GAD5101 Games and CultureBahçeşehir UniversityDegree Programs ADVERTISINGGeneral Information For StudentsDiploma SupplementErasmus Policy StatementBologna CommissionNational Qualifications
ADVERTISING
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
GAD5101 Games and Culture Spring 3 0 3 8
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. GÜVEN ÇATAK
Course Lecturer(s): Assoc. Prof. DİĞDEM SEZEN
Course Objectives: This course aims to focus on the interaction between game, player, culture and society. Course topics will cover games in the context of politics, art, war and social interactions. Games will be analysed as ‘deconstructive’ texts. Many different games and game genres will be analysed and each week will focus on a different aspect.

Learning Outcomes

The students who have succeeded in this course;
1. Familiarise with the cultural history of games,
2. Understand the cultural aspects of games in terms of politics, art and conflict,
3. Learn about the relationship between games and other media,
4. Will understand the game culture in Turkey and the world,
5. will have a better understanding of the structure of acting groups.

Course Content

Games are products of cultural consumption. Everyone who designs and markets games needs to understand game culture. In the course content, information is given on many topics from game history to different game types, from player types to the virtual universes brought by the MMORPG world. In this way, students who are studying game design or who are interested in game design will learn what kind of world they will enter, where this cultural consumption starts and how it progresses today. They will be able to use their knowledge almost everywhere in the game design world. Teaching Methods: Lecture, Group Work, Individual Studies, Guest Speakers, Readings, Discussions

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction
2) Definition of Culture and Introduction to Game Culture
3) Game, player and players. Analysing hardcore and casual player profiles
4) Political debate brought about by the plays. Culture and war narrative
5) Games and Other Media I: Film and Digital Games
6) Games and Other Media II: Comics, Literature and Digital Games
7) 1st Midterm Exam
8) Game Culture in Turkey I: Card and Boxed Games
9) Game Culture in Turkey II: Miniature and Role-Playing Games
10) Game Culture in Turkey III: Game Conventions and E-Sports
11) Representation and Identity in Digital Games: Feminist and Queer Approaches
12) Uniformisation in Games
13) Digital Worlds: MMORPG Games
14) The use of artificial intelligence in the field of Game Studies and its effects on the game world.

Sources

Course Notes / Textbooks:
References: J. Patrick Williams, Sean Q. Hendricks W. Keith Winkler, McFarland, 2006. Gaming as Culture: Essays on Reality, Identity and Experience in Fantasy Games,
Dovey, Jon Kennedy, Helen W., 2006. Game Cultures: Computer Games As New Media: Computer Games as New Media, McGraw-Hill Education.
Tekinbas, K. S., & Zimmerman, E. 2003. Rules of play: Game design fundamentals. MIT press.
Huizinga, J., 1955. Homo ludens: A study of the play-element in culture. R. F. C. Hull. Boston, MA: Beacon Press.

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Presentation 1 % 30
Preliminary Jury 1 % 30
Final 1 % 40
Total % 100
PERCENTAGE OF SEMESTER WORK % 60
PERCENTAGE OF FINAL WORK % 40
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 3 42
Application 1 3 3
Study Hours Out of Class 13 8 104
Presentations / Seminar 1 3 3
Homework Assignments 14 3 42
Preliminary Jury 1 3 3
Midterms 1 3 3
Final 1 3 3
Total Workload 203

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) To prepare students to become communication professionals by focusing on strategic thinking, professional writing, ethical practices, and the innovative use of both traditional and new media 2
2) To be able to explain and define problems related to the relationship between facts and phenomena in areas such as Advertising, Persuasive Communication, and Brand Management
3) To critically discuss and interpret theories, concepts, methods, tools, and ideas in the field of advertising
4) To be able to follow and interpret innovations in the field of advertising
5) To demonstrate a scientific perspective in line with the topics they are curious about in the field.
6) To address and solve the needs and problems of the field through the developed scientific perspective
7) To recognize and understand all the dynamics within the field of advertising
8) To analyze and develop solutions to problems encountered in the practical field of advertising