SOC3093 Sociology of Mass CommunicationBahçeşehir UniversityDegree Programs DIGITAL GAME DESIGNGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
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
SOC3093 Sociology of Mass Communication Spring 3 0 3 5
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester.

Basic information

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. AYŞE NİLÜFER NARLI
Recommended Optional Program Components: "."
Course Objectives: -To introduce mass media theory
- To acquire an understanding of media theory and research
-To develop a critical understanding for the relationship between media and society
-To raise an awareness of political and economic forces shaping media
-To deconstruct, analyze and evaluate media messages
-To master and apply media literacy skills

Learning Outcomes

The students who have succeeded in this course;
Students will be able to,
1) Synthesize a range of theoretical perspectives to examine contemporary issues in mass media
2) Critically analyze media messages
3) Develop an understanding for the active role of media in social formations
4) Evaluate relationships between media industries and society in terms of political economy perspective
5) Examine the dynamics of developing media technologies

Course Content

This course by focusing on the impact of mass communication, aims to provide students with a framework for understanding the complex relationship between media and society. The main objectives of the course are to provide students with a critical understanding of the media as a key social institution, to develop awareness of political and economic forces shaping media, to develop critical skills to deconstruct media messages and to develop media literacy skills. This course introduces critical theories of mass media and requires a critical understanding to discuss and evaluate media messages and also the ability to synthesize a range of theoretical perspectives to examine contemporary issues in mass media with a reflective understanding.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction to the course Concepts & Models “The Mass Communication Process” in McQuail’s Communication Theory, McQuail (2010) pp. 51-78.
2) Media – Society Theories: Overview Theory of Media & Theory of Society in McQuail’s Communication Theory, McQuail (2010) pp. 79-110. “Mass Communication, Popular Taste and Organized Social Action” Paul F. Lazarsfeld & Robert K. Merton, in Media Studies (Eds.) Marris & Thornham, (2000).
3) Critical Theories of Mass Media 1: Cultural Implications of Mechanical Reproduction Walter Benjamin’s “Work of Art” Essay Chp 1, Critical Theories of Mass Media, Taylor & Harris (2008) pp. 17-38. Summary & Response Essay 1: “Moral Solidarity & Technological Reproduction of Images” K, Tester. Media Culture & Society Journal, (1995)
4) Critical Theories of Mass Media 2: Culture Industries Theodor Adorno and The Culture Industry Chp 3, Critical Theories of Mass Media, Taylor & Harris (2008) pp. 62-84. “Culture Industry Reconsidered” Theodor W. Adorno, in Media Studies (Eds.) Marris & Thornham, (2000), pp. 31-37. Summary Response Essay 2: “Cultural Industries In the Digital Age: Some Provisional Conclusions” E. Bustamante, Media Culture & Society Journal (2004)
5) Critical Theories of Mass Media 3: Mass Communication & Culture Mass Communication & Culture Chp. 5, McQuail’s Communication Theory, McQuail (2000) pp. 111-134. Debate 1: “Mass Communication & Minority Culture” Raymond Williams, in Media Studies (Eds.) Marris & Thornham, (2000), pp. 44-50. “A Semiotic Analysis of Four Designer Clothing Advertisements” Stone (2000) “Social Anxiety, Class and Disaffedted Youth” in Media Culture, Kellner (1995)
6) Critical Theories of Mass Media 4: Media & Technology Marshall McLuhan’s Understanding of the Media Chp 4, Critical Theories of Mass Media, Taylor & Harris (2008) pp. 85-106. “The Medium is the Message” Marshall McLuhan, in Media Studies, Marris & Thornham (2000), pp. 38-43. Debate 2: “Podcasting & Political Life” MacDougall American Behavioral Scientist, (2011) “Requiem for the Media” from A Critique of Political Economy Of Sign” (Baudrillard)
7) Debates (Homework submission) & Midterm Debate Group 1 & 2 Midterm
8) Critical Theories of Mass Media 5: Communication as Ideology Communication as Ideology Chp. 8, Media & Communication, Scannell (2007), pp. 198-232. “Encoding / Decoding” Stuart Hall, in Media Studies, Marris & Thornham (2000), pp. 51-61. Debate 3: “Myth Today” from Mythologies (Barthes) “Media Culture, politics and ideology from Reagan to Rambo” in Media Culture, Kellner (1995)
9) Critical Theories of Mass Media 6: Mass Media & Public Sphere Normative Theory of Media & Society Chp. 7, McQuail’s Communication Theory, McQuail (2000) pp. 161-188. “The Public Sphere” J. Habermas, in Media Studies, Marris & Thornham (2000), pp. 92-98. Summary Response Essay 3: “The Virtual Sphere” Papacharissi, New Media & Society, (2002)
10) Critical Theories of Mass Media 7: Media & Consumerism Guy Debord’s Society of the Spectacle Chp 5, Critical Theories of Mass Media, Taylor & Harris (2008) pp. 107-127. Debate 4: “Towards a Genealogy and Typology of Spectacle : Some Comments on Debord” Roberts, Thesis Eleven, (2003). “Debord and the Postmodern Turn: New Stages of the Spectacle” (Best & Kellner) Chp 7 “Banality TV: the democratization of celebrity” in Critical Theories of Mass Media, Taylor & Harris (2008) pp. 155-176.
11) Critical Theories of Mass Media 8: New Media New Media – New Theory? Chp. 6, McQuail’s Communication Theory, McQuail (2000) pp. 135-160. Debate 5: “Boundaries and Borderlines: Reflections on Baudrillard and Critical Theory” “Mapping the present from the future: From Baudrillard to cyberpunk” Chp. 9, Media Culture, Kellner (1995) pp. 297-330.
12) Critical Theories of Mass Media 9: Social Media “The Masses: The Implosion of the Social Media” Jean Baudrillard, in Media Studies, Marris & Thornham (2000), pp. 99-108. Debate 6: “Media and the Arab uprisings of 2011: Research notes” Cottle, Journalism, (2011). “Video Justice : Crimes of Violence in Social/Media Space” Biressi & Nunn, Space & Culture, (2003). “Twitter: Microphone for the Masses” Murthy, Media, Culture & Society, (2011).
13) Critical Theories of Mass Media 10: Media & Social Control Debate 7 : Discuss a case(s) examplifying different ways of social control through media “Media Gatekeeping” pp 75-89 “The Agenda-Setting Role of News Media” pp 90-105 “Spiral of Silence: Communication and Public Opinion as Social Control” pp. 153-168 in An Integrated Approach to Communication Theory and Research. (Eds) Stacks & Salwen, (2009).
14) Debates (Homework submission) / Presentation Debate Groups 5,6 & 7

Sources

Course Notes / Textbooks: Dersin hocası tarafından temin edilecektir.
Will be provided by the professor
References: Dennis, McQuail. (2010). McQuail’s Communication Theory. London: Sage Publication.

Kellner, Douglas. (1995). Media Culture. London: Routledge.

Marris, Paul & Thornham, Sue. (2000). Media Studies (Eds.). NY: New York Univ. Press.

Kellner, Douglas. (1995). Media Culture. NY: Routledge.

Stacks W. Don & Salwen, Michael Brian. (2009). An Integrated Approach to Communication Theory and Research. (Eds). NY: Taylor & Francis.

Taylor, Paul & Harris, Jean Ll. (2008). Critical Theories of Mass Media. Berkshire: Open University Press.

Media Culture & Society Journal, Thesis Eleven

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 14 % 10
Homework Assignments 2 % 20
Presentation 1 % 10
Midterms 1 % 20
Final 1 % 40
Total % 100
PERCENTAGE OF SEMESTER WORK % 60
PERCENTAGE OF FINAL WORK % 40
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 3 42
Study Hours Out of Class 14 3 42
Presentations / Seminar 1 10 10
Homework Assignments 2 10 20
Midterms 1 2 2
Final 1 2 2
Total Workload 118

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.