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
GEP0366 Practicing Sustainability Fall 3 0 3 5
The course opens with the approval of the Department at the beginning of each semester

Basic information

Language of instruction: En
Type of course: GE-Elective
Course Level: Bachelor
Mode of Delivery: E-Learning
Course Coordinator : Dr. BURCU ALARSLAN ULUDAŞ
Course Objectives: The course shows how the sustainability topics can be integrated into daily life and business. The course aims to create awareness regarding sustainable lifestyle, business practices and ethic.

Learning Outputs

The students who have succeeded in this course;
At the completion of this course, students should be able to:
1) Act sustainably in their daily lives and in business environment.
2) Examine a range of barriers that exist to living sustainably.
3) Understand key consumer behaviour supporting sustainability.
4) Understand the role of consumers in creating solutions to sustainability-related problems.
5) Explore sustainable development goals.
6) Understand the role of business in providing solutions to sustainability-related problems.
7) Explore sustainable business models.
8) Make connections between the academic literature on consumer behavior and real-world sustainability issues.

Course Content

The course is focused on the concepts, challenges and solutions for sustainability, sustainable daily practices and business implementations. The course includes principles of sustainable consumption and lifestyle, corporate sustainability and ethic.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Understanding the Sustainability Class slides / Articles /Cases
2) Sustainable Development Goals Class slides / Articles /Cases
3) Understanding attitudes towards consumption and sustainability Class slides / Articles /Cases
4) Sustainable Consumption Class slides / Articles /Cases
5) Consumer Culture, Overconsumption and Voluntary Simplicity Class slides / Articles /Cases
6) The Attitude-behaviour Gap in Sustainable Consumption, Motivating behavioural change Class slides / Articles /Cases
7) LOHAS: A sustainable lifestyle Class slides / Articles /Cases
8) Sustainable Business Practices Class slides / Articles /Cases
9) Sustainability and Marketing Class slides / Articles /Cases
10) Sustainable Supply Chains Class slides / Articles /Cases
11) Creating Social Impact Class slides / Articles /Cases
12) Ethics and Responsible Business Practices Class slides / Articles /Cases
13) Communicating and Managing Sustainability Class slides / Articles /Cases
14) Sharing Economy Class slides / Articles /Cases

Sources

Course Notes: Robertson, M. (2017). Sustainability principles and practice. Taylor & Francis. Lee, N. R., & Kotler, P. (2015). Social marketing: Changing behaviors for good. Sage Publications. Sustainability Marketing, Belz / Peattie (2012) Wiley ISBN: 978-1119966197 Additional readings will be posted in Itslearning.
References: Nidumolu, R., Prahalad, C. K., & Rangaswami, M. R. (2009). Why sustainability is now the key driver of innovation. Harvard business review, 87(9), 56-64. Kotler, P. (2011). Reinventing marketing to manage the environmental imperative. Journal of marketing, 75(4), 132-135. Griskevicius, V., Cantú, S. M., & Van Vugt, M. (2012). The evolutionary bases for sustainable behavior: Implications for marketing, policy, and social entrepreneurship. Journal of Public Policy & Marketing, 31(1), 115-128. Chouinard,Y., J. Ellison. ve R. Ridgeway. (2011). The Sustainable Economy. Harvard Business Review. 52-62.

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance % 0
Laboratory % 0
Application % 0
Field Work % 0
Special Course Internship (Work Placement) % 0
Quizzes % 0
Homework Assignments % 0
Presentation % 0
Project 1 % 20
Seminar % 0
Midterms 1 % 30
Preliminary Jury % 0
Final 1 % 50
Paper Submission % 0
Jury % 0
Bütünleme % 0
Total % 100
PERCENTAGE OF SEMESTER WORK % 30
PERCENTAGE OF FINAL WORK % 70
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 13 3 39
Laboratory 0 0 0
Application 0 0 0
Special Course Internship (Work Placement) 0 0 0
Field Work 0 0 0
Study Hours Out of Class 12 4 48
Presentations / Seminar 0 0 0
Project 1 25 25
Homework Assignments 0 0 0
Quizzes 0 0 0
Preliminary Jury 0 0 0
Midterms 1 2 2
Paper Submission 0 0 0
Jury 0 0 0
Final 1 2 2
Total Workload 116

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.