| 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 |
| ADV4635 | Semiology and Advertising | 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. GÜL ŞENER |
| Recommended Optional Program Components: | None |
| Course Objectives: | The main objective of the course is to provide basic semiotic concepts and methods that can be used to analyze advertising as a way of communication and meaning generation from a critical perspective. |
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The students who have succeeded in this course; Upon completing this course the students will; 1-Define the meaning of “semiotics” in general. 2-Recognize the historical development of “semiotics” as a discipline. 3-Recognize the main theories of sign, signification and representation. 4-Name specific types of signs. 5-Recognize the functioning of a sign as a conveyor of meaning. 6-Recognize the interaction between sign and consumer. 7-Define different types of advertisement as sign systems. 8-Analyze the building blocks of an advertisement in terms of semiotics. |
| This course involves the examination of various advertisement executions as semiotic texts and analysis of their meaning mechanisms. |
| Week | Subject | Related Preparation |
| 1) | Introduction to the course | |
| 2) | Mytholgies and symbols The Dyadic Model of the Sign Notion of Ferdinand de Saussure | |
| 3) | Peirce's triadic model of the sign | |
| 4) | The Semiotic Perspectives of Peirce and Saussure: A Brief Comparative Study | Assignement Submittion 1 |
| 5) | Roland Barthes: Denotation - Connotation and Myths Meditation on Andy Warhol | |
| 6) | Claude Lévi Strauss' theory of binary opposites Meditation on Aristo | |
| 7) | Jean Baudrillard, The System of Objects | Assignement Submittion 2 |
| 8) | Gobeklitepe Temples from the Symbolic Perspective | |
| 9) | Noam Chomsky: Deep Structure and Surface Meditation on Freud | |
| 10) | Umberto Eco: The Semiotic Process and the Classification of Signs Meditation on Borges | Final Presentation |
| 11) | Edmund Husserl:Theory of Signs "Expression and Meaning" | Final Presentation |
| 12) | Final Exam (Take-Home) presentation Meditation on Freud | Final Presentation |
| 13) | Reading Ads & Advertising Case Studies | Final Presentation |
| 14) | Reading Ads & Advertising Case Studies | Final Presentation |
| Course Notes / Textbooks: | Semiotics: The Basics, Daniel Chandler Judith Williamson - Reklamların Dili; Reklamlarda Anlam ve İdeoloji Göktuğ Halis -Simgebilim Perspektifinden Göbeklitepe Tapınakları Eco, Umberto. 1976. A Theory of Semiotics. Bloomington: Indiana University Press Roland Barthes -Elements of Semiology Pierre -Guiraud Semiolog |
| References: | Konulara dair ek okumala ve vaka analizleri haftalık olarak verilecektir. / Supplementary readings will be provided upon weekly basis. |
| Semester Requirements | Number of Activities | Level of Contribution |
| Attendance | 14 | % 10 |
| Homework Assignments | 2 | % 40 |
| Presentation | 1 | % 10 |
| Project | 1 | % 30 |
| Midterms | 1 | % 10 |
| Total | % 100 | |
| PERCENTAGE OF SEMESTER WORK | % 70 | |
| PERCENTAGE OF FINAL WORK | % 30 | |
| Total | % 100 | |
| Activities | Number of Activities | Duration (Hours) | Workload |
| Course Hours | 14 | 3 | 42 |
| Study Hours Out of Class | 14 | 5 | 70 |
| Project | 1 | 4 | 4 |
| Homework Assignments | 3 | 4 | 12 |
| Midterms | 1 | 4 | 4 |
| Final | 1 | 4 | 4 |
| Total Workload | 136 | ||
| 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. |