COP4315 AdMongrel-Digital TV TrendsBahçeşehir 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
COP4315 AdMongrel-Digital TV Trends Fall
Spring
3 0 3 5
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 ERKAN BÜKER
Course Lecturer(s): Dr. Öğr. Üyesi ERKAN BÜKER
Recommended Optional Program Components: -
Course Objectives: Developments in media and communication technologies, effects of content on new media technologies and on consumer behaviour

Learning Outcomes

The students who have succeeded in this course;
1. familiarity to new media technologies
2. spectator behaviour trends
3. companies of new media and working opportunities in the field
4. understand global market competition fields
5. learning interactive content creation
6. learning interactive television advertising

Course Content

With this course, the effects of media and communication technologies on audience and consumer behaviour, and related subjects such as global competition, strategies of players in the market will be examined.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction to media and communication technologies
2) Audience behaviour and trends
3) Mobile and big screen mobile
4) Conditions of home cinema systems and the market
5) How technology evolved and effected the content
6) Guest speaker: Interactive content design
7) Interactive ad technologies, Programming TV Adressable TV
8) Guest Speaker: Puhu TV
9) Market Overview: Media and Telco Convergence
10) How technology affected theatres and big studies, business models
11) The effects of audio technologies
12) Guest speaker: Dolby
13) Guest Speaker: Netflix productions
14) Guest Speaker: Doğan Holding

Sources

Course Notes / Textbooks: Carolyn Handler Miller, Digital Storytelling: A creator's guide to interactive entertainment 3rd. Edition
References: Jason Ohler, Digital Storytelling in the classroom: New media pathways to literacy, learning and creativity

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Midterms 1 % 40
Final 1 % 60
Total % 100
PERCENTAGE OF SEMESTER WORK % 40
PERCENTAGE OF FINAL WORK % 60
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 3 42
Application 3 3 9
Field Work 3 5 15
Study Hours Out of Class 4 3 12
Project 5 5 25
Midterms 1 3 3
Final 1 15 15
Total Workload 121

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.