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): Dr. Öğr. Üyesi AYŞEGÜL AKDEMİR
Assoc. Prof. ULAŞ SUNATA ÖZDEMİR
Recommended Optional Program Components: "."
Course Objectives: The course has two major objectives: to describe the social, political, and cultural dimensions of information technology and what has come to be known as the “information society” and to investigate how the information penetration changes our life, how the society reacts, what are the technical, moral, ethical, and legal challenges we are facing right now.

Learning Outcomes

The students who have succeeded in this course;
Students that succeed in this course will be able to:
1)Demonstrate the knowledge of the history of information and historical events that have shaped the development of mobile telecommunications.
2)Evaluate the social, political, and cultural dimensions of information technology.
3)Analyse and compare theories and issues surrounding the notion of the information society, from early formulations in the 1970s with the advent of computerization, to current debates and issues.
4)Describe and identify various ethical and public policy dimensions of the information society, including work and labour.
5)Describe and discuss issues surveillance and privacy, related to access and the digital divide, democratic uses, and gender issues.
6)Demonstrate critical thinking on the social, cultural and economic dimensions of information technology.
7) Assess technology in relationship to a variety of social issues such as the changing nature of: work, individual identity formation, social roles, democracy, privacy, and community.
8) Write a research proposal and design research related to information society.

Course Content

It has three major sections. First it covers important historical events that have shaped the development of mobile telecommunications. Secondly, it introduces theories and issues surrounding the notion of the information society, from early formulations in the 1970s with the advent of computerization, to current debates and issues about the World Summit on the Information Society (WSIS). Thirdly, it focuses on various ethical and public policy dimensions of the information society, including work and labour, surveillance and privacy, access and the digital divide, democratic uses, and gender issues.

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, editor. (2004). The Information Society Reader. (London, NY: Routledge). Available at the Loyola Bookstore

David Lyon. (2001). Surveillance Society. Open University Press, ISBN: 9780335205462.
References: 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

Various readings will be provided

Diğer okumalar hoca tarafından verilecektir

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.