DIGITAL GAME DESIGN | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code | Course Name | Semester | Theoretical | Practical | Credit | ECTS |
PRL1111 | Theories of Media and Communication I | Fall | 3 | 0 | 3 | 5 |
Language of instruction: | English |
Type of course: | Must Course |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Prof. Dr. İDİL KARADEMİRLİDAĞ SUHER |
Course Lecturer(s): |
Assist. Prof. EDA ÖZTÜRK Instructor SİNEM İNCE Assist. Prof. ALİ ÇAĞIL ÖMERBAŞ Prof. Dr. HASAN KEMAL SUHER Assist. Prof. ŞAFAK ŞAHİN Assist. Prof. TİRŞE ERBAYSAL FİLİBELİ |
Recommended Optional Program Components: | None |
Course Objectives: | This course is designed around three major parts as seen in the session details. In the first few weeks of the course, topics such as the definition of communication, mass communication, mass media, culture, and communication models are discussed. The emphasis is to understand the relationship between mass communication and culture. In the following weeks, the course helps students situate the concepts and theories in relation to their lives as informed citizens and working professionals in a mediated global society, and learn to conduct critical research into and think critically about established categories and hierarchies of power and the role of media in reinforcing / challenging them. |
The students who have succeeded in this course; To demonstrate an understanding of the fundamental types, purposes, and the relevance of communication; To define the key terms, theories and concepts related to media studies; To problematize “media,” by understanding them not as monolithic, but rather a series of Interrelated structures like history, economy, politics and culture; To describe the various ways that audiences use media in their lives; To demonstrate an understanding of evolving media technologies and relevant issues and trends; To historicize and trace how media has become what they are today and their potential futures To apply key theoretical approaches to historical and contemporary cases. |
The course covers introductory topics in the field of mass communication including the definitions of communication, mass communication, mass media, and culture, forms of media such as books, newspapers, magazines, film, television, radio, videogames and internet, and finally their supporting industries with an emphasis on public relations and advertising. |
Week | Subject | Related Preparation |
1) | An Overview of the Course Content, Objectives, Learning Methods, and Assignments. | |
2) | -Kültür ve Medya Okuryazarlığı - Sosyal Bilimlerde Diğer Temel Kavramlar | |
3) | Introduction to Mass Communication II | Baran, pp. 18-29, 34-42, 47-51 |
4) | Forms of Media: Books | Baran, pp. 55-76 |
5) | Forms of Media: Newspapers | Baran, pp. 85-101 |
6) | Forms of Media: Magazines | Baran, pp. 115-127 |
7) | Forms of Media: Film | Baran, pp. 139-160 |
8) | Forms of Media: Radio and Television | Baran, pp. 171-179, 194-197, 203-219 |
9) | Forms of Media: Videogames | Baran, pp. 237-243 |
10) | Forms of Media: The Internet | Baran, pp. 250-253, 261-280 |
11) | Supporting Industries I: Public Relations | Baran, pp. 297-314 |
12) | Supporting Industries II: Advertising | Baran, pp. 323-346 |
13) | Discussion topics | |
14) | Review for the final exam |
Course Notes / Textbooks: | (1) Baran, Stanley J. (2012) Introduction to Mass Communication: Media Literacy & Culture (7th Edition), New York: McGraw-Hill. (2) Fiske, J. (1990) Introduction to Communication Studies (2nd Edition), London: Routledge. (3) Baran, Stanley J. & Davis, Dennis K. (2015) Mass Communication Theory: Foundations, Ferment and Future (7th Edition), Belmont: Thomson. (4) ADDITTIONAL ARTICLES + VIDEOS + PODCASTS |
References: |
Semester Requirements | Number of Activities | Level of Contribution |
Midterms | 2 | % 60 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 60 | |
PERCENTAGE OF FINAL WORK | % 40 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Study Hours Out of Class | 14 | 5 | 70 |
Homework Assignments | 1 | 3 | 3 |
Midterms | 1 | 4 | 4 |
Final | 1 | 6 | 6 |
Total Workload | 125 |
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. |