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 |
GEP1125 | Performance Art | Fall | 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: | Turkish |
Type of course: | GE-Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Hybrid |
Course Coordinator : | Assist. Prof. SERCAN ÖZİNAN |
Course Objectives: | Emerging in the mid-20th century, ‘Performance Art’ emerged in America as a continuation of avant-garde movements (such as Futurism, Dadaism, Expressionism, Surrealism). Basically, this movement, which discusses conventional music and performing arts in terms of form and content, breaks stereotypical artistic ideas and consists only of action-oriented performances, regardless of space and time. Within the framework of a specific theme, it is possible to see performances in almost all art genres in addition to genres such as Happening, Pop-Art, Fluxus. Students taking the course will have knowledge in the field of performance art and will reach a basic level of knowledge about contemporary art. Upon successful completion of this course, students will be able to acquire the following knowledge. |
The students who have succeeded in this course; 1. Students will learn how, why and how art has changed since the Renaissance. 2. They will acquire basic information about Friedrich Nietzsche who influenced art in terms of content and form. 3. They will learn how and how avant-garde movements emerged in all branches of art. 4. Recognize the important representatives of contemporary theater. 5. learn the history of socio-political situations that have contributed to the emergence of performance art. 6. will be able to discuss the works of various performance artists. 7. Gain the ability to comment on the performing arts and gain intellectual knowledge. 8. will be able to interpret contemporary performances, especially in the Biennials organized in Istanbul and in various museums. |
During the 14-week training period, the historical socio-political tandanship at the starting point of avant-garde movements and performance art will be explained and the works of various performance artists will be watched and discussed with the students. A theoretical education will be observed. |
Week | Subject | Related Preparation |
1) | Post-Renaissance Painting and the Artist's 'View' | |
2) | Classicism-Naturalism-Romanticism | |
3) | Apollonian and Dionysian Approach to Art in Nietzsche | |
4) | Emergence of Avant-Garde Movements | |
5) | Futurism-Dadaism-Surrealism-Expressionism | |
6) | Antonin Artaud and the Theater of Cruelty | |
7) | Richard Schechner and Environmental Theater | |
8) | Mid Term Week | |
9) | Performance of the Self | |
10) | Happening Performance Experiments in the Mid-1900s | |
11) | Chris Burden, Yoko Ono, John Cage, Jackson Pollock (Review) | |
12) | Joseph Beuys, Hermann Nitsch, Stelarc, Marina Abramovic (Review) | |
13) | Olivier de Sagazan-Transfiguration (Review) | |
14) | DV8 - The Cost Of Living (Review) |
Course Notes / Textbooks: | |
References: | Artaud, A. (1993). Tiyatro ve İkizi. İstanbul: Yapı Kredi Yayınları Candan, A. (2003). Yirminci Yüzyılda Öncü Tiyatro. İstanbul: Bilgi Üniversitesi Yayınevi Carlson, M. (2013). Performans Sanatı. Ankara: Dost Yayınları Florenski, P. (2011). Tersten Perspektif. Tersten Perspektif. İstanbul: Metis Yayınları Goffman, E. (2014). Günlük Yaşamda Benliğin Sunumu. İstanbul: Metis Yayınları Nietzsche, F. (2011). Yunanlıların Trajik Çağında Felsefe. İstanbul: Say Yayınları |
Semester Requirements | Number of Activities | Level of Contribution |
Midterms | 1 | % 40 |
Final | 1 | % 60 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 40 | |
PERCENTAGE OF FINAL WORK | % 60 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 13 | 3 | 39 |
Study Hours Out of Class | 10 | 7 | 70 |
Midterms | 1 | 2 | 2 |
Final | 1 | 2 | 2 |
Total Workload | 113 |
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. |