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
GEP0704 Trends in Literature Fall
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 : Instructor KENAN SAYACI
Course Objectives: The overall goal of the course is to lead students to consider evil as an inevitable and a complementory part of literature. Apart from this, the course will try to give an analytical approach to the concept of evil, its history, how it manifests itself through the texts. It also aims to show the inner settings of literary texts and the role of evil in its structure.

Learning Outputs

The students who have succeeded in this course;
- will be able to define the concept of evil as a philosophical and theological term and see the difference between in these conceptions.
- will acquire reading strategies and analyzing methods in approaching evil in literary texts.
- will be able to critically and analytically use the knowledge acquired in analyzing theories about evil.
- will be able to keep the track of the evil characters in literary texts.
- will be able to identify every single characteristics and difference of evil character by comparing him/her with the others analyzed in class.
- will recognize the difference between western literatures and Turkish literature in representation of evil.
- will be able to plan and conduct individually an analysis about evil and its representation in a given literary text.

Course Content

The problem of evil. Evil in Judeo-Christian tradition and Islam. Evil in modern philosophy. How to approach evil in literature? Keeping track of the evil characters in literary texts. Evil and Poetry.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) The problem of evil. The nature of evil. Evil in western philosopy and its representations. The connection between evil and tragedy.
2) Evil in Judeo-Christian tradition. Evil as the black side of creation. The Satan versus Jesus.
3) How to approach evil in literature? Reading strategies, analyzing methods and approaching evil in literary texts.
4) Evil in modern philosophy. Beyond Good and Evil by Nietzsche.
5) Keeping track of the evil characters in literary texts Eroticism and evil: Nero and Caligula in Sade Satan in literature: (Faust by Goethe).
6) Keeping track of the evil characters in literary texts Anti-hero in gothic literature: (Dr. Frankenstein by M. Shelley). The stories of Edgar Allen Poe.
7) Keeping track of the evil characters in literary texts The Picture of Dorian Gray by Oscar Wilde.
8) Evil in the East and Islam Good and Evil (Hayır ve Şer) in Koran. The difference between western and eastern traditions. The representations of evil in traditional literary texts and narratives.
9) Keeping track of the evil characters in literary texts The rise of anti-hero in Turkish novel. The case of Suat in Huzur by A. H. Tanpınar.
10) Keeping track of the evil characters in literary texts Kıskanmak by N. S. Örik.
11) Keeping track of the evil characters in literary texts Kıskanmak by N. S. Örik.
12) Keeping track of the evil characters in literary texts Evil in Turkish short story. Kötülük by S. İleri and Kağnı by Sabahattin Ali.
13) Evil and Poetry. The represantations of evil in modernist and avangard poetry. İkinci Yeni and “kötücüllük”. Ece Ayhan and his poetry.
14) Evil and Poetry. Eroticism and semi-evil. The poetry of Edip Cansever, Turgut Uyar and Cemal Süreya.
15) Final Exam
16) Final Exam

Sources

Course Notes: Ders öncesi öğrencilere verilecek ve dersle ilgili makaleleri içeren ders notları. Oscar Wilde, The Picture of Dorian Gray. J. W. von Goethe, Faust. Ahmet Hamdi Tanpınar, Huzur. Nahid Sırrı Örik, Kıskanmak. Selim İleri, Kötülük.
References: Georges Bataille, Literature and Evil. Margaret Sönser Breen, Understanding Evil: An Interdisciplinary Approach. Alford, C. Fred, What Evil Means to Us. B. S. Markesinis, Good and evil in art and law: an extended essay.

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 % 5
Homework Assignments 2 % 5
Presentation % 0
Project % 0
Seminar % 0
Midterms 1 % 30
Preliminary Jury % 0
Final 1 % 50
Paper Submission % 0
Jury % 0
Bütünleme % 0
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
Laboratory 0 0 0
Application 0 0 0
Special Course Internship (Work Placement) 0 0 0
Field Work 0 0 0
Study Hours Out of Class 8 5 40
Presentations / Seminar 0 0 0
Project 0 0 0
Homework Assignments 2 1 2
Quizzes 2 1 2
Preliminary Jury 0
Midterms 1 3 3
Paper Submission 0
Jury 0
Final 1 4 4
Total Workload 93

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.