Language of instruction: |
English |
Type of course: |
Departmental Elective |
Course Level: |
Bachelor’s Degree (First Cycle)
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Mode of Delivery: |
Hybrid
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Course Coordinator : |
Assoc. Prof. GÜVEN ÇATAK |
Course Lecturer(s): |
Instructor MURAT DURUSOY
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Recommended Optional Program Components: |
Throughout the course, learners will understand how virtual worlds thrive or fail based on their design choices, the value added to the user, monetization methods, etc. By the end of the course, students will understand how design choices will affect their product, user numbers, and possible revenue streams; they also have potential to learn how to conduct research, create art, prototype, and make money using virtual worlds. |
Course Objectives: |
Since the creation of computer networks, we have been able to see new, collaboratively built worlds develop before our eyes and study how communities develop within those worlds. Many elements of these digital world such as status, economy, regulations, and social norms develop in a similar fashion to the analog/material world, but there can be variations based on design choices of their creators. |
Week |
Subject |
Related Preparation |
1) |
Introduction to Virtual Worlds |
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2) |
Virtual Worlds and Text |
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3) |
SocialVR |
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4) |
Identity and Content Creation in Virtual Worlds - I |
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5) |
Identity and Content Creation in Virtual Worlds - II |
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6) |
Identity and Content Creation in Virtual Worlds - III |
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7) |
Virtual Worlds and Social Media
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8) |
Virtual Worlds and Social Media - II
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9) |
Virtual World Risks
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10) |
Virtual Worlds and Real World Utilization
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11) |
Monetization
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12) |
Interactivity vs. Communication
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13) |
Interactivity vs. Communication, Project Work
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14) |
Final project presentation
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Course Notes / Textbooks: |
"The Virtual Community, Howard Rheingold,1993
Here Comes Everybody, Clay Shirky, 2008
Deisgning Virtual Worlds, Richard Bartle, 2003"
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References: |
"Au, Wagner J. ""The making of Second Life: Notes from the new world."" (2008).
Dibbell, Julian. ""A rape in cyberspace or how an evil clown, a Haitian trickster spirit, two wizards, and a cast of dozens turned a database into a society."" Ann. Surv. Am. L. (1994): 471.
Guitton, Matthieu J. ""Swimming with mermaids: Communication and social density in the Second Life merfolk community."" Computers in Human Behavior 48 (2015): 226-235."
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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. |
3 |
2) |
Analyze, synthesize, and evaluate information and ideas from various perspectives. |
2 |
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. |
3 |
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. |
2 |
5) |
Understand the technology and computational principles involved in developing games and master the use of game engines. |
5 |
6) |
Understand the process of creation and use of 2D and 3D assets and animation for video games. |
4 |
7) |
Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process. |
3 |
8) |
Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process. |
4 |
9) |
Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation. |
1 |
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. |
1 |
11) |
Understand the process of game publishing within industry standards besides development and utilize this knowledge practice. |
2 |
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. |
2 |