GAD5101 Games and CultureBahçeşehir UniversityDegree Programs ADVERTISINGGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
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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): Assist. Prof. DİĞDEM SEZEN
Recommended Optional Program Components: None
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.

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: Gaming as Culture: Essays on Reality, Identity and Experience in Fantasy Games, J. Patrick Williams, Sean Q. Hendricks W. Keith Winkler, McFarland, 2006.

Game Cultures: Computer Games As New Media: Computer Games as New Media, Dovey, Jon Kennedy, Helen W., McGraw-Hill Education, 2006.

Rules of Play: Game Design Fundamentals, Katie Salen Tekinbas, Eric Zimmerman, The MIT Press.

Homo Ludens, Johan Huizinga. Ayrıntı Yayınları, 2017.

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
Presentations / Seminar 1 3 3
Homework Assignments 14 3 42
Preliminary Jury 1 3 3
Midterms 1 3 3
Total Workload 93

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 be able to apply theoretical concepts related to mass communication, consumer behavior, psychology, persuasion,sociology, marketing, and other related fields to understand how advertising and brand communication works in a free-market economy. 2
2) To be able to critically discuss and interpret theories, concepts, methods, tools and ideas in the field of advertising. 2
3) To be able to research, create, design, write, and present an advertising campaign and brand strategies of their own creation and compete for an account as they would at an advertising agency. 2
4) To be able to analyze primary and secondary research data for a variety of products and services. 2
5) To be able to develop an understanding of the history of advertising as it relates to the emergence of mass media outlets and the importance of advertising in the marketplace. 2
6) To be able to follow developments, techniques, methods, as well as research in advertising field; and to be able to communicate with international colleagues in a foreign language. (“European Language Portfolio Global Scale”, Level B1) 2
7) To be able to take responsibility in an individual capacity or as a team in generating solutions to unexpected problems that arise during implementation process in the Advertising field. 3
8) To be able to understand how advertising works in a global economy, taking into account cultural, societal, political, and economic differences that exist across countries and cultures. 2
9) To be able to approach the dynamics of the field with an integrated perspective, with creative and critical thinking, develop original and creative strategies. 2
10) To be able to to create strategic advertisements for print, broadcast, online and other media, as well as how to integrate a campaign idea across several media categories in a culturally diverse marketplace. 2
11) To be able to use computer software required by the discipline and to possess advanced-level computing and IT skills. (“European Computer Driving Licence”, Advanced Level) 2
12) To be able to identify and meet the demands of learning requirements. 2
13) To be able to develop an understanding and appreciation of the core ethical principles of the advertising profession. 2