| 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.
|
| 5) |
Prizes and Games of Chance |
Reading the pages between 91-108 of the main course book.
|
| 6) |
Multiplayer Games |
Reading the pages between 117-123 of the main course book. |
| 7) |
Midterm Exam |
|
| 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.
|
| |
Program Outcomes |
Level of Contribution |
| 1) |
To develop performance skills in the field of Music at an expert level based on the main discipline. |
|
| 2) |
To understand the interdisciplinary interactions inherent in the field of Music and evaluate the sub-disciplines together. |
|
| 3) |
To individualize competent technical knowledge related to the main field of Music. |
|
| 4) |
To acquire the ability to follow universal standards in the field of Music and possess the necessary qualifications to participate in international platforms. |
|
| 5) |
To evaluate the theoretical and practical knowledge in the field of Music together with conceptual and abstract thinking skills in the domains of art theory and aesthetics. |
|
| 6) |
To gain the ability to design a working process required for production and performance of works and acquiring time management skills. |
|
| 7) |
To gain increasing awareness of the historical and social relationships between one's main field and other disciplines by having a command of Music history. |
|
| 8) |
To acquire skills in abstract thinking related to artistic criticism and to evaluate these in their own practice. |
|
| 9) |
To gain experience in finding and developing the equivalents of creative thinking in the field of Music. |
|
| 10) |
To plan and organize programs in various areas such as concerts and conceptual events and handle the organization and practice aspects, fulfilling requirements before and after the events. |
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