BUSINESS AND INDUSTRY IN GAME DEVELOPMENT
- Course
- GADS405 - BUSINESS AND INDUSTRY IN GAME DEVELOPMENT
- Department
- Digital Game Design - English - Undergraduate
- Course Type
- Course
- Status
- Required
- Language
- English
- Credit
- 3
- ECTS
- 7
- T+P+L
- 3 + 0 + 0
- Course Coordinator(s)
- Asst. Prof. Dr. Galip Erzat ERDİL
- Prerequisite
- -
Course Description
The Business and Industry in Game Development course will critically examine gaming as a global media business and as a multi-billion dollar industry. Drawing on theories and concepts from the political economy of media, students will consider the concentration of ownership in the gaming industry and the globalization of game production and consumption. Students will also be encouraged to assess the place of games concerning other elements of the media industry, particularly film, and television. Case studies of major game production companies and independent game creators will also be presented, providing practical insights into the workplace and business environment in which games are produced.
BUSINESS AND INDUSTRY IN GAME DEVELOPMENT
Evaluation Tools (Active Term)
No evaluation items have been defined.
Course outcomes
No course outcomes have been defined yet.
Course Syllabus
| Week | Topic |
|---|---|
| Week 1 | Introduction |
| Week 2 | CH.1 Shigeru Miyamoto and the Art of Donkey Kong |
| Week 3 | CH.1 Shigeru Miyamoto and the Art of Donkey Kong |
| Week 4 | CH.2 Nintendo’s Dark Age |
| Week 5 | CH.3 PlayStation Dreams |
| Week 6 | CH.3 PlayStation Dreams |
| Week 7 | CH.4 Xbox Empire |
| Week 8 | Midterm |
| Week 9 | Midterm |
| Week 10 | CH.5 The Brain Age: Handheld Consoles and their Impact on Adult Gamers |
| Week 11 | CH.5 The Brain Age: Handheld Consoles and their Impact on Adult Gamers |
| Week 12 | CH.6 Rings of Death |
| Week 13 | CH.7 The PlayStation 3: Sony’s “Supercomputer” |
| Week 14 | CH.7 The PlayStation 3: Sony’s “Supercomputer” |
| Week 15 | Final |
Reference Books & Course Materials
- 01 Innovation and Marketing in the Video Game Industry- David Wesley and Gloria Barczak (2010) Northeastern University, Boston, USA
- 02 The Video Game Writer’s Guide to Surviving an Industry That Hates You - Richard Dansky (2026). CRC Press is an imprint of Taylor & Francis Group, LLC
- 03 Lecturer Notes
Learning Outcomes
- L01 Analyze the structure and scale of the global game development industry as a major sector within the media economy. SOLO 4
- L02 Evaluate the effects of industry consolidation and the concentration of ownership on game production, distribution, and diversity. SOLO 5
- L03 Examine the processes of globalization in game development, including international production networks and global consumption patterns. SOLO 3
- L04 Compare and contextualize the role of video games alongside other media industries, particularly film and television. SOLO 4
- L05 Predict the opportunities and challenges faced by independent game developers within the broader industry. SOLO 5
- L06 Develop informed perspectives on the relationship between creativity, technology, and commerce in the gaming industry. SOLO 5
Program Outcomes
- P01 To be able to understand analog and digital games' theoretical and historical development.
- P02 Has a general understanding of the history and culture of the nation and the world in which he lives.
- P03 Digital game engines are well-suited for application.
- P04 His/Her mastery of the fundamental sciences underpins his/her expertise in the creation of digital games.
- P05 Understand the mechanics, logic, and frameworks of analog and digital games.
- P06 Possesses an aesthetic sensibility and knowledge of art.
- P07 Communication, art, music, psychology, sociology, mythology, philosophy, economics, cinema, history, and other disciplines gained the potential to benefit from one another during the game design process.
- P08 Knowing how media and digital games affect people and society and designing games responsibly in light of that knowledge.
- P09 Be able to assess critically the knowledge and abilities acquired through research in the area and other related areas.
- P10 Acquires expertise in artistic design to aid in the creation of digital games.
- P11 Make good use of digital game creation software and programs.
- P12 Possesses the skills necessary to write the code for digital games created for various platforms.
- P13 Possesses the capacity to jointly build digital games' aesthetic and computational aspects.
- P14 Possesses the capacity to create and communicate stories utilizing a variety of technologies.
- P15 Has the capacity to design, plan, and analyze the game as a concept.
- P16 Possesses the capacity to come up with tangible fixes for the issues that arise during the creation of digital games.
Po-Lo Matrix
| LO | P01 | P02 | P03 | P04 | P05 | P06 | P07 | P08 | P09 | P10 | P11 | P12 | P13 | P14 | P15 | P16 | Average |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| L01 | 3 | 0 | 0 | 0 | 3 | 0 | 0 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0.5 |
| L02 | 3 | 0 | 0 | 0 | 4 | 0 | 3 | 0 | 0 | 0 | 4 | 0 | 5 | 0 | 0 | 0 | 1.19 |
| L03 | 0 | 0 | 0 | 0 | 3 | 0 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0.38 |
| L04 | 0 | 0 | 0 | 0 | 4 | 0 | 0 | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 3 | 0 | 0.88 |
| L05 | 0 | 0 | 0 | 0 | 4 | 3 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0.81 |
| L06 | 4 | 0 | 0 | 3 | 4 | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 2 | 3 | 0 | 1.44 |