ADV3618 Advertising and SocietyBahçeşehir 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
ADV3618 Advertising and Society Fall 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): Prof. Dr. HASAN KEMAL SUHER
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;

Course Content

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction of the course, explanation of the purpose and content of the course
2) Modernism, Enlightenment and After
3) Concept of postmodernism
4) Postmodern Indicators 1. Consumption and entertainment 2.Internet and mobile phone 3. to be visible 4. Aestheticized life
5) Consumption habits in daily life and Instagram
6) Pierre Bourdieu and concept of Habitus
7) Jean Baudrillard Consumer Society
8) Social Media and facebook
9) Masculinity discussed through advertisements
10) Advertising and psychology through the example of chocolate ads
11) General evaluation
12) General Evaluation
13) General Evaluation
14) General Evaluation

Sources

Course Notes / Textbooks:
References:

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Midterms 1 % 30
Final 1 % 70
Total % 100
PERCENTAGE OF SEMESTER WORK % 30
PERCENTAGE OF FINAL WORK % 70
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.