NMD3103 Issues in New Media PracticesBahçeşehir 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
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.

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 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.

Learning Outcomes

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.

Course 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.

Weekly Detailed Course Contents

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

Sources

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:

Evaluation System

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

ECTS / Workload Table

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

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.