NMD2908 Digital Culture and Media Bahçeşehir 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
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.

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
Course Lecturer(s): Dr. Öğr. Üyesi SİNAN AŞÇI
Recommended Optional Program Components: None.
Course Objectives: This course will explore sociological understandings of youth cultures, tracing the socio-historical factors which facilitated the development of the modern youth market and critically evaluating the ways in which sociology has theorized the relationship between young individuals, popular culture and “traditional” and “new” media.

Learning Outcomes

The students who have succeeded in this course;
- account for the social and historical factors that facilitated the development of the modern youth market,
- critically assess key theoretical accounts factors of the relationship between youth and popular culture in a local and global context,
- reflect on the notions of youth, gender and ethnicity as they are represented in, shaped by, and articulated through popular culture,
- critically evaluate the relationship between youth cultures and “traditional” and “new” media,
- examine the theoretical relevance of the terms “subcultural” and “post-subcultural” in an understanding of contemporary youth cultures,
- connect themes and issues covered in the course to wider sociological debates.

Course Content

Themes covered within the course include young individuals and mass media, TV and film, cultural representations of youth style and gender, subcultural groups and ethnic identities, youth cultures and music scenes, young individuals and new technologies, and global and local youth cultures.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) An overview of the course’s content, objectives, learning methods, and tips for academic reading
2) Basic Concepts: Youth, Culture, Youth Media Studies
3) Sociological Understanding of Youth Style, Subcultures and Youth
4) Questioning Youth Culture - Generations & Transitions?
5) Transnational Youth Cultures
6) Mediatization of Culture
7) Midterm
8) Youth Culture and the Mass Media
9) Subcultures in Detail: Gendered Subcultures, Criminalized Subcultures
11) Subcultures in Detail: Virtual & Global Subcultures, Subculture as Performance & Style
12) Youth and Violence
13) Youth and Difference
14) Youth and Media (in General)

Sources

Course Notes / Textbooks: 1) Williams, Patrick J. (2007) ‘Youth Subcultural Studies: Sociological Traditions and Core Concepts’, Sociology Compass, 1/2: 572-593.
2) Nazan Maksudyan. 2011. “Orphans, Cities, and the State: Vocational Orphanages (Islahhanes) and Reform in the Late Ottoman Urban Space.” International Journal of Middle East Studies 43: 493-511.
3) Christine Elizabeth Griffin. 2010. “The trouble with class: Researching youth, class and culture beyond the ‘Birmingham School’.” Journal of Youth Studies 14 (3): 245-259.
4) Erll, A. (2014). Generation in literary history: Three constellations of generationality, genealogy, and memory. New Literary History, 45(3), 385-409.
5) Siibak, A., Vittadini, N., & Nimrod, G. (2014). Generations as media audiences: An introduction. Participations: Journal of Audience & Reception Studies, 11(2), 100-107.
References:

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Quizzes 2 % 20
Midterms 1 % 30
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 8 112
Quizzes 2 2 4
Midterms 1 2 2
Final 1 2 2
Total Workload 159

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.