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 |
PSY3053 | Psychology of Motivation and Emotion | Spring | 3 | 0 | 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: | Hybrid |
Course Coordinator : | Dr. SİBEL ÇALIŞKAN |
Course Lecturer(s): |
Assist. Prof. DORUK UYSAL İRAK |
Recommended Optional Program Components: | "." |
Course Objectives: | The question of '"what causes behavior" will be answered from the perspective of psychology of motivation and emotion. The purpose of this course is to show the ways of thinking critically about human behavior. Major themes and theories of motivation will be discussed and important aspects of motivation such as psychological needs, social needs, intrinsic and extrinsic motivation, cognitions and emotions will be covered in this course. While examining those topics two fundamental questions, " What causes behavior?" and " Why does behavior vary in its intensity?" will be answered. |
The students who have succeeded in this course; 1.Describe motivation 2.Answer the question of “Why motivation is important?” 3.Differentiate the components of motivation 4.Name the theories about motivation, compare and contrast different theories 5.Describe emotion 6.Differentiate the theories about emotion 7. Synthesize emotion and motivation theories. |
In this class main themes that will be covered; definition of motivation,motivation in historical and contemporary perspective,intrinsic and extrinsic motivation,psychological needs and social needs,goal setting and goal striving,personal control beliefs,nature of emotion and five perennial questions and aspects of emotion. The course will be implemented via lecture, reading, and implementation. |
Week | Subject | Related Preparation |
1) | Introduction to the class | Overview of Syllabus |
2) | Perspectives on Emotions | Handbook ESM-Chp3 Shiota Ch1 Reeve Ch1 |
3) | Nature of emotion | Shiota Ch6 Reeve Ch12 |
4) | Individual Emotions | Reeve Ch14 |
5) | Fear & Disgust | Shiota Ch7&8 |
6) | Anger | Shiota Ch7&8 |
7) | Sadness & Happiness | Shiota Ch10 |
8) | Midterm | |
9) | Emotion Review | |
10) | Motivation in historical and contemporary perspective | Reeve Ch2 |
11) | Extrinsic motivation | Reeve Ch5 |
12) | Psychological needs | Reeve Ch6 |
13) | Implicit motives | Reeve Ch7 |
14) | WRAP-UP |
Course Notes / Textbooks: | Reeve, J. (2009). Understanding Motivation and Emotion (5th ed.). Hoboken, NJ: Wiley. |
References: | Shiota, M.N. & Kalat, J.W. (2018). Emotion (3rd ed.). New York NY: Oxford. M. Germeys - Kuppens, I. Myin-Germeys, & P. Kuppens (2021). The open handbook of Experience Sampling Methodology: A step-by-step to designing, conducting, and analyzing ESM studies. Amazon Kindle Direct Publishing. |
Semester Requirements | Number of Activities | Level of Contribution |
Homework Assignments | 3 | % 30 |
Midterms | 1 | % 20 |
Final | 1 | % 50 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 50 | |
PERCENTAGE OF FINAL WORK | % 50 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 13 | 3 | 39 |
Study Hours Out of Class | 12 | 3 | 36 |
Homework Assignments | 3 | 9 | 27 |
Midterms | 1 | 43 | 43 |
Final | 1 | 38 | 38 |
Total Workload | 183 |
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. |