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
GEP0605 Popular Culture Fall 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: GE-Elective
Course Level: Bachelor’s Degree (First Cycle)
Mode of Delivery: E-Learning
Course Coordinator : Assist. Prof. HATİCE ÖVGÜ TÜZÜN
Recommended Optional Program Components: none
Course Objectives: This course aims to enhance students' ability to "read" films as products of popular culture while developing skills in decoding their narrative subtexts. It fosters greater proficiency in discussing films critically and cultivates visual literacy, enabling a deeper understanding of cinematic language. Additionally, the course explores film as a reflection of different cultures and historical periods, encouraging students to analyze its socio-cultural significance. Finally, it promotes personal engagement with films, allowing students to articulate their subjective responses and form meaningful connections with cinematic works.

Learning Outcomes

The students who have succeeded in this course;
Students will develop and demonstrate analytical and critical thinking skills in visual literacy and textual analysis, allowing them to engage more deeply with cinematic works. They will gain familiarity with various approaches to discussing and evaluating film, not only as a reflection of cultures but also as complex, multi-layered narratives shaped by their historical and socio-cultural contexts. Additionally, students will actively participate in an environment that encourages discussions beyond the surface level of narrative, fostering a more nuanced appreciation of film as an art form and cultural artifact.

Course Content

The aim of this course is to provide students with the tools to critically analyze various themes, ideas, trends and concepts that pervade popular culture and understand them within a broader social context. We will approach popular culture as a body of widely shared and contested beliefs and as the place where social norms gain much of their power. In addition to exploring the significance of popular culture through detailed analysis of selected films, students will learn to assess the value of different critiques of popular culture and explore various methods that investigate both what popular culture does to people and what people do with popular culture.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction to Class none
2) Science fiction and fantasy, Frank Herbert, Dune universe, Power and colonialism, destiny, prophecy and dreams. Come to class having watched Dune 1
3) Fate vs. Free Will, Religion and Messiah Complex, character development of the protagonist, forces of antagonism. Come to class having watched Dune 2
4) Hero's journey, power and politics, cycle of violence and war watch short videos about Dune 1 and 2 shared on teams page
5) Speculative Science Fiction, sentient AI, futuristic LA as a deceptively utopian setting Come to class having watched Her
6) love and connection, isolation and loneliness, character development of the protagonist Come to class having watched short videos about Her shared on teams page
7) Nature of Reality, dreams, nature of storytelling Come to class having watched Inception
8) Midterm Review weeks 1-8 for the exam
9) the power of the subconscious mind, guilt and subconscious projections, dream as metaphor for filmmaking come to class having watched short videos about Inception shared on teams page
10) the myth of Prometheus, the search for origins, creation and creators come to class having watched Prometheus
11) AI as an existential threat, Playing God, cycle of destruction and rebirth come to class having watched short videos about Prometheus shared on teams page
12) Npcs and AI sentience, critique of corporate capitalism, heroism and self-actualisation come to class having watched Free Guy
13) Cliches, fetishes, the kitsch, the cult, tales & myths and story-telling. -Film for class discussion: Big Fish -Comparative discussion with The Lord of the Rings, Harry Potter or The Fisher King
13) Love and connection, meaning and purpose, gaming industry Come to class having watched short videos about Free Guy shared on teams page
14) Review of the semester none

Sources

Course Notes / Textbooks: none
References: John Storey – Cultural Theory and Popular Culture: An Introduction
Dominic Strinati – An Introduction to Theories of Popular Culture
Marcel Danesi – Popular Culture: Introductory Perspectives

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 13 3 39
Study Hours Out of Class 14 5 70
Midterms 1 2 2
Final 1 2 2
Total Workload 113

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.