GAD5101 Games and CultureBahçeşehir 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
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) 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.