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 |
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. |
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. 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. |
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. |
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. |
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 |
Course Notes / Textbooks: | 1) A social history of the media: From Gutenberg to the Internet / Asa Briggs and Peter Burke. |
References: |
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 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Study Hours Out of Class | 14 | 5 | 70 |
Project | 2 | 20 | 40 |
Homework Assignments | 1 | 2 | 2 |
Midterms | 1 | 3 | 3 |
Final | 1 | 3 | 3 |
Total Workload | 160 |
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. |