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) |
Using the theoretical/conceptual and practical knowledge acquired for architectural design, design activities and research. |
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2) |
Identifying, defining and effectively discussing aesthetic, functional and structural requirements for solving design problems using critical thinking methods. |
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3) |
Being aware of the diversity of social patterns and user needs, values and behavioral norms, which are important inputs in the formation of the built environment, at local, regional, national and international scales. |
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4) |
Gaining knowledge and skills about architectural design methods that are focused on people and society, sensitive to natural and built environment in the field of architecture. |
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5) |
Gaining skills to understand the relationship between architecture and other disciplines, to be able to cooperate, to develop comprehensive projects; to take responsibility in independent studies and group work. |
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6) |
Giving importance to the protection of natural and cultural values in the design of the built environment by being aware of the responsibilities in terms of human rights and social interests. |
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7) |
Giving importance to sustainability in the solution of design problems and the use of natural and artificial resources by considering the social, cultural and environmental issues of architecture. |
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8) |
Being able to convey and communicate all kinds of conceptual and practical thoughts related to the field of architecture by using written, verbal and visual media and information technologies. |
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9) |
Gaining the ability to understand and use technical information about building technology such as structural systems, building materials, building service systems, construction systems, life safety. |
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10) |
Being aware of legal and ethical responsibilities in design and application processes. |
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