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 |
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. |
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. |
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. |
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. |
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): |
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 Ek güncel okumalar |
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 |
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 |
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 |
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. |