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 prepare the students to become communication professionals by focusing on strategic thinking, professional writing, ethical practice and innovative use of traditional and new media |
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2) |
To be able to create effective public relations plans using fundamental planning components that include situation analysis, public profile, objectives, strategies and tactics. |
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3) |
To be able to apply theoretical concepts related to mass communication, consumer behavior, psychology, persuasion,sociology, marketing, and other related fields to understand how public realtions works. |
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4) |
To be able to have the ability to explain and identify problems associated with the relationships between events and facts in the areas of public relations, persuasive communication, communication management, corporate communications. |
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5) |
To be able to analyze primary and secondary research data in the fields of perception and reputation management and corporate communication practices. |
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6) |
To be able to search, write, and design articles, newsletters, and fliers, brochures, and announcements, in styles and formats appropraite various audiences, mediums and settings. |
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7) |
To be able to apply the underlying theories of communication and the necessities of work safety to different types of public relations processes and campaigns. |
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8) |
To be able to develop creative and persuasive management skills in terms of reputation, employee relations, leadership and similar corporate practices. |
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9) |
To be able to take responsibility in an individual capacity or as a team in generating solutions to given scenarios which can occur in public relations processes. |
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10) |
To be able to understand how an organizational culture works and how employees and leaders create messages as a communication tool. |
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11) |
To be able to critically discuss and interpret theories, concepts, methods, tools and ideas in the field of public relations. |
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12) |
To be able to to use information, communication technologies and computer software with the required level of public relations, marketing communication, persuasive communication, communication management, corporate communications. |
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13) |
To be able to explain and describe business marketing activities, economics, business law and global business practices. |
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14) |
To be able to recognize national and international, social and cultural dimensions of public relations. |
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