NMD3911 Sociology of New MediaBahçeşehir 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
NMD3911 Sociology of New Media 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 : Dr. Öğr. Üyesi TİRŞE ERBAYSAL FİLİBELİ
Course Lecturer(s): Instructor MERT KAYHAN
Recommended Optional Program Components: None.
Course Objectives: The course is designed to provide students with basic principles, concepts and key issues in sociology with reference to the role of the new media. Its purpose is also to analyze global developments in the light of the rise of the information society.

Learning Outcomes

The students who have succeeded in this course;
- Critically evaluate new media and its implication on everyday human relations.
- Critically understand the role of new media in relation to the established power structure.

Course Content

This course aims to provide the students with the necessary theoretical and analytical tools to help them comprehend the new global society that developed since the 1970s. This new period is variously defined as “post-industrial,” “information society” or the “electronic-digital age”. In this course we will employ a long-term historical perspective by also underlining key points of radical transformation. We will analyze the long-waves of twentieth century capitalism, the Fordist/Industrial and post-Fordist/post-Industrial societies and the rise of the information society since 1970s.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) 1990s and the Explosion of the “Digital/Electronic Revolution” -
1) Introduction of the Course, Explanation of the Syllabus -
2) The Concepts of the “Information Society,” “Old and the New Media” -
3) The Historical Dimension: Pre-Industrial, Industrial and Post-Industrial Stages I -
4) The Historical Dimension: Pre-Industrial, Industrial and Post-Industrial Stages II -
5) Main Dynamics of the Twentieth Century: Market Economy and Unfettered Capitalism -
6) Mdterm -
7) the Transformation of the 1960s: Anti-Systemic Paradigm Shift and “New Social Movements” -
8) The Transformation of the 1970s: The Restructuring of Capitalism: Towards “Flexible Accumulation” -
9) Changes since 1980s: Neo-Liberal Revolution -
11) New Media & the New Societal Formations -
12) New Media & New Forms of Social Communication -
13) New Media, Activism & “Clicktivism -
14) At the Beginning of the 21st Century: Where do we go from here? -

Sources

Course Notes / Textbooks: - Manuel Castells, The Rise of Network Society. Blackwell Publishers
- David Harvey, The Condition of Postmodernity. Blackwell Publishers
- Stephen Graham & Simon Marvin, Telecommunications and the City: Electronic Spaces, Urban Places. Routledge.

References:

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Midterms 1 % 50
Final 1 % 50
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 13 3 39
Study Hours Out of Class 14 5 70
Midterms 1 2 2
Final 1 2 2
Total Workload 113

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.