SOC4092 Issues in the information societyBahçeşehir 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
SOC4092 Issues in the information society 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 : Assoc. Prof. ULAŞ SUNATA ÖZDEMİR
Course Lecturer(s): Assist. Prof. AYŞEGÜL AKDEMİR
Assoc. Prof. ULAŞ SUNATA ÖZDEMİR
Recommended Optional Program Components: "."
Course Objectives: This course has two major objectives: first, to describe the social, political, and cultural dimensions of information technology and the evolution of the "Information Society"; second, to critically examine how technological advancements, especially artificial intelligence (AI) and other emerging innovations, are reshaping our lives. The course explores how society reacts to these changes, the innovations they enable, and the technological, moral, ethical, and legal challenges they introduce. We will analyze how digital platforms, data analytics, surveillance technologies, and AI contribute to new forms of inequality, labor dynamics, privacy concerns, and social interaction. Students will engage with contemporary debates on the implications of these technologies for democracy, culture, and identity, fostering a deeper understanding of the societal impact of the Information Society and its future trajectory.

Learning Outcomes

The students who have succeeded in this course;
1. Demonstrate an understanding of the historical development of the Information Society and key sociological theories addressing technology's role in social change.
2. Evaluate the social, political, and cultural dimensions of information technology, including mobile telecommunications and their societal impact.
3. Critically assess the societal implications of artificial intelligence (AI), big data, and automation, focusing on how they reshape labor dynamics, surveillance, and governance.
4. Analyze and compare theories and issues surrounding the Information Society, from early computerization to current debates on digital platforms and AI.
5. Identify and discuss the ethical, legal, and public policy challenges related to technological innovations, such as privacy, surveillance, the digital divide, and algorithmic bias.
6. Assess the impact of technology on key social issues, including the changing nature of work, individual identity, democracy, privacy, and community in the Information Age.
7. Explore the intersection of AI and digital technologies with social inequalities, including issues of gender, race, and access to technology.
8. Demonstrate critical thinking on the social, cultural, and economic dimensions of information technology, particularly regarding its effects on social roles and democratic practices.
9. Write a research proposal and design research projects related to innovations in the Information Society, incorporating theoretical and empirical analysis.
10. Gain hands-on experience with real-world case studies involving AI, digital technologies, and their applications in various social contexts.

Course Content

This course has two major objectives: first, to describe the social, political, and cultural dimensions of information technology and the evolution of the "Information Society"; second, to critically examine how technological advancements, especially artificial intelligence (AI) and other emerging innovations, are reshaping our lives. The course explores how society reacts to these changes, the innovations they enable, and the technological, moral, ethical, and legal challenges they introduce. We will analyze how digital platforms, data analytics, surveillance technologies, and AI contribute to new forms of inequality, labor dynamics, privacy concerns, and social interaction. Students will engage with contemporary debates on the implications of these technologies for democracy, culture, and identity, fostering a deeper understanding of the societal impact of the Information Society and its future trajectory.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Definitions: The New Technologies, Information Society, Globalisation Lecture Notes and Allison Cavanagh. (2007). Sociology in the Age of the Internet. Open University Press. ISBN: 9780335217250. Section 1
2) History and Structure of Information Text book: Webster, Chapters 1-3
3) From Post-Industrial Society to Network Society The Rise of Network Society Allison Cavanagh. (2007). Sociology in the Age of the Internet. Open University Press. ISBN: 9780335217250. Section 1.
4) Post-Industrial Society Homework submission I Webster, Chapter 7-9
5) The Network Society Webster, Chapters 10-12
6) The internet as a media Allison Cavanagh. (2007). Sociology in the Age of the Internet. Open University Press. ISBN: 9780335217250. Section 2.
7) Democracy and good governance in information society CALDOW, Janet, “Governance in the Information Age”, a White Paper from the Institute for Electronic Government’s 2nd Annual Leadership Electronic Workshop, The Institute for Electronic Government: http://204.146.146.253
8) Transformations: social classes, means of production, creative class Midterm Webster, Chapters 13-16
9) The internet as a social space Allison Cavanagh. (2007). Sociology in the Age of the Internet. Open University Press. ISBN: 9780335217250. Section 3
10) Surveillance and Privacy Homework submission II Lecture Notes and David Lyon. (2001). Surveillance Society. Open University Press, ISBN: 9780335205462
11) Politics and Society in Information Age David S. Alberts and Daniel S. Papp. (1997). The Information Age: An Anthology on Its Impact and Consequences CCRP P Publication Series. Available at http://www.dodccrp.org/files/Alberts_Anthology_I.pdf; World
12) Developing Project on Internet and Society in Turkey Project Proposal: 500-word proposal for major project is due in this week Bring project proposal and oral presentataion (10 min.)
13) Social Media and political communication Text book: Webster
14) Sources of Conflict and conflict resolution in information society Bert-Jaap Koops: Books. (1998). The Crypto Controversy:A Key Conflict in the Information Society (Law and Electronic Commerce) (9789041111432):

Sources

Course Notes / Textbooks: Frank Webster, ed. (2004). The Information Society Reader. (London, NY: Routledge).
David Lyon. (2001). Surveillance Society. Open University Press,
David S. Alberts and Daniel S. Papp. (1997). The Information Age:
An Anthology on Its Impact and Consequences
CCRP Publication Series. Available at http://www.dodccrp.org/files/Alberts_Anthology_I.pdf
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References: Frank Webster, ed. (2004). The Information Society Reader. (London, NY: Routledge).
David Lyon. (2001). Surveillance Society. Open University Press,
David S. Alberts and Daniel S. Papp. (1997). The Information Age:
An Anthology on Its Impact and Consequences
CCRP Publication Series. Available at http://www.dodccrp.org/files/Alberts_Anthology_I.pdf

Additional recent studies

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 14 % 10
Homework Assignments 2 % 10
Presentation 1 % 10
Project 1 % 10
Midterms 1 % 20
Final 1 % 40
Total % 100
PERCENTAGE OF SEMESTER WORK % 50
PERCENTAGE OF FINAL WORK % 50
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
Project 1 20 20
Homework Assignments 1 10 10
Midterms 1 10 10
Total Workload 134

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.