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 |
FTV3911 | Cinema and Dramaturgy I | Spring | 3 | 0 | 3 | 5 |
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester. |
Language of instruction: | English |
Type of course: | Non-Departmental Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Prof. Dr. NİLAY ULUSOY |
Course Objectives: | The objective of the course is to highlight the significance of questioning how cinema could make use of dramaturgy in scriptwriting shooting and editing. It is also to understand the tools of classical dramaturgy, develop dramaturgical perspective and insight. |
The students who have succeeded in this course; 1. Identify the basic concepts of dramaturgy. 2. Will be able to make use of dramaturgy during script writing. 3. Will be able to make use of dramaturgy during the shooting process. 4. Develop a dramaturgical perspective. 5. Will be able to critically analyze film productions using dramaturgical principles to identify strengths and areas for improvement. |
General content of the course are on understanding tragedy in its ancient to modern forms, understanding dramaturgical rules of classical Hollywood narrative cinema and developing an authentic dramaturgical perspective through the analysis of the films of Reha Erdem. In this course, instruction is delivered through interactive lectures, film screenings, group discussions, and case studies, while student performance is evaluated through written assignments, projects, and in-class participation. |
Week | Subject | Related Preparation |
1) | Historical Development of the concept of Dramatugy and the Function of dramaturgy | Readings on Aristotle, Lessing, Brecht, Boal ve Barba |
2) | Methods of Dramaturgy and dramaturgical perspective | Relationship between theatre dramaturgy and film dramaturgy |
3) | Basic Concepts of classical dramaturgy | Readings on Aristotles Poetics and King Oedipus |
4) | Reinterpretation of Poetics, Classical Narrative Hollywood Cinema | Spielberg's Jaws and Ibsen's Enemy of People |
5) | Tragedy and Shakespeare dramatugy | Reading Joseph Campbell's 'The Hero's Journey' and Hamlet |
6) | Ancient and modern tragedy | Elia Kazan film of A Streetcar Named Desire and Tennesse Williams readings |
7) | Klasik anlatı kavramları üzerinden film analizleri | |
8) | Narrative Theory, Russian Formalists | |
9) | Story- Plot- Structure relationship | |
10) | Story - Plot- Structure relationship: Discussions on a film: Oh Moon | Readings on Sevim Burak's Yanık Saraylar |
11) | Redefine the essential tools of classical narrative | A film of Reha Erdem: Korkuyorum Anne |
12) | Time and space | Time and Space in Reha Erdem's Hayat Var |
13) | Dramaturgical Coherence | Reha Erdem'in filmi Kosmos'un izlenemesi |
14) | An overview of dramaturgical perspectives by going over Reha erdem films |
Course Notes / Textbooks: | Here are the references in APA format: 1. Shakespeare, W. (2012). *Hamlet*. 2. Williams, T. (2009). *Arzu Tramvayı* (*A Streetcar Named Desire*). 3. Sophokles. (2012). *Kral Oidipus* (*Oedipus Rex*). 4. Aristoteles. (2011). *Poetika* (*Poetics*). 5. Genette, G. (2007). *Anlatının Söylemi: Yöntem Hakkında Bir Deneme* (*Narrative Discourse: An Essay in Method*). 6. Bordwell, D. (1985). *Narration in the Fiction Film*. Madison: University of Wisconsin Press. |
References: | Here are the references in APA format: 1. Shakespeare, W. (2012). *Hamlet*. 2. Williams, T. (2009). *Arzu Tramvayı* (*A Streetcar Named Desire*). 3. Sophokles. (2012). *Kral Oidipus* (*Oedipus Rex*). 4. Aristoteles. (2011). *Poetika* (*Poetics*). 5. Genette, G. (2007). *Anlatının Söylemi: Yöntem Hakkında Bir Deneme* (*Narrative Discourse: An Essay in Method*). 6. Bordwell, D. (1985). *Narration in the Fiction Film*. Madison: University of Wisconsin Press. |
Semester Requirements | Number of Activities | Level of Contribution |
Presentation | 2 | % 30 |
Midterms | 1 | % 30 |
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 | 12 | 3 | 36 |
Presentations / Seminar | 2 | 20 | 40 |
Midterms | 1 | 4 | 4 |
Final | 1 | 4 | 4 |
Total Workload | 126 |
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. |