Digital Game Design (English) | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code: | UNI276 | ||||
Course Name: | Gender and Media | ||||
Semester: | Fall | ||||
Course Credits: |
|
||||
Language of instruction: | English | ||||
Course Condition: | |||||
Does the Course Require Work Experience?: | No | ||||
Type of course: | University Elective | ||||
Course Level: |
|
||||
Mode of Delivery: | E-Learning | ||||
Course Coordinator: | Doç. Dr. SADİ KERİM DÜNDAR | ||||
Course Lecturer(s): | Ceren Saran Doğan | ||||
Course Assistants: |
Course Objectives: | This course aims to question the role of the media in constructing representations of gender, race, class, ethnicity and sexuality, etc. This course examines these industries’ function in producing and reproducing gender roles by the medium. |
Course Content: | This course focuses on the basic concepts and approaches to gender and the relationship between gender and media. This course draws attention to the importance of the media industry in the production of ideology and meaning and examines the role of the media industry in the production and reproduction of gender roles. The basic theoretical approaches to gender are discussed in their historical context. In this course, gender representations in cultural products produced by the media and culture industries are analyzed. |
The students who have succeeded in this course;
1) • Distinguish between the concepts of sex and gender. 2) • Comprehends the media industry’s role in the production and reproduction of ideology and gender. 3) • Be informed about the basic approaches to the media industry, ideology production, audience and reception studies in the field of media and communication studies 4) • Analyze gender discrimination in content produced in different media mediums. 5) • Determine gender, race, class and sexual identity stereotypes in cultural products produced by the media industry. |
Week | Subject | Related Preparation |
1) | Introduction: Basic Concepts Why should we discuss gender and media relations? | |
1) | Introduction: Basic Concepts Why should we discuss gender and media relations? | |
2) | Media Industries and Ideology: Mainstream Studies, Political Economy, Cultural Studies | |
3) | Sex and Gender: Social and Cultural Construction | |
4) | Women’s Movement, Body and Power | |
5) | Feminism, Patriarchy and Capitalism | |
6) | Masculinity Studies | |
7) | Queer Theory | |
8) | Representation, Reception, and Stereotypes | |
9) | Gender Representation on Television | |
10) | Gender Representation in Advertising | |
11) | Gender Representation in Cinema | |
12) | Gender Representation in News Media and Online Journalism | |
13) | Digital Platforms, Algorithms, Bias and Discrimination | |
14) | Social Media: Presentation of digital-self in everyday life |
Course Notes / Textbooks: | ● Dines, G., Humez, J.M. (2015) Gender, Race, and Class in Media: A Critical Reader (4th ed.). SAGE. ● Critical Media Project (CMP), https://criticalmediaproject.org/ ● Feminist Principles of the Internet (2016). https://feministinternet.org/en |
References: | ● Dines, G., Humez, J.M. (2015) Gender, Race, and Class in Media: A Critical Reader (4th ed.). SAGE. ● Critical Media Project (CMP), https://criticalmediaproject.org/ ● Feminist Principles of the Internet (2016). https://feministinternet.org/en |
Course Learning Outcomes | 1 |
2 |
3 |
4 |
5 |
|||
---|---|---|---|---|---|---|---|---|
Program Outcomes | ||||||||
1) Being able to write creatively, imagine, and produce original and inspired fictional scenarios, places, and universes. Being able to produce 2D and 3D visual designs and impressive auditory compositions. Being able to plan all these artistic practices around certain goals and with a focus on design. Being able to design the videogame design process itself. | ||||||||
2) Being able to think and produce creative content based on mathematical data. Being able to parametrically design. Being able to quantify art and design practices, such as creative writing, graphical, illustrative, spatial, and character design. Being able to ideate qualitatively and subjectively through quantitative and objective approaches. | ||||||||
3) Being able to work on projects by incorporating various fields of expertise and the content that originates from these fields. Being able to work as part of a team while embracing different ideas and skills. Being able to produce comprehensive and total videogame concepts. Being able to edit, exhibit, present, and defend works in portfolio and presentation formats. | ||||||||
4) Achieving critical thinking literacy on videogame history and theory. Being able to think through and produce academic texts about the philosophical, anthropological, political, and social manifestations of games. Being vigilant about the contemporary problematics of videogame epistemology. Displaying professionalism in accepting criticism. | ||||||||
5) Being informed about the historical accumulation and contemporary productions of the videogame culture and other cultural playgrounds from which videogame culture draws. Being able to tackle, process, and position both aesthetic and technical production and thinking methods as cultural activities. | ||||||||
6) Being knowledgeable about the past, aware of the present, and foresighted about the future potentials of the social and economic realities of videogames. Being able to handle professional relations, create correspondence, and manage production plans. Being a generalist, while also specializing in one or more areas of expertise. | ||||||||
7) Being able to research, filter data, and synthesize both within and outside videogame epistemology at every stage of production. Being able to conduct interdisciplinary research. Being able to create original ideas by remixing content from various sources. Learning to learn. | ||||||||
8) Understanding, learning, and using professional content authoring tools and technologies. Being able to design workflows in service of various production requirements. Being able to use technologies within the workflow besides the usual and intended purposes, and researching, discovering, and putting to use technologies for new purposes. |
No Effect | 1 Lowest | 2 Average | 3 Highest |
Program Outcomes | Level of Contribution | |
1) | Being able to write creatively, imagine, and produce original and inspired fictional scenarios, places, and universes. Being able to produce 2D and 3D visual designs and impressive auditory compositions. Being able to plan all these artistic practices around certain goals and with a focus on design. Being able to design the videogame design process itself. | |
2) | Being able to think and produce creative content based on mathematical data. Being able to parametrically design. Being able to quantify art and design practices, such as creative writing, graphical, illustrative, spatial, and character design. Being able to ideate qualitatively and subjectively through quantitative and objective approaches. | |
3) | Being able to work on projects by incorporating various fields of expertise and the content that originates from these fields. Being able to work as part of a team while embracing different ideas and skills. Being able to produce comprehensive and total videogame concepts. Being able to edit, exhibit, present, and defend works in portfolio and presentation formats. | |
4) | Achieving critical thinking literacy on videogame history and theory. Being able to think through and produce academic texts about the philosophical, anthropological, political, and social manifestations of games. Being vigilant about the contemporary problematics of videogame epistemology. Displaying professionalism in accepting criticism. | |
5) | Being informed about the historical accumulation and contemporary productions of the videogame culture and other cultural playgrounds from which videogame culture draws. Being able to tackle, process, and position both aesthetic and technical production and thinking methods as cultural activities. | |
6) | Being knowledgeable about the past, aware of the present, and foresighted about the future potentials of the social and economic realities of videogames. Being able to handle professional relations, create correspondence, and manage production plans. Being a generalist, while also specializing in one or more areas of expertise. | |
7) | Being able to research, filter data, and synthesize both within and outside videogame epistemology at every stage of production. Being able to conduct interdisciplinary research. Being able to create original ideas by remixing content from various sources. Learning to learn. | |
8) | Understanding, learning, and using professional content authoring tools and technologies. Being able to design workflows in service of various production requirements. Being able to use technologies within the workflow besides the usual and intended purposes, and researching, discovering, and putting to use technologies for new purposes. |
Semester Requirements | Number of Activities | Level of Contribution |
total | % | |
PERCENTAGE OF SEMESTER WORK | % 0 | |
PERCENTAGE OF FINAL WORK | % | |
total | % |
Activities | Number of Activities | Preparation for the Activity | Spent for the Activity Itself | Completing the Activity Requirements | Workload | ||
Course Hours | 14 | 3 | 42 | ||||
Study Hours Out of Class | 3 | 6 | 18 | ||||
Project | 3 | 9 | 27 | ||||
Homework Assignments | 2 | 10 | 20 | ||||
Final | 1 | 7 | 7 | ||||
Total Workload | 114 |