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. AYŞE NİLÜFER NARLI |
Recommended Optional Program Components: |
- |
Course Objectives: |
This course explores the past, present and future of communication technologies and their impact on the society and media. It covers analytical perspectives, concepts and theories to understand communication technologies historically and conceptually and to examine radical changes in organization of society, labor and politics, brought about by the recent development in communication technologies and diffusion of digital technologies. It provides various perspectives on the co-construction of society and communication technology, with a recognition that communication technology represents a complex set of practices, norms, and values that both reflect and shape our convictions about personhood, identity, time, class, gender, space, labor, and politics. It also covers the social dynamics and the use of communication technologies. |
Week |
Subject |
Related Preparation |
1) |
Orientation
|
Course Schedule Review
Orientation
Discuss digital literacy, digital divide
|
2) |
Early History of Communication Technologies |
The Optical Telegraph”, Daniel Headrick, “Time, Space and the Telegraph” by James W.Carey, in Communication in history: Technology, culture, society. Routledge. Crowley, D., & Heyer, P. (2015). |
3) |
Mass Communication Technologies and Social Construction of Technology |
Robert S. Fortner and Darya Yanitskaya,, (2014) “Theoretical Perspectives on the Social Construction of Technology “ in the Handbook of Media and Mass Communication Technology, John Wiley&Sons |
4) |
Advent of Communication Technologies |
Documentary film : Lo and Behold : Reveries of the Connected World by Werner Herzog |
5) |
The Mobile Phone and...Smartphone, identity, democracy |
Sherry Turkle, “Always-On/Always-On-You: The Tethered Self” in Handbook of Mobile Communication Studies 2008 |
6) |
Political actions and Media |
Howard Rheingold, “Mobile Media and Political Collective Action” in Handbook of Mobile Communication Studies 2008 |
7) |
Midterm |
Exam |
8) |
Oral presentation of the research proposal and feedback in the classroom (10 minutes for each student).
|
Presentation I
|
9) |
Communication Technology, Innovation, Social Change and Future |
Ingeborg Astrid Kleppe and James Hosea, “Connecting local food to global consumers via the Internet” in Information and Communication Technologies in Rural Society. Being Rural in a Digital Age.
Marsaili Macleod, “Revitalising rural Europe’s indigenous languages” in Information and Communication Technologies in Rural Society. Being Rural in a Digital Age.
|
10) |
Theories of Communication Technologies: Network Society and Global Village |
Castells, M. (2007). Communication, power and counter-power in the network society. International journal of communication, 1(1), 29.
Mcluhan, M.(1964) Understanding Media, the extensions of man, Newyork: McGraw-Hill
|
11) |
Communication Technology and Digital Divide |
Antonelli, C. (2003). The digital divide: understanding the economics of new information and communication technology in the global economy. Information Economics and Policy, 15(2), 173-199..
Viviana Rojas, Joseph Straubhaar, Debasmita Roychowdhury, and Ozlem Okur (2004)“Communities, Cultural Capital, and the Digital Divide” in Media Access. Social and Psychological Dimensions of New Technology Use
Additional Readings: Linda A. Jackson Gretchen Barbatsis Frank A. Biocca Alexander von Eye Yong Zhao Hiram E. Fitzgerald ,(2004) “Home Internet Use in Low-Income Families: Is Access Enough to Eliminate the Digital Divide? In in Media Access. Social and Psychological Dimensions of New Technology Use
|
12) |
Living a Virtual Life and Games |
Kolo, C., & Baur, T. (2004). Living a virtual life: Social dynamics of online gaming. Game studies, 4(1), 1-31.
Additional Reading: T.L. Taylor(2006) , Play between Worlds. Exploring Online Game Culture, the MIT Press
Terms and Conditions May Apply- Netflix documentary
|
13) |
Final Project Presentations
|
Oral presentation of the research project in the classroom and debate. |
14) |
Final Project Presentations
|
Oral presentation of the research project in the classroom and debate. |
|
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. |
|