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 |
NMD2908 | Digital Culture and 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. MELİS ÖZBEK |
Course Lecturer(s): |
Assist. Prof. SİNAN AŞÇI |
Recommended Optional Program Components: | None. |
Course Objectives: | This course explores the evolving relationship between culture, media, and technology, focusing on the impact of digitalization, artificial intelligence, and algorithmic systems on cultural production, identity formation, and power structures. Through a combination of theoretical readings, critical discussions, and hands-on practical work, students will engage with key concepts in cultural studies, media theory, and the political economy of digital media. The course examines topics such as the culture industry, ideology, hegemony, digital identities, race, gender, AI-generated content, and platform politics. Students will develop analytical and methodological skills to assess digital media's role in shaping contemporary discourse, with an emphasis on emerging issues like misinformation, online discrimination, and algorithmic bias. Practical components include digital methods such as web scraping, data visualization, and AI-generated media analysis. In this course, students are expected to join group discussions, prepare and present case studies. Therefore, presentations, readings, and discussions are the key performance tasks to let the students demonstrate their understanding and achievement in the above areas. Teaching methods of the course: lecture, readings, exams, group presentations, discussions, case studies, practical works, assignments |
The students who have succeeded in this course; At the completion of the NMD2908 course, students will be able to: • define key concepts related to digital culture, new media, and identity, including culture, ideology, hegemony, identity politics, and representation; • analyze digital culture and media artifacts using cultural theories, including concepts from the Frankfurt School, identity studies, and political economy of new media; • examine the role of media industries, technology, and artificial intelligence in shaping cultural identities and power structures; • critically assess the impact of media and digital platforms on identity, race, gender, and cultural representation; • evaluate how digital tools, algorithms, and AI influence contemporary cultural discourse and online interactions; • assess the ethical implications of digital technologies, AI-generated content, and online discrimination; • discuss the role of platforms, Big Tech, and digital capitalism in shaping media consumption and public discourse; • develop AI-generated cultural representations and critically reflect on their implications; • design and conduct digital culture research using digital methods such as web scraping and data visualization; • present findings through group projects, applying theoretical frameworks to real-world digital media examples. |
This course explores the evolving relationship between culture, media, and technology, focusing on the impact of digitalization, artificial intelligence, and algorithmic systems on cultural production, identity formation, and power structures. Through a combination of theoretical readings, critical discussions, and hands-on practical work, students will engage with key concepts in cultural studies, media theory, and the political economy of digital media. The course examines topics such as the culture industry, ideology, hegemony, digital identities, race, gender, AI-generated content, and platform politics. |
Week | Subject | Related Preparation |
1) | An overview of the course’s content, objectives, learning methods, and tips for academic reading | |
2) | Kültürün Tanımları ve Kavramları | Easthope, A., & McGowan, K., pp. 33-42 & 94-102 Bennett et al (2013): culture; ideology; power. Hartley (2012): hegemony; interpellation; cultural studies. Gere, C. (2002). Digital Culture. London: Reaktion Books Ltd. (Introduction & Chapter 1) |
3) | Culture industry and media | Adorno, T. and Horkheimer, M (1947/2002). The Culture Industry Enlightenment as Mass Deception. Bennett et al (2013): industry; commodity; capitalism; consumption; elite; mass media. Hartley (2012): culture; Frankfurt School; cultural capital; ideology, hegemony, culture |
4) | Cultural Movements in History | Hartley (2012). Convergence; games (computer/video); streaming NFTs Are Fueling a Boom in Digital Art. Here’s How They Work | WSJ https://www.youtube.com/watch?v=zpROwouRo_M The problem with AI-generated art | Steven Zapata | TEDxBerkeley https://www.youtube.com/watch?v=exuogrLHyxQ |
5) | Cultural Identities I: Psychoanalytic aspects on identity | Bennet et al (2013): Identity; other; self. Easthrope & McGowan (2004). pp. 77 - 87. Hartley (2012): Identity politics. |
6) | Cultural Identities II: Ethnicity and race | Bennet et al (2013): Ethnicity; multiculturalism; race. Easthrope & McGowan (2004). 191-197. |
7) | Gender and digital media | Bennet et al (2013): Feminism; gender. Easthrope & McGowan (2004). 51-55; 102-108; 157-177; 191-197. |
8) | Midterm | |
9) | Digital culture in the new media age: Big Tech, algorithms, AI | Fuchs, C. (2023). The Political Economy of the Internet and Digital Media. IN: Media, Economy and Society: A Critical Introduction. Taylor & Francis. pp.321-332. Gillespie, T. (2010). The politics of ‘platforms’. New media & society, 12(3), 347-364. How a handful of tech companies control billions of minds every day | Tristan Harris: https://www.youtube.com/watch?v=C74amJRp730&list=PLUks-hLYMOHyIU2QvOKyoLjD_6vHJfvfW&index=11 Hartley (2012). Cultural capital; intellectual property. |
11) | Discrimination in the digital age | Balibar, E. (2007). Is there a ‘neo-racism’?. Race and racialization: Essential readings, 83. Bennet et al (2013): Difference; other. Hartley (2012): difference; nation; Orientalism; propaganda; representation; stereotype. |
12) | Digital Methods in Cultural Analysis | Bennett et al (2013): Discourse; representation; sign. Hall, Representation, 1997, pp. 223-291 Hartley (2012): bias; myth, semiotics/semiology |
13) | Group Presentations on Digital Culture and AI | |
14) | Overview of the semester |
Course Notes / Textbooks: | Bennett, T., Grossberg, L., & Morris, M. (Eds.). (2013). New keywords: A revised vocabulary of culture and society. John Wiley & Sons. Easthope, A., & McGowan, K. (Eds.). (2004). A critical and cultural theory reader. University of Toronto Press Hartley, J. (2012). Communication, cultural and media studies: The key concepts. Routledge. Additional articles, videos and podcasts will be provided by the instructor in the Resources tab of Itslearning. |
References: | Bennett, T., Grossberg, L., & Morris, M. (Eds.). (2013). New keywords: A revised vocabulary of culture and society. John Wiley & Sons. Easthope, A., & McGowan, K. (Eds.). (2004). A critical and cultural theory reader. University of Toronto Press Hartley, J. (2012). Communication, cultural and media studies: The key concepts. Routledge. Additional articles, videos and podcasts will be provided by the instructor in the Resources tab of Itslearning. |
Semester Requirements | Number of Activities | Level of Contribution |
Quizzes | 2 | % 10 |
Homework Assignments | 2 | % 20 |
Midterms | 1 | % 30 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 60 | |
PERCENTAGE OF FINAL WORK | % 40 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 13 | 3 | 39 |
Application | 3 | 3 | 9 |
Study Hours Out of Class | 14 | 8 | 112 |
Presentations / Seminar | 1 | 1 | 1 |
Homework Assignments | 1 | 2 | 2 |
Quizzes | 2 | 1 | 2 |
Midterms | 1 | 2 | 2 |
Final | 1 | 2 | 2 |
Total Workload | 169 |
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. |