ADVERTISING | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
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. |
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. |
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. |
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 |
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. |
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. |
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 |
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 |
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 |