NMD2008 History of MediaBahçeşehir 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
NMD2008 History of Media Spring 3 0 3 6
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: Non-Departmental Elective
Course Level: Bachelor’s Degree (First Cycle)
Mode of Delivery: Face to face
Course Coordinator : Dr. Öğr. Üyesi TİRŞE ERBAYSAL FİLİBELİ
Recommended Optional Program Components: None.
Course Objectives: This course aims to provide a social evaluation of histories of media in order to establish a ground to discuss human agency in social, technological and cultural contexts. Throughout the course, accounts of history of and around media will be discussed in a fashion that does not follow a technologically deterministic view. It is expected from students to provide critical analysis to processes and moments in history, where media is available as a meta-narrative to discuss human progress and condition.

Learning Outcomes

The students who have succeeded in this course;
- understand historical conditions of contemporary media ecosystems,
- contextualise past developments in the relationship between technology and society,
- critically evaluate the political economy of media in historical contexts,
- distinguish various in readings in media history in terms of assigned agencies.

Course Content

This course explores the emergence and development of different media from a historical perspective. Weekly topics are roughly chronological, and a variety of mechanisms for media change will be considered, including path-dependence, remediation, convergence, technological appropriation, and the social shaping or social construction of technology. In addition to “media causes,” readings will examine “media effects” on perception, culture, and communication.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Media, Technology and History
2) Communication Channels Before the Printing Press
3) Printing in Its Contexts I
4) Printing in Its Contexts II
5) Media and the Public Sphere
6) Technologies and Revolutions
7) New Processes and Patterns I
8) Midterm Week
9) New Processes and Patterns II
10) Information, Education and Entertainment I
11) Information, Education and Entertainment II
12) Media Convergences I
13) Media Convergences II
14) The Return of the Social

Sources

Course Notes / Textbooks: 1) A social history of the media: From Gutenberg to the Internet / Asa Briggs and Peter Burke.
References:

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 13 % 10
Midterms 1 % 40
Final 1 % 50
Total % 100
PERCENTAGE OF SEMESTER WORK % 50
PERCENTAGE OF FINAL WORK % 50
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 13 3 39
Study Hours Out of Class 14 7 98
Homework Assignments 2 4 8
Midterms 1 3 3
Final 1 3 3
Total Workload 151

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.
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.