GAD5204 Playful Experience DesignBahçeşehir UniversityDegree Programs PUBLIC RELATIONS AND PUBLICITYGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
PUBLIC RELATIONS AND PUBLICITY
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
GAD5204 Playful Experience Design Spring
Fall
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 : Dr. Öğr. Üyesi GÜVEN ÇATAK
Recommended Optional Program Components: None
Course Objectives: This course will be focusing on integrating game elements into everyday life and experience design applications by presenting playful experiences to the users, while suggesting a hybrid interactive analysis through including digital and analogue tools inspecting player motivations as well as the place of games in contemporary art scene.

Learning Outcomes

The students who have succeeded in this course;
The students who have succeeded in this course
1) Understand the fundementals of game and play
2) Define, measure and evaluate the different metrics and key performance indicators for applications that provide playful experience across a range of dimensions
3) Design, develop, and evaluate a playful interaction concept project for a real-world case
4) Percieve fundemental methods and theory related to player experience
5) Understand game design and game studies, as well as user experience perspectives for interaction design, and human computer interaction
6) Apply behaviour analysis via playful interaction
7) Form relation between game elements and personal motivations for gamification projects

Course Content

In order to understand how game works and how the concept of play is and can be integrated to our lives, students must understand the fundementals of game experience approaches, business reflections and applications of game design. The course will give a hands-on approach to play theory, and an academic understanding of the practice of playful experience design.

Weekly Detailed Course Contents

Week Subject Related Preparation

Sources

Course Notes / Textbooks: Too much fun: Toys as social problems and the interpretation of culture. Best, Joel. 1998 The Practice of Everyday Life, Michel de Certeau (1974)
Csikszentmihalyi, M., Beyond Boredom and Anxiety. The Experience of Play in Work and Games,1975 (Jossey-Bass Publishers).
References: Why We Play Games: Four Keys to More Emotion Without Story. Lazzaro, N. 2004

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Total %
PERCENTAGE OF SEMESTER WORK % 0
PERCENTAGE OF FINAL WORK %
Total %

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 the students to become communication professionals by focusing on strategic thinking, professional writing, ethical practice and innovative use of traditional and new media
2) To be able to create effective public relations plans using fundamental planning components that include situation analysis, public profile, objectives, strategies and tactics.
3) To be able to apply theoretical concepts related to mass communication, consumer behavior, psychology, persuasion,sociology, marketing, and other related fields to understand how public realtions works.
4) To be able to have the ability to explain and identify problems associated with the relationships between events and facts in the areas of public relations, persuasive communication, communication management, corporate communications.
5) To be able to analyze primary and secondary research data in the fields of perception and reputation management and corporate communication practices.
6) To be able to search, write, and design articles, newsletters, and fliers, brochures, and announcements, in styles and formats appropraite various audiences, mediums and settings.
7) To be able to apply the underlying theories of communication and the necessities of work safety to different types of public relations processes and campaigns.
8) To be able to develop creative and persuasive management skills in terms of reputation, employee relations, leadership and similar corporate practices.
9) To be able to take responsibility in an individual capacity or as a team in generating solutions to given scenarios which can occur in public relations processes.
10) To be able to understand how an organizational culture works and how employees and leaders create messages as a communication tool.
11) To be able to critically discuss and interpret theories, concepts, methods, tools and ideas in the field of public relations.
12) To be able to to use information, communication technologies and computer software with the required level of public relations, marketing communication, persuasive communication, communication management, corporate communications.
13) To be able to explain and describe business marketing activities, economics, business law and global business practices.
14) To be able to recognize national and international, social and cultural dimensions of public relations.