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 |
ACL4096 | Science Fiction and Fantasy in Literature | Spring | 3 | 0 | 3 | 6 |
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 : | Assist. Prof. HATİCE ÖVGÜ TÜZÜN |
Course Lecturer(s): |
Assist. Prof. HATİCE ÖVGÜ TÜZÜN |
Recommended Optional Program Components: | none |
Course Objectives: | to explore through literature and film the fundamental fears and hopes about science and technology |
The students who have succeeded in this course; Students will learn • to identify themes and writing strategies common to science fiction and fantasy • to discover what these novels have in common, and how reading them together helps us form a basic understanding of the principles of this genre. • to understand what continuities and differences there have been in the public imagination about science and technology over the last century. |
a selection of classic science fiction and fantasy texts and films from the nineteenth and twentieth centuries |
Week | Subject | Related Preparation |
1) | Introduction to Class | - |
2) | The War of the Worlds | Reading |
3) | The War of the Worlds | Reading |
4) | The War of the Worlds | Reading |
5) | Do Androids dream of electronic sheep? | Reading |
6) | Do Androids dream of electronic sheep? | Reading |
7) | Do Androids dream of electronic sheep? | Reading |
8) | Review | Reading |
9) | Never Let Me Go | Reading |
10) | Never Let Me Go | Reading |
11) | Never Let Me Go | Reading |
12) | Hard-Boiled Wonderland and the End of the World | Reading |
13) | Hard-Boiled Wonderland and the End of the World | Reading |
14) | Hard-Boiled Wonderland and the End of the World | Reading |
15) | Final | - |
16) | Final | - |
Course Notes / Textbooks: | The War of the Worlds by H.G. Wells Do Androids dream of electronic sheep? By Philip Dick The Handmaid’s Tale by Margeret Atwood Hard-Boiled Wonderland and the End of the World by Haruki Murakami |
References: | Roslynn D. Haynes, From Faust to Strangelove: Representations of the Scientist in Western Literature, Baltimore and London: Johns Hopkins University Press, 1994. JRUL: 809/H315 Ludmilla Jordanova (ed.), Languages of Nature: Critical Essays on Science and Literature, London : Free Association, 1986. JRUL: 809/J70 Gillian Beer, Darwin’s Plots: Evolutionary Narrative in Darwin, George Elliot and Nineteenth-century Fiction, London: Routledge, 1983. JRUL: 823.09/B63. See also Beer’s Open Fields: Science in Cultural Encounter, Oxford: OUP, 1996. JRUL: 820.9/B318 Jon Turney, Frankenstein’s Footsteps: Science, Genetics and Popular Culture, New Haven and London: Yale University Press, 1998. JRUL: 501.45/T1 Rosalind Williams, Notes on the Underground: An Essay on Technology, Society and the Imagination, Cambridge MA: MIT Press, 1990 Brian Aldiss, The Billion Year Spree, London: Weidenfeld and Nicolson, 1973 Hilary Rose, "Dreaming the future: other worlds." chapter 9 of Love, Power and Knowledge: towards a Feminist Transformation of the Sciences, Bloomington: Indiana Press, 1994, pp. 208-229. Adam Roberts, Science Fiction: The New Critical Idiom, London: Routledge, 2000. JRUL: 809.3/R59. Geoff King & Tanya Krzywinska, Science Fiction Cinema, London: Wallflower, 2000. JRUL: 791.459/K6. Vivian Sobchack, Screening Space: The American Science Fiction Film, London: Rutgers University Press, 1987. JRUL: 791.4673/S17. Gregg Rickman, ed., The Science Fiction Film Reader, New York: Limelight, 2004. JRUL: 791.459/R10. |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 16 | % 10 |
Quizzes | 2 | % 20 |
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 | 15 | 1 | 15 |
Quizzes | 2 | 10 | 20 |
Midterms | 1 | 20 | 20 |
Final | 1 | 30 | 30 |
Total Workload | 127 |
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. |