BCO681 - VIDEO GAMES ANALYSIS

Course Name Code Semester Theory
(hours/week)
Application
(hours/week)
Credit ECTS
VIDEO GAMES ANALYSIS BCO681 Any Semester/Year 3 0 3 6
Prequisites-
Course languageTurkish
Course typeElective 
Mode of DeliveryFace-to-Face 
Learning and teaching strategiesLecture
Discussion
Observation
Drill and Practice
 
Instructor (s)Assoc. Prof. Dr. Hakan Tüzün 
Course objectiveThe aim of this course is to provide students with an understanding of the principles of game design by analyzing good designed video games. Students discover components present in good designed video games.  
Learning outcomes
  1. On completion of this course a learner should be able to analyze a video game
  2. Be able to critique a video game in a written format
  3. Understand the principles of game design
  4. Utilize game design principles in classical games in future game designs
Course ContentExamining design issues such as gameplay, game balance, narrative, puzzle design, characterization, implementation, game specification, level design, and technology through selected and student-selected classical video games.  
ReferencesEddy, Brian R. (2012). Classic video games: The golden age. Oxford: Shire. 

Course outline weekly

WeeksTopics
Week 1Course introduction
Week 2Genre-Specific Game Design
Week 3Pac-Man analysis
Week 4River Raid analysis
Week 5Commando & Commando2 analysis
Week 6Pitfall & Pitfall2 analysis
Week 7Oil?s well analysis
Week 8Midterm Exam
Week 9Henry?s House analysis
Week 10Impossible Mission analysis
Week 11Black Hawk analysis
Week 12Blue Max analysis
Week 13Dan Dare: Pilot of the Future analysis
Week 14Boulder Dash analysis
Week 15Preparation to final exam
Week 16Final exam

Assesment methods

Course activitiesNumberPercentage
Attendance1410
Laboratory00
Application00
Field activities00
Specific practical training00
Assignments330
Presentation00
Project00
Seminar00
Midterms120
Final exam140
Total100
Percentage of semester activities contributing grade succes060
Percentage of final exam contributing grade succes040
Total100

WORKLOAD AND ECTS CALCULATION

Activities Number Duration (hour) Total Work Load
Course Duration (x14) 14 3 42
Laboratory 0 0 0
Application000
Specific practical training000
Field activities000
Study Hours Out of Class (Preliminary work, reinforcement, ect)14456
Presentation / Seminar Preparation11515
Project000
Homework assignment3515
Midterms (Study duration)12020
Final Exam (Study duration) 13232
Total Workload3479180

Matrix Of The Course Learning Outcomes Versus Program Outcomes

D.9. Key Learning OutcomesContrubition level*
12345
1. Students can utilize current techniques, skills, and tools necessary for computer animation and game technologies.  X  
2. Understands the interdisciplinary interactions associated with the field.    X
3. Students can analyze the local or global impact of individuals, organizations, and communities on computer animation and game technologies.   X 
4. Students can effectively establish connections with a specific user base  X  
5. Students possess understanding and responsibility in professional, ethical, legal, security, and social matters.    X
6. Students have the ability to effectively participate in a team created to achieve a common goal. X   
7. Students have the ability to use, acquire, and develop certain software tools, processes, components, or systems according to specified requirements.  X  
8. Students analyze and define a problem within their field and identify appropriate solution processes required for suitable solutions.   X 
9. Students have the ability to apply the computer and mathematical knowledge required by the discipline. X   
10. Students have the ability to apply artistic culture and aesthetic subjects related to their discipline. X   

*1 Lowest, 2 Low, 3 Average, 4 High, 5 Highest