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 |
NMD3105 | Social Movements and New Media | Spring | 3 | 0 | 3 | 5 |
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 |
Course Lecturer(s): |
Instructor MERT KAYHAN |
Recommended Optional Program Components: | None. |
Course Objectives: | The course is designed to provide students with basic principles, concepts and key issues in Sociology, Political Science, and (Social) Psychology with reference to the formation, rise and decline of social movements and how these both make use of and are represented in/with various media. Its purpose is also to introduce a sense of comparative and critical analysis with regards to social movements. |
The students who have succeeded in this course; 1. Distinguish a social movement from a protest, sit-up, petition campaign, online activism. 2. Have a critical understanding of slacktivism. 3. Compare and contrast digital and conventional social movements. 4. Have a critical understanding of the functionalisation of new media by social movements. 5. Have a critical understanding of the historical period against which a specific social movement is investigated and the use of respective media. |
Social movements are roughly defined as social change at local, national or global level. This change can take place in terms of affecting the human rights issues and concerns or policies, ethnic, national or gender equality issues, environmental and class changes driven by people rather than the governments of power regimes. This course will discuss the link between media technologies, including the digital and mobile ones and social movements of the recent past. |
Week | Subject | Related Preparation |
1) | Introduction | |
2) | Printing Press and Modernity, Enlightenment | |
3) | Newspapers and French Nationalism | |
4) | Radio and National Socialism in Germany | |
5) | Television and Collective Paranoid in Cold War Years | |
6) | Film and Americanization, Europeanization in Africa | |
7) | Audio and Video Cassettes and Mobilization I | |
8) | Audio-Video Cassettes and Mobilization II | |
9) | Digital Media and Middle Eastern Spring I | |
10) | Digital Media and Middle Eastern Spring II | |
11) | Cell Phone and Crowd | |
12) | Twitter and Green Movement in Iran | |
13) | Social Movements and New Media: Where do we come from, where do we go now? | |
14) | Wrap-up session |
Course Notes / Textbooks: | 1) Generation as a Sociological Problem, David I. Kertzer, Annual Review of Sociology, Vol. 9 (1983), pp. 125-149. 2) Social Movements and New Media, Brian D. Load, Sociology Compass 2/6 (2008), pp. 1920–1933. 3) Alice Mattoni (2017) A situated understanding of digital technologies in socialmovements. Media ecology and media practice approaches, Social Movement Studies, 16:4,494-505, DOI: 10.1080/14742837.2017.131. |
References: |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 1 | % 10 |
Homework Assignments | 6 | % 30 |
Midterms | 1 | % 20 |
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 | 14 | 3 | 42 |
Study Hours Out of Class | 14 | 4 | 56 |
Homework Assignments | 6 | 6 | 36 |
Midterms | 1 | 2 | 2 |
Final | 1 | 2 | 2 |
Total Workload | 138 |
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. |