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 |
ADV4629 | Media Ethics | 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 : | Assist. Prof. GÜL ŞENER |
Recommended Optional Program Components: | None |
Course Objectives: | Media Ethics will study the power of media in today’s world and examine different aspects of the question of media ethics. The course in general will open a term-length debate on media ethics by focusing on questions such as “what is ethics, how is ethics of media linked to the political and social issues in a given society, why do media need to be ethical, and how can media serve better public through ethical decision-making that would create trust on the part of their audiences?” These broad questions will be discussed by paying attention to print, broadcast, advertising and public relations sectors. |
The students who have succeeded in this course; I. Learn the substantive philosophical discussions on ethics II. Grasp how media and communication scholars approach the issue of ethics III. Recognize the differences between morality and ethics IV. Develop grounded analytical tools about how to discuss what is ethical or not in media V. Recognize how media professionals face with the dilemmas and how they solve these dilemmas in their lives VI. Analyze different cases from Turkish media and discuss what is ethical in these cases or not VII. Derse katılan öğrencilerin çoğunluğu tarafından kabul edilebilecek bir "medya etiği ilkeleri" geliştirmek |
Each week, we will take different concepts and different sectors and through using audio-visual and textual resources we will have detailed discussions on how it would be possible to reach the ethical standards in our society. Cases from national and global media will be discussed. The first hour will include a lecture where the instructor introduces the concept and related discussions in the literature. Starting from the second hour, students are urged to discuss as the whole class by focusing on case studies. |
Week | Subject | Related Preparation |
1) | ||
1) | Presentation of the course and rules | |
2) | Key Concepts and Thoughts In Media Ethics | Patterson and Wilkins, Chapter 1 |
3) | Information Ethics | Patterson and Wilkins, Chapter 2 |
4) | Ethical Issues In Advertising (Submission of Proposals for Term Project) | Patterson and Wilkins, Chapter 3 |
5) | Ethical Issues In Public Relations (Obtaining feedbacks from Instructors) | Patterson and Wilkins, Chapter 4 |
6) | Privacy Issues (Consultation with the Instructors) | Patterson and Wilkins, Chapter 5 |
7) | Hate Speech | Patterson and Wilkins, Chapter 6 |
8) | Conflict of Interest | Patterson and Wilkins, Chapter 7 |
9) | Ethics In Photography and Video productions | Patterson and Wilkins, Chapter 8 |
10) | Ethics In Cyberspace | Patterson and Wilkins, Chapter 9 |
11) | Ethics In Art and Entertainment | Patterson and Wilkins, Chapter 10 |
12) | Term Project Presentations | |
13) | Term Project Presentations | |
14) | Term Project Presentations |
Course Notes / Textbooks: | Philip Patterson & Lee Wilkins (2010). Media Ethics: Issues and Cases. New York: McGraw-Hill Ek Kitap/Supplementary Book: Bülent Çaplı & Hakan Tuncel (ed) (2010) Televizyon Haberciliğinde Etik, Ankara: Fersa. |
References: | Ders işlenirken eklenecek online kaynaklar - Online sources TBA during the class discussions. |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 15 | % 20 |
Presentation | 1 | % 20 |
Project | 1 | % 40 |
Seminar | 4 | % 20 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 60 | |
PERCENTAGE OF FINAL WORK | % 40 | |
Total | % 100 |
Activities | Number of Activities | Workload |
Course Hours | 14 | 42 |
Study Hours Out of Class | 15 | 30 |
Presentations / Seminar | 5 | 20 |
Project | 1 | 33 |
Total Workload | 125 |
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. |