: |
Non-Departmental Elective |
Course Level: |
Bachelor’s Degree (First Cycle)
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Mode of Delivery: |
Face to face
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Course Coordinator : |
Dr. Öğr. Üyesi ÇAKIR AKER |
Course Lecturer(s): |
Dr. Öğr. Üyesi ŞAFAK ŞAHİN
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Recommended Optional Program Components: |
None |
Course Objectives: |
Advertisement industry has evolved into a different phenomenon in which the interaction became the essence of ads and customer relations. Since the age of industrialization and post-industrial society, the common knowledge was to advertise through impressions and pre-planned messages towards masses yet the new technological developments and especially the video games opened up a new world for advertisers. In this course, the use of both the use of entertainment technologies and mobile apps for ads will be discussed while a brief history on how the advertisement business have evolved into what we are witnessing today is explained and inspected. Additionally, terms such as influencer marketing, appvertising, game design principles and gamification is discussed. Lessons are usually going to be conducted via presentations and discussions. There will be also some extra projects during the course.
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Week |
Subject |
Related Preparation |
1) |
Social Networks and Leaderboards |
Reading the pages between 45-62 of the main course book. |
1) |
Introduction: Game Mechanics |
Reading the pages between 9-28 of the main course book. |
2) |
Passive Play |
Reading the pages between 31-43 of the main course book. |
4) |
Funware Mechanics: Points and Beyond |
Reading the pages between 65-91 of the main course book.
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5) |
Prizes and Games of Chance |
Reading the pages between 91-108 of the main course book.
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6) |
Multiplayer Games |
Reading the pages between 117-123 of the main course book. |
7) |
Midterm Exam |
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8) |
Know Thy Player |
Reading the pages between 141-161 of the main course book. |
9) |
The Future of the Gamers: Generation G |
Reading the pages between 161-177 of the main course book. |
10) |
Licesing and Product Placement |
Reading the pages between 173-199 of the recomended book. |
11) |
Motivating Sales With Funware |
Reading the pages between 181-194 of the main course book. |
12) |
Games in Business |
Reading the pages between 197-202 of the main course book. |
13) |
Ethical Issues About Advergames |
Reading the pages between 223-230 of the recomended book. |
14) |
Anti-Advergame |
Reading the pages between 223-230 of the recomended book. |
Course Notes / Textbooks: |
"Game-Based Marketing: Inspire Customer Loyalty Through Rewards, Challenges, and Contests"
Gabe Zichermann, Joselin Linder
"Advergaming and In-Game Advertising: An Approach to the next Generation of Advertising"
Gerald Marolf |
References: |
Bellman, S., Kemp, A., Haddad, H., & Varan, D. (2014). The effectiveness of advergames compared to television commercials and interactive commercials featuring advergames. Computers in Human Behavior, 32, 276-283.
Terlutter, R., & Capella, M. L. (2013). The gamification of advertising: analysis and research directions of in-game advertising, advergames, and advertising in social network games. Journal of advertising, 42(2-3), 95-112.
Moore, E. S. (2006). It's child's play: Advergaming and the online marketing of food to children. Henry J. Kaiser Family Foundation.
Marolf, G. (2007). Advergaming and in-game advertising: An approach to the next generation of advertising. Vdm Verlag.
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Program Outcomes |
Level of Contribution |
1) |
To have a grasp of basic mathematics, applied mathematics and theories and applications in Mathematics |
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2) |
To be able to understand and assess mathematical proofs and construct appropriate proofs of their own and also define and analyze problems and to find solutions based on scientific methods, |
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3) |
To be able to apply mathematics in real life with interdisciplinary approach and to discover their potentials, |
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4) |
To be able to acquire necessary information and to make modeling in any field that mathematics is used and to improve herself/himself, |
4 |
5) |
To be able to tell theoretical and technical information easily to both experts in detail and non-experts in basic and comprehensible way, |
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6) |
To be familiar with computer programs used in the fields of mathematics and to be able to use at least one of them effectively at the European Computer Driving Licence Advanced Level,
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7) |
To be able to behave in accordance with social, scientific and ethical values in each step of the projects involved and to be able to introduce and apply projects in terms of civic engagement, |
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8) |
To be able to evaluate all processes effectively and to have enough awareness about quality management by being conscious and having intellectual background in the universal sense, |
4 |
9) |
By having a way of abstract thinking, to be able to connect concrete events and to transfer solutions, to be able to design experiments, collect data, and analyze results by scientific methods and to interfere, |
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10) |
To be able to continue lifelong learning by renewing the knowledge, the abilities and the competencies which have been developed during the program, and being conscious about lifelong learning, |
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11) |
To be able to adapt and transfer the knowledge gained in the areas of mathematics ; such as algebra, analysis, number theory, mathematical logic, geometry and topology to the level of secondary school, |
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12) |
To be able to conduct a research either as an individual or as a team member, and to be effective in each related step of the project, to take role in the decision process, to plan and manage the project by using time effectively. |
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