FTV4931 Film GenresBahçeşehir 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
FTV4931 Film Genres 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 : Prof. Dr. OSMAN KAYA ÖZKARACALAR
Course Lecturer(s): Prof. Dr. OSMAN KAYA ÖZKARACALAR
Recommended Optional Program Components: None
Course Objectives: This course is directed towards the comprehension and evaluation of popular cinema and popular films within a historical and cultural context.

Learning Outcomes

The students who have succeeded in this course;
1. Recognize the conception of popular cinema.
2. Identify the conception of genre.
3. Analyze the conflict between originality and genre.
4. Define different genres
5. Discuss the history of sci-fi genre
6. Analyze genre movies with a social perspective
7. Analyze genre movies with a historical perspective
8. Analyze genre movies with a political perspective
9. Evaluate the history of horror genre
10. Analyze genre movies with with an emphasis on genre issues
11. Analyze genre movies with an emphasis on desire.
12. Analyze genre movies with an emphasis on class issues.

Course Content

The course will start with the problems of definition of genre, with special emphasis given to specific iconographies of genres. Then, the course will deal with the issue of originality within the context of genre. Finally, case studies of two specific genres, science-fiction and horror, will be covered.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction to the class -
2) Problems of definition; iconography reading
3) Science-Fiction reading
4) Mad scientists – fantastic voyages reading - watching film
5) Alien invasions reading - watching film
6) Alien encounters reading - watching film
7) Dystopias reading - watching film
8) Horror reading
9) Monsters as Return of the Repressed reading - watching film
10) Battle of the genders reading - watching films
11) Onjects of desire reading - watching film
12) Horrors with political agenda reading - watching film
13) Other others reading- watching film
14) presentations presentation preparation

Sources

Course Notes / Textbooks:
References: 1.Michael Ryan and Douglas Kellner, Camera Politica: The Politics and Ideology of Contemporary Hollywood Film

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 14 % 10
Presentation 1 % 45
Final 1 % 45
Total % 100
PERCENTAGE OF SEMESTER WORK % 55
PERCENTAGE OF FINAL WORK % 45
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 3 42
Study Hours Out of Class 14 5 70
Presentations / Seminar 1 6 6
Final 1 4 4
Total Workload 122

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.