DIGITAL GAME DESIGN | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
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. |
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. |
The students who have succeeded in this course; 1. Understand the concept of popular cinema. 2. Understand the concept of genre. 3. Apply the concept of genre to popular cinema 4. Understand the conflict between originality and genre. 5. Evaluate the relevance of genre films 6. Evaluate the historical evolution of s-f and horror genres 7. Analyse genre movies with a historical perspective 8. Analyse genre movies with a political perspective 9. Analyse genre movies with an emphasis on gender issues 10. Analyse genre movies with an emphasis on class issues. |
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. |
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 |
Course Notes / Textbooks: | |
References: | 1.Michael Ryan and Douglas Kellner, Camera Politica: The Politics and Ideology of Contemporary Hollywood Film |
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 |
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 |
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. |