GAD5204 Playful Experience DesignBahçeşehir UniversityDegree Programs PHOTOGRAPHY AND VIDEOGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
PHOTOGRAPHY AND VIDEO
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) Knowledge of photographic and video media and ability to use basic, intermediate and advanced techniques of these media.
2) Ability to understand, analyze and evaluate theories, concepts and uses of photography and video.
3) Ability to employ theoretical knowledge in the areas of the use of photography and video.
4) Familiarity with and ability to review the historical literature in theoretical and practical studies in photography and video.
5) Ability in problem solving in relation to projects in photography and video.
6) Ability to generate innovative responses to particular and novel requirements in photography and video.
7) Understanding and appreciation of the roles and potentials of the image across visual culture
8) Ability to communicate distinctively by means of photographic and video images.
9) Experience of image post-production processes and ability to develop creative outcomes through this knowledge.
10) Knowledge of and ability to participate in the processes of production, distribution and use of photography and video in the media.
11) Ability to understand, analyze and evaluate global, regional and local problematics in visual culture.
12) Knowledge of and ability to make a significant contribution to the goals of public communication.
13) Enhancing creativity via interdisciplinary methods to develop skills for realizing projects.
14) Gaining general knowledge about the points of intersection of communication, art and technology.