HOME INSTITUTIONAL INFORMATIONINFORMATION ON DEGREE PROGRAMMES Digital Game DesignCERTIFICATE PROGRAMMESUSEFUL INFORMATION, RESOURCES & SERVICES FOR STUDENTSUSEFUL LINKS AND DOCUMENTSADITIONAL & SUPPORTING INFORMATION

SECTION I: GENERAL INFORMATION ABOUT THE COURSE

Course Code Course Name Year Semester Theoretical Practical Credit ECTS
60288METOZ-DOT0595 Games Studies 3 Fall 2 0 2 4
Course Type : Compulsory
Cycle: Bachelor      TQF-HE:6. Master`s Degree      QF-EHEA:First Cycle      EQF-LLL:6. Master`s Degree
Language of Instruction: Turkish
Prerequisities and Co-requisities: N/A
Mode of Delivery: Face to face
Name of Coordinator: RA MERAL DİDAR GÜZELKARA
Dersin Öğretim Eleman(lar)ı:
Dersin Kategorisi: Programme Specific

SECTION II: INTRODUCTION TO THE COURSE

Course Objectives & Content

Course Objectives: The aim of this course is to introduce students to the main study topics, theoretical concepts and academic discussions in the field of play and culture. Students taking the course can define the concepts of the game and culture relationship, evaluate the theoretical discussions and analyze the games using these concepts and theoretical frameworks.
Course Content: Within the scope of the course, students will be informed about game definitions, game and culture relationship, rules, player, games and transmedia, games and representation, games and education, games and art, games and social media, free play concept.

Course Learning Outcomes (CLOs)

Course Learning Outcomes (CLOs) are those describing the knowledge, skills and competencies that students are expected to achieve upon successful completion of the course. In this context, Course Learning Outcomes defined for this course unit are as follows:
Knowledge (Described as Theoritical and/or Factual Knowledge.)
  1) Has knowledge about the main study topics, theoretical concepts and academic discussions in the field of game and culture relationship.
Skills (Describe as Cognitive and/or Practical Skills.)
  1) Define the concepts related to the game and culture relationship, evaluate the theoretical discussions and analyze the games using these concepts and theoretical frameworks.
Competences (Described as "Ability of the learner to apply knowledge and skills autonomously with responsibility", "Learning to learn"," Communication and social" and "Field specific" competences.)

Weekly Course Schedule

Week Subject
Materials Sharing *
Related Preparation Further Study
1) Introduction
2) Homo Ludens
3) Playing vs "Gaming"
4) Role Playing
5) Identity and Representation
6) Competition vs Cooperation
7) Midterm Exam
8) Case Study: What happened to Monopoly?
9) Games and Violence
10) Micropayments and Gambling
11) Digital Distribution Platforms
12) Transmedia and AR Games
13) Case Study: Death Stranding and Loneliness Together
14) Final Article Discussions
*These fields provides students with course materials for their pre- and further study before and after the course delivered.

Recommended or Required Reading & Other Learning Resources/Tools

Course Notes / Textbooks: Playing and Gaming, Bo Kampmann Walther, http://www.gamestudies.org/0301/walther/
On Balinese Cockfights: Deeply Extending Play, Casey O’Donnell, https://www.academia.edu/7821358/On_Balinese_Cockfights_Deeply_Extending_Play
Malaby, Thomas M. "Beyond Play: A New Approach to Games." Games and Culture 2, no. 2 (2007): 95–113. (Sage Publications)
The Hegemony of Play,” Janine Fron, Tracy Fullerton, Jacquelyn Ford Morie, Celia Pierce
http://ict.usc.edu/pubs/The%20Hegemony%20of%20Play.pdf
SR) Diğdem Sezen, Bir Sanatsal İfade Aracı olarak Dijital Oyunlar, http://dergipark.gov.tr/download/article-file/213109
“The Virtual Census: Representations of Gender, Race, and Age in Video Games,” Dimitri Williams, Nicole Martins, Mia Consalvo, James D. Ivory
https://ocw.metu.edu.tr/file.php/85/ceit706/week5/Williams_Martins_Consalvo_Ivory_Representation.pdf
References: E. Zimmerman & K. Salen, Rules of Play
Johan Huizinga, Homo Ludens
Brian Sutton-Smith, The Ambiguity of Play
Playing and Gaming, Bo Kampmann Walther,
Ian Bogost, Persuasive Games
Values at Play, Mary Flanagan & Helen Nissenbaum (excerpt)

SECTION III: RELATIONSHIP BETWEEN COURSE UNIT AND COURSE LEARNING OUTCOMES (CLOs)

(The matrix below shows how the course learning outcomes (CLOs) associates with programme learning outcomes (both KPLOs & SPLOs) and, if exist, the level of quantitative contribution to them.)

Relationship Between CLOs & PLOs

(KPLOs and SPLOs are the abbreviations for Key & Sub- Programme Learning Outcomes, respectively. )
CLOs/PLOs KPLO 1 KPLO 2 KPLO 3 KPLO 4 KPLO 5
1 2 3 1 2 3 4 5 6 7 1 2 3 1 2 3 1 2 3 4 5 6 7 8 9 10 11 12
CLO1
CLO1

Level of Contribution of the Course to PLOs

No Effect 1 Lowest 2 Low 3 Average 4 High 5 Highest
           
Programme Learning Outcomes Contribution Level (from 1 to 5)
1) Defines the concepts of computer science and design techniques required in Digital Game Design. 5
2) Creates digital games supported with current technology and designs in line with the determined goals. 3
3) Designs artistic structure to support digital game design. 5
4) Analyzes the structures, logical framework and mechanisms of analog and digital games. 3
5) S/he acquires the competencies that develop by the expectations of business world and the society defined as the institutional outcomes of our university on the advanced level in relation with his/her field. 5

SECTION IV: TEACHING-LEARNING & ASSESMENT-EVALUATION METHODS OF THE COURSE

Teaching & Learning Methods of the Course

(All teaching and learning methods used at the university are managed systematically. Upon proposals of the programme units, they are assessed by the relevant academic boards and, if found appropriate, they are included among the university list. Programmes, then, choose the appropriate methods in line with their programme design from this list. Likewise, appropriate methods to be used for the course units can be chosen among those defined for the programme.)
Teaching and Learning Methods defined at the Programme Level
Teaching and Learning Methods Defined for the Course
Lectures
Discussion
Case Study
Problem Solving
Demonstration
Views
Laboratory
Reading
Homework
Project Preparation
Thesis Preparation
Peer Education
Seminar
Technical Visit
Course Conference
Brain Storming
Questions Answers
Individual and Group Work
Role Playing-Animation-Improvisation
Active Participation in Class

Assessment & Evaluation Methods of the Course

(All assessment and evaluation methods used at the university are managed systematically. Upon proposals of the programme units, they are assessed by the relevant academic boards and, if found appropriate, they are included among the university list. Programmes, then, choose the appropriate methods in line with their programme design from this list. Likewise, appropriate methods to be used for the course units can be chosen among those defined for the programme.)
Aassessment and evaluation Methods defined at the Programme Level
Assessment and Evaluation Methods defined for the Course
Midterm
Presentation
Final Exam
Quiz
Report Evaluation
Homework Evaluation
Oral Exam
Thesis Defense
Jury Evaluation
Practice Exam
Evaluation of Implementation Training in the Workplace
Active Participation in Class
Participation in Discussions

Relationship Between CLOs & Teaching-Learning, Assesment-Evaluation Methods of the Course

(The matrix below shows the teaching-learning and assessment-evaluation methods designated for the course unit in relation to the course learning outcomes.)
LEARNING & TEACHING METHODS
COURSE LEARNING OUTCOMES
ASSESMENT & EVALUATION METHODS
CLO1 CLO1
-Lectures -Midterm
-Discussion -Presentation
-Case Study -Final Exam
-Problem Solving -Quiz
-Demonstration -Report Evaluation
-Views -Homework Evaluation
-Laboratory -Oral Exam
-Reading -Thesis Defense
-Homework -Jury Evaluation
-Project Preparation -Practice Exam
-Thesis Preparation -Evaluation of Implementation Training in the Workplace
-Peer Education -Active Participation in Class
-Seminar - Participation in Discussions
-Technical Visit
-Course Conference
-Brain Storming
-Questions Answers
-Individual and Group Work
-Role Playing-Animation-Improvisation
-Active Participation in Class

Contribution of Assesment & Evalution Activities to Final Grade of the Course

Measurement and Evaluation Methods # of practice per semester Level of Contribution
Homework Assignments 2 % 20.00
Midterms 1 % 30.00
Semester Final Exam 1 % 50.00
Total % 100
PERCENTAGE OF SEMESTER WORK % 50
PERCENTAGE OF FINAL WORK % 50
Total % 100

SECTION V: WORKLOAD & ECTS CREDITS ALLOCATED FOR THE COURSE

WORKLOAD OF TEACHING & LEARNING ACTIVITIES
Teaching & Learning Activities # of Activities per semester Duration (hour) Total Workload
Course 0 0 0
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 0 0 0
Presentations / Seminar 0 0 0
Project 0 0 0
Homework Assignments 2 0 0
Total Workload of Teaching & Learning Activities - - 0
WORKLOAD OF ASSESMENT & EVALUATION ACTIVITIES
Assesment & Evaluation Activities # of Activities per semester Duration (hour) Total Workload
Quizzes 0 0 0
Midterms 1 0 0
Semester Final Exam 1 0 0
Total Workload of Assesment & Evaluation Activities - - 0
TOTAL WORKLOAD (Teaching & Learning + Assesment & Evaluation Activities) 0
ECTS CREDITS OF THE COURSE (Total Workload/25.5 h) 4