| 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 |
| NMD3102 | Globalization and 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 : | Assoc. Prof. TİRŞE ERBAYSAL FİLİBELİ |
| Course Lecturer(s): |
Assoc. Prof. TİRŞE ERBAYSAL FİLİBELİ |
| Recommended Optional Program Components: | None. |
| Course Objectives: | This course aims to focus on the concepts of globalization, communication and journalism from a theoretical perspective. It also analyzes the transformation of global media and communication in terms of new technologies and new media. |
|
The students who have succeeded in this course; Student who will complete this course; 1. Remember • Define key concepts such as globalization, cultural imperialism, post-truth, and consumer society. • Identify major theorists and their contributions to the fields of media, globalization, and communication. 2. Understand • Describe how digital technologies and big data influence contemporary media practices. • Summarize the role of media in shaping cultural identity and global perceptions. 3. Apply • Demonstrate how theories of globalization and media can be applied to analyze real-world examples. • Use theoretical frameworks to examine the influence of global news networks and social media on public opinion. 4. Analyze • Analyze the implications of platform capitalism, data mining, big data, and digital surveillance on society and democracy. • Examine how populism affects global communication. 5. Evaluate • Critique consumer society using the concepts discussed in the course. 6. Create • Develop a project or paper that reflects an in-depth analysis of media globalization and its impact on culture, politics, or communication. • Propose solutions to address challenges in the digital information sphere, such as misinformation and algorithmic bias. |
| This course examines the relationship between globalization, communication and journalism from a theoretical perspective and analyzes the global communication in terms of new technologies. Course Teaching Method includes discussion, case study, demonstration and practice, assignments, project preparation, individual and group work. |
| Week | Subject | Related Preparation |
| 1) | Introduction to the course | |
| 2) | What is Globalization? | |
| 3) | Globalization and the Notions of Time & Space | |
| 4) | Understanding the Bond Between Media and Globalism | |
| 5) | Culture and Cultural Imperialism | |
| 6) | Post-truth & Informational Sphere (Echo Chambers, Filter Bubbles etc.) | |
| 7) | Midterm Exam | |
| 8) | Practice: examining news | |
| 9) | Post-truth & Populism | |
| 10) | Big Data & Data Mining | |
| 11) | Post-truth & populism | |
| 12) | Big Data & Data Mining | |
| 13) | Consumer Society | |
| 14) | General Review |
| Course Notes / Textbooks: | "Theories of Globalization", William I. Robinson "Time and Space Reunited", Zygmunt Bauman "Media and Globalization", Douglas Kellner &Clayton Pierce "Consumer Society", Jean Baudrillard |
| References: | "Theories of Globalization", William I. Robinson "Time and Space Reunited", Zygmunt Bauman "Media and Globalization", Douglas Kellner &Clayton Pierce "Consumer Society", Jean Baudrillard |
| Semester Requirements | Number of Activities | Level of Contribution |
| Attendance | 13 | % 10 |
| Presentation | 1 | % 10 |
| Midterms | 1 | % 35 |
| Final | 1 | % 45 |
| Total | % 100 | |
| PERCENTAGE OF SEMESTER WORK | % 55 | |
| PERCENTAGE OF FINAL WORK | % 45 | |
| Total | % 100 | |
| Activities | Number of Activities | Duration (Hours) | Workload |
| Course Hours | 14 | 3 | 42 |
| Study Hours Out of Class | 14 | 5 | 70 |
| Presentations / Seminar | 1 | 3 | 3 |
| Midterms | 1 | 3 | 3 |
| Final | 1 | 3 | 3 |
| Total Workload | 121 | ||
| 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. |