Course Name Code Semester T+U Hours Credit ECTS
Dijital Game Culture GIT 449 7 2 + 0 2 5
Precondition Courses
Recommended Optional Courses
Course Language Turkish
Course Level Bachelor's Degree
Course Type Optional
Course Coordinator Arş.Gör.Dr. ASLI İGİT
Course Lecturers
Course Assistants
Course Category
Course Objective

This course aims to make an understanding of digital games and gaming culture theory, approaches and research from a designer perspective; to learn how to research game culture for design students especially who plan to work in digital game industry and to know their target market ; to experience research process before starting a design project, which is required to reach conceptual and methodological information.  

Course Content

Digital game, gaming and player research and analyse process are the content of this course, focusing on the relation between digital games and gamers. Gamer genre and profiles, cultural and social practices in game, game economy and digital game production actors, gamer activism are the main subjects. In practical part of the course, students make field research in and /or out game.

# Course Learning Outcomes Teaching Methods Assessment Methods
1 Discuss digital culture and gamer studies theory Lecture, Question-Answer, Discussion, Demonstration, Testing,
2 Understand digital game culture from critical, cultural studies, feminist and design perspectives Lecture, Question-Answer, Discussion, Demonstration, Testing, Homework,
3 Play games and involve in game culture Demonstration, Role Playing, Homework, Performance Task,
4 Research digital game culture. Lecture, Case Study, Self Study, Project Based Learning, Homework, Performance Task,
Week Course Topics Preliminary Preparation
Resources
Course Notes <p>Homo Ludens, Huizinga, Johan, Oyunun Toplumsal İşlevi &Uuml;zerine Bir Deneme,&nbsp; &Ccedil;ev: Mehmet Ali Kılı&ccedil;bay, Ayrıntı Yayınları, 3. Baskı, 2010.</p> <p>&nbsp;</p> <p>Man, Play and Games, Roger Caillois, &ccedil;ev: Meyer Barash, USA, University of Illinois Press, 2001.</p> <p>&nbsp;</p> <p>&ldquo;What is video game culture? Cultural Studies and Game Studies&rdquo;, Adrienne Shaw, Games and Culture, 09/2010; 5(4):403-424. DOI: 10.1177/1555412009360414.</p> <p>&nbsp;</p> <p>Dijital Oyun Rehberi, Oyun Tasarımı, T&uuml;rler ve Oyuncu, der: Mutlu Binark, G&uuml;nseli Bayraktutan S&uuml;t&ccedil;&uuml;, Işık Barış Fidaner, Kalkedon Yayıncılık, 2009.</p> <p>&nbsp;</p> <p>Etkileşimli Drama olarak Dijital Oyunlar ve &lsquo;Etkileşimliliğin İdeolojisi&rsquo; bağlamında Oyuncu Alımlama Pratikleri, &Ouml;zge Sayılgan, yayınlanmamış doktora tezi, İstanbul &Uuml;niversitesi SBE Radyo, Televizyon ve Sinema Anabilim Dalı, 2014.&nbsp;</p>
Course Resources

Identity, Identification, and Media Representation in Video Game Play: An audience reception study", Adrienne Shaw, Publicly accessible Penn Dissertations.Paper 286, 2010. (Çevrimiçi) http://repository.upenn.edu/edissertations/286,  26 Ekim 2013.

 

Play Between Worlds: Exploring Online Game Culture, T.L. Taylor, MIT Press, Cambridge, Massachusettes.

 

Raising the Stakes: E-Sports and the Professionalization of Computer Gaming (MIT Press, 2012), T.L. Taylor.

 

Ethnography and Virtual Worlds: A Handbook of Method, Tom Boellstorff, Bonnie Nardi, Celia Pearce & T. L. Taylor.

 

Living Digitally: Embodiment in Virtual Worlds, T. L. Taylor,

 

The Game Culture Reader, editör: Jason Thompson, Cambridge Scholars Publishing, 2013.

 

Re:play: Game Design + Game Culture, Amy Scholder, Eric Zimmerman

 

Video Games: A Popular Culture Phenomenon, Yazar: Arthur Asa Berger, Transaction Publishers, 2002.

 

Video Game Worlds: Working at Play in the Culture of EverQuest, Timothy Rowlands, Left Coast Press, California.

 

Gender and Sexuality in Online Game Cultures: Passionate Play, Jenny Sundén,Malin Sveningsson, Taylor& Francis, 2012.

 

Gaming as Culture: Essays on Reality, Identity and Experience in Fantasy Games

editör: J. Patrick Williams,,Sean Q. Hendricks,W. Keith Winkler, Library of Congress, 2006.

 

An Introduction to Game Studies, Games in Culture, Frans Mäyrä, Library of Congress, 2008.

 

Cybertext: Perspectives on Ergodic Literature, London, Aarseth, Espen J: The John Hopkins University Press, 1997.

 

First Person: New Media As Story, Performance, And Game, Ed: Noah Wardrip-Fruin & Pat Harrigan, Cambridge, The MIT Press, 2004.

 

Yeni Kültürel Çalışmalar: Kuramsal Serüvenler, İstanbul, Say Yayınları, 2013.

 

The Game Design Reader: A Rules of Play Anthology, ed: Katie Salen, Eric Zimmerman, Cambridge, Massachusetts, London, MIT Press, 2006, s. 122-155.

 

The Making of the Network Society, Castells, Manuel; Catterall, Bob:,London, Institute of Contemporary Arts, 2001.

 

Hello Avatar: Dijital Neslin Yükselişi, Coleman, Beth, çev: Emrah Bilge, İstanbul, MediaCat Kitapları, 2011.

 

Kültür Endüstrisi Olarak Dijital Oyun, Kalkedon Yayınları, Mutlu Binark-Günseli Bayraktutan-Sütcü, 2008.

 

How Games Move Us, Emotion by Design, Katherine Isbister, The MIT Press, Playful Thinking, 2016.

 

Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds

Yazar: Celia Pearce,Tom Boellstorff,Bonnie A. Nardi, The MIT Press, 2009.

 

The Experience of Embodied Space in Virtual Worlds: An Ethnography of a Second Life Community, Shaowen Bardzell and William Odom, Space and Culture 2008; 11; 239.

 

Media ethnography in virtual space: Strategies, limits, and possibilities

Thomas R. Lindlof & Milton J. Shatzer, Journal of Broadcasting & Electronic Media, 2009.

 

Web :

https://dijitaloyun.wordpress.com/

https://adrienneshaw.com/

https://gamingculture.org/

 

Dergiler:

Game Studies: The International Journal Of Computer Game Research

Games and Culture: A journal of Interactive Media

Eludamos: Journal for Computer Game Culture

New Media & Society

Journal of Game Development

Journal of Games Criticism

GAME The Italian Journal of Game Studies

Order Program Outcomes Level of Contribution
1 2 3 4 5
1 To have advanced knowledge and equipment in the field of Visual Communication (Multimedia, Photography, Cinema, Graphic Design), to be able to use the theoretical and practical knowledge acquired in this field; To be able to discuss, to interpret scientifically and to be able to evaluate.
2 To know and understand basic art principles and to be able to adapt them to the field of Visual Communication Design.
3 To have knowledge of computer aided design; To have knowledge about design techniques and methods in different fields and to be able to apply them.
4 To be able to critically evaluate the knowledge and skills acquired in the field of visual communication design, to identify learning needs and to direct their learning throughout life.
5 To be able to define problems related to visual communication design, to develop solutions based on evidence and research.
6 To be able to inform people and institutions about visual communication design issues; To be able to convey their thoughts and solutions to problems in written and verbal form, to support them with quantitative and qualitative data and share them with experts and non-experts.
7 To be able to benefit from other disciplines that form the basis of visual communication design by paying attention to interdisciplinary interaction, to have basic knowledge about these disciplines and to create a basis for mutual interaction in different fields.
8 To be able to take responsibility individually and as a group member to solve unforeseen and complex problems encountered in practice; To have effective communication skills.
9 To have the capacity to perceive, think, design, apply, analyze and interpret multidimensionally.
10 To have knowledge about the legal regulations and procedures in the relevant field of art.
11 To be able to follow information about visual communication design using a foreign language.
12 To have competence in the production standards of the field and to be able to use the information and communication technologies required by the field.
13 To have social, scientific and ethical values ??in the stages of collection, interpretation, announcement and application of data related to visual communication.
14 To be able to transform abstract and concrete concepts into creative thinking, innovative and original works, based on the versatile and open-minded thinking model.
15 To have aesthetic awareness.
Evaluation System
Semester Studies Contribution Rate
1. Ara Sınav 30
1. Ödev 30
1. Performans Görevi (Uygulama) 10
2. Ödev 30
Total 100
1. Final 50
1. Yıl İçinin Başarıya 50
Total 100
ECTS - Workload Activity Quantity Time (Hours) Total Workload (Hours)
Course Duration (Including the exam week: 16x Total course hours) 16 2 32
Hours for off-the-classroom study (Pre-study, practice) 8 9 72
Mid-terms 1 2 2
Assignment 1 12 12
Performance Task (Application) 1 12 12
Final examination 1 2 2
Total Workload 132
Total Workload / 25 (Hours) 5.28
dersAKTSKredisi 5