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
GEP0122 Shakespeare and Contemporary Performance Spring 3 0 3 5
The course opens with the approval of the Department at the beginning of each semester

Basic information

Language of instruction: En
Type of course: GE-Elective
Course Level: Bachelor
Mode of Delivery: Face to face
Course Coordinator : Dr. BURCU ALARSLAN ULUDAŞ
Course Lecturer(s): Dr. Öğr. Üyesi ELİF BAŞ
Course Objectives: This course brings together performance studies, cultural theory, modern theatre history and a detailed study of Shakespearean text to give students the fullest possible understanding of how Shakespeare works today. Students will have the opportunity to explore, in depth, how Shakespeare’s texts are adapted to stage.

Learning Outputs

The students who have succeeded in this course;
1- To develop a literary perspective and the ability to understand Shakespeare’s plays and sonnets.

2- To be able to develop critical thinking/writing skills, i.e., the ability to analyze, interpret, synthesize, and evaluate literary material.

3- To study specific topics (specific play) in an in-depth manner.

4- To set the works studied in their social, cultural, and political contexts.

5- To improve their ability to draw links among diverse literary texts and establish critical connections and adopt an interdisciplinary attitude.

6- To understand how actors, directors and adaptors make live theatre from raw material.

7- To understand how critics make sense of and write about performances.

8- To learn how a Shakespearean text is adapted for an actual performance.

Course Content

Detailed study of Shakespeare’s plays and analysis of spcecific performances.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction to the Course. Review of general concepts (renaissance, reform…)
2) 16th century England The Tudors, Queen Elizabeth, Literature and art in the 16th century
3) Life and works of Shakespeare. His life, works, general characteristics of his works, common themes (from selected texts), his tragedies, comedies and historical plays.
4) Shakespeare’s Tragedies Terms related to tragedy (tragic hero, tragic flaw…) Close reading - Hamlet...
5) Hamlet:morality, corruption, ambition, action—madness Reading - Hamlet
6) Hamlet Viewing parts of two film adaptations of Hamlet: Laurence Olivier’s 1948 version and Kenneth Branagh’s 1997 version
7) Shakespeare the Poet What is a sonnet? The “ Young Man” and the “Dark Lady” Themes: Art, immortality, time, death
8) Review
9) Guest lecturer - discussion of one of the plays we've watched.
10) One of Shakespeare's tragedies (Macbeth, Othello or Merchant of Venice) Reading
11) Continue analyzing the play (tragedy).
12) Shakespeare’s Comedies Theme Appearance and Reality How Shakespeare constructes a complex orchestration between different characters and between appearance and reality and how he uses this pattern to comment on a variety of human foibles. Selected readings from A Midsummer Night’s Dream Reading - A Midsummer Night’s Dream
13) A Midsummer Night’s Dream continued...
14) Shakespeare’s Fools: The wisdom of Shakespeare’s fools.
15) Final Exam
16) Final Sınavı

Sources

Course Notes: Shakespeare'in seçilen 3 oyunu Shakespeare yazar ve eserleri - Stanley Wells Shakespeare in Production: Whose History? H.R. Coursen The Shakespearean Stage 1574-1642 – Andrew Gurr Articles – depending on the plays being discussed that semester
References:

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 16 % 10
Laboratory % 0
Application % 0
Field Work % 0
Special Course Internship (Work Placement) % 0
Quizzes 2 % 10
Homework Assignments % 0
Presentation % 0
Project % 0
Seminar % 0
Midterms 1 % 40
Preliminary Jury % 0
Final 1 % 40
Paper Submission % 0
Jury % 0
Bütünleme % 0
Total % 100
PERCENTAGE OF SEMESTER WORK % 60
PERCENTAGE OF FINAL WORK % 40
Total % 100

ECTS / Workload Table

Activities Number of Activities Workload
Course Hours 16 48
Laboratory
Application
Special Course Internship (Work Placement)
Field Work
Study Hours Out of Class 2 10
Presentations / Seminar
Project
Homework Assignments 2 10
Quizzes
Preliminary Jury
Midterms 1 15
Paper Submission
Jury
Final 1 15
Total Workload 98

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.