GAD3030 Virtual WorldsBahçeşehir 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
GAD3030 Virtual Worlds 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: Departmental Elective
Course Level: Bachelor’s Degree (First Cycle)
Mode of Delivery: Hybrid
Course Coordinator : Instructor MURAT DURUSOY
Course Lecturer(s): Instructor MURAT DURUSOY
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.

Learning Outcomes

The students who have succeeded in this course;
"
The students who have succeeded in this course;"
1) Name the aspects of virtual spaces and how they influence one another.
2) Understand user motivations for multiplayer interaction and how to make it possible.
3) Learn how platforms might profit from platforms by analyzing different payment models.
4) Be aware of the risks related inhabiting virtual worlds with strangers and learn how to mitigate those risks.
5) Understand the culture of virtual worlds and its relationship to social network analysis.

Course Content

This course will allow students to analyze the various features of virtual worlds through the lens of the resultant user behavior. They will learn about how the internet has turned the former generation of content consumers to content creator. They will see this change as observers, but also become participants themselves. Students will also have the chance to design their own Virtual World and present it to the class.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction to Virtual Worlds
2) Virtual Worlds and Text
3) SocialVR
4) Identity and Content Creation in Virtual Worlds - I
5) Identity and Content Creation in Virtual Worlds - II
6) Identity and Content Creation in Virtual Worlds - III
7) Virtual Worlds and Social Media
8) Virtual Worlds and Social Media - II
9) Virtual World Risks
10) Virtual Worlds and Real World Utilization
11) Monetization
12) Interactivity vs. Communication
13) Interactivity vs. Communication, Project Work
14) Final project presentation

Sources

Course Notes / Textbooks: "The Virtual Community, Howard Rheingold,1993
Here Comes Everybody, Clay Shirky, 2008
Deisgning Virtual Worlds, Richard Bartle, 2003"
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."

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 1 % 15
Homework Assignments 2 % 40
Final 1 % 25
Paper Submission 1 % 20
Total % 100
PERCENTAGE OF SEMESTER WORK % 75
PERCENTAGE OF FINAL WORK % 25
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 3 42
Study Hours Out of Class 13 6 78
Midterms 1 3 3
Final 1 3 3
Total Workload 126

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. 1
2) Analyze, synthesize, and evaluate information and ideas from various perspectives. 1
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. 2
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. 3
7) Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process. 2
8) Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process. 2
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. 1
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. 1