NMD3104 Communication, New Media and SocietyBahçeşehir 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
NMD3104 Communication, New Media and Society Spring 3 0 3 5
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 AYBERK CAN ERTUNA
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 means to challenge various ways of information disorder.

Learning Outcomes

The students who have succeeded in this course;
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

Yeni medya teknolojileri haber ve eğlence tüketim alışkanlıklarını çok hızlı değiştirecek bir şekilde gelişmeye devam etmektedir. Medya üretim ve tüketim pratiklerinin birbirine yaklaşması pasif tüketicinin yerini hem üreten hem tüketen 'üretketici'ye bırakmasına sebep oldu. Dolayısıyla yaşadığımız bu çağda, doğruluk, mahremiyet, sorumluluk gibi temel ilkelere bağlı kalma sözü veren geleneksel medya kuruluşlarının bilgi paylaşımı pratikleri birçok üretketici tarafından sorgulanıyor. Ancak, bilgi kirliliği yalnızca bu ağ toplumunun yarattığı durum neticesinde ortaya çıkan bir sonuç olmaktan öte hükümetlerden muhalif hareketlere kadar birçok farklı muhatabının olduğu bir düzensizlik durumu. Bu derste öğrenciler, yeni medya alanındaki bütün bu meseleleri teorik tartışmalarla güçlendirerek analiz edip tartışacak.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction and Overview of the Course
2) News, truth and post-truth
3) Making news: Critical analysis
4) TV Journalism and 24-hour news cycle (National and international scale)
5) Critical analysis of social media
6) Social media and the future of journalism
7) Social media and politics
8) Social media and politics
9) Social media and politics
10) Post-truth era
11) Social media age
12) Project paper presentations & discussion
13) Project paper presentations & discussion
14) Final review of the term

Sources

Course Notes / Textbooks: - The New Media Monopoly : Ben Bagdikian
- Hakikat Sonrası Çağ : Ralph Keyes
- Making News: Gaye Tuchman
- Manufacturing Consent: Edward Herman / Noam Chomsky
- On Television: Pierre Bourdieu
- Media on the Move: Daya Kishan Thussu
- Big Data (in Social Media): Christian Fuchs
- The Power and Political Economy of Social Media (in Social Media) Christian Fuchs
- Summarizing the Logic and Operations of Surveillance Capitalism: Shoshana Zuboff
- New Media and Changing Perceptions of surveillance: A. Albrechtslund
Politics 2.0: Social Media Campaigning: J. Baldwin – Philippi
- Nationalism on the social media (C. Fuchs)
Cambridge Analytica, IRS scandals
- Social Media and New Protest Movements: T. Poell & J. v. Dijck
- Challenges of filter bubbles and echochambers: C. Wardle, H. Derakhshan
- Social Media Marketing: M. Serazio & B.E. Duffy
- Self Representation in Social Media : J. W. Rettberg
References: - Wag the Dog – Barry Levinson
- The loudest voice (ep. 1-2)
- Film: The Great Hack

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 14 % 10
Midterms 1 % 40
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 14 3 42
Study Hours Out of Class 14 5 70
Midterms 1 3 3
Final 1 3 3
Total Workload 118

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.