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 |
NMD3103 | Issues in New Media Practices | Spring | 2 | 2 | 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 is designed to introduce the students both the classical and contemporary arguments about construction of reality in traditional and new media and equip them with theoretical and practical means to challenge various ways of information disorder. |
The students who have succeeded in this course; - Will have an understanding about the critical perspectives on construction of reality in traditional media. - Will learn about opportunities and limits of social media tools. - Will learn about the recent discussions about concepts such as “information disorder” and “fake news”. - Will be able to critically analyse (new) media content. |
New media technologies are developing at a very high speed changing the news and entertainment consumption habits of people constantly. As media production and consumption converge in a new form of practice, a new actor, someone not only consuming the media products as a passive audience but also an active participant in the production process; “prosumer” has emerged. In this era, the conventional media companies promising to stick to basics of information sharing such as accuracy, privacy, accountability are now challenged by vast number of prosumers. However, “information disorder” is not only an end result of this vast network society and prosumers, but also it is facilitated by various interest groups ranging from governments to opposition movements. |
Week | Subject | Related Preparation |
1) | Overview of the course | |
2) | News, truth and post-truth | |
3) | Making news: Critical analysis | |
4) | Making news: Critical analysis | |
5) | Critical analysis of “the news” | |
6) | Critical analysis of social media | |
7) | Social media and politics | |
8) | Social media and politics | |
9) | Social media and politics | |
10) | Post-truth era | |
11) | Social media age | |
12) | Network society, prosumer and new media | |
13) | Project presentations | |
14) | Project presentations and review of the course |
Course Notes / Textbooks: | Herman, Edward S. and Noam Chomsky, 2002. Manufacturing consent : the political economy of the mass media, New York : Pantheon Books Keyes, R., 2019. Hakikat sonrası çağ : günümüz dünyasında yalancılık ve aldatma, İzmir: Delidolu |
References: |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 14 | % 10 |
Presentation | 1 | % 20 |
Project | 2 | % 20 |
Final | 1 | % 50 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 30 | |
PERCENTAGE OF FINAL WORK | % 70 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 4 | 56 |
Application | 14 | 2 | 28 |
Study Hours Out of Class | 14 | 3 | 42 |
Project | 1 | 20 | 20 |
Quizzes | 2 | 3 | 6 |
Midterms | 1 | 4 | 4 |
Final | 1 | 4 | 4 |
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. |