ADV3618 Advertising and SocietyBahçeşehir UniversityDegree Programs DIGITAL GAME DESIGNGeneral Information For StudentsDiploma SupplementErasmus Policy StatementBologna CommissionNational Qualifications
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
ADV3618 Advertising and Society Spring 3 0 3 6
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 : Prof. Dr. HASAN KEMAL SUHER
Course Lecturer(s): Assist. Prof. NESLİHAN UYSAL
Recommended Optional Program Components: None
Course Objectives: Students who take this course will have the opportunity to discuss advertising as a form of persuasive communication with a critical perspective in terms of concepts such as society, culture, ethics and technology, and would be able to explain the concepts and dimensions of communication.

Learning Outcomes

The students who have succeeded in this course;
At the end of the course, you will be able to:
1. To understand economic impact of advertising,
2. To explain advertising to children,
3. To understand the role of sex in advertising,
4.To understand the stereotypes in advertising,
5.To explain direct to consumer pharmaceutical advertising,
6. To explain the hyper niche markets and advertising,
7. To understand advertising and product placement in entertainment media,
8. To learn advertising in previously hands-off journalistic environments,
9. To learn advergames,
10. To understand advertising and sporting events,
11. To explain advertising to captive audiences,
12. To define the relationship between advertising and social responsibility,

Course Content

This course focuses on the intertwining of advertising and society, including topics such as economics, gender, stereotypes, media and entertainment.
Teaching methods: Lecture, Project, Reading, Collaborative Learning, Implementation, Discussion, Individual Study, Problem Solving

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Orientation Course Schedule Review • Expectations
2) Orientation Student and Group List is Announced for presentations
3) "The Economic Impact of Advertising" - Argument part will be presented by students - Counterargument part will be presented by students
4) "Advertising to Children" Argument part will be presented by students* Counterargument part will be presented by students*
5) "Sex in Advertising" Argument part will be presented by students* Counterargument part will be presented by students*
6) "Stereotypes in Advertising" Argument part will be presented by students* Counterargument part will be presented by students*
7) "Direct to Consumer Pharmaceutical Advertising" "Hyper Niche Markets and Advertising Argument part will be presented by students* Counterargument part will be presented by students*
8) Midterm
9) "Advertising and Product Placement in Entertainment Media" "Advertising In previously Hands off Journalistic Environments" Argument part will be presented by students* Counterargument part will be presented by students*
10) "Advertising and Sporting Events" Argument part will be presented by students* Counterargument part will be presented by students*
11) "Advergames" Argument part will be presented by students* Counterargument part will be presented by students*
12) "Advertising to Captive Audiences" Argument part will be presented by students* Counterargument part will be presented by students*
13) "Advertising and Social Responsibility" Argument part will be presented by students* Counterargument part will be presented by students*
14) General Evaluation

Sources

Course Notes / Textbooks: "Advertising and Society: An Introduction" (2014), Carol J. Pardun, 2nd Edition, Wiley Blackwell.
References: "Advertising and Societies” (2010) Global Issues 2nd Edition Katherine T Frith, Peter Lang

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Presentation 2 % 25
Midterms 1 % 25
Final 1 % 50
Total % 100
PERCENTAGE OF SEMESTER WORK % 50
PERCENTAGE OF FINAL WORK % 50
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 3 42
Study Hours Out of Class 14 8 112
Midterms 1 3 3
Final 1 3 3
Total Workload 160

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.