JOB150 Women in Games & We are in GamesIstinye UniversityDegree Programs Nursing (English)General Information For StudentsDiploma SupplementErasmus Policy StatementNational Qualifications
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Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

Course Introduction and Application Information

Course Code: JOB150
Course Name: Women in Games & We are in Games
Semester: Fall
Course Credits:
ECTS
5
Language of instruction: English
Course Condition:
Does the Course Require Work Experience?: No
Type of course: University Elective
Course Level:
Bachelor TR-NQF-HE:6. Master`s Degree QF-EHEA:First Cycle EQF-LLL:6. Master`s Degree
Mode of Delivery: Face to face
Course Coordinator: Araş. Gör. NEVZAT ALP BÜYÜKYÜKSEL
Course Lecturer(s):
Course Assistants:

Course Objective and Content

Course Objectives: The aim of this course is to critically examine the role, representation, and participation of women and gender-diverse individuals in the game industry. Students will explore structural inequalities, analyze character representation in games, learn about inclusive design practices, and reflect on professional pathways for women and marginalized communities in gaming. By the end of the course, students will be able to recognize key challenges and opportunities in the field and contribute to a more inclusive game culture through their own creative and critical work.
Course Content: This course explores gender representation, equity, and inclusion in the game industry through an interdisciplinary lens. Students will examine the historical and current roles of women and gender-diverse individuals in gaming, analyze narrative and visual representation in character design, and critique the stereotypes and biases embedded in game culture. Topics include inclusive game development practices, accessibility, labor conditions, and the challenges of workplace discrimination. The course also highlights the contributions of women in both mainstream and indie gaming spaces, with a focus on community-building, mentorship, and advocacy networks. Through theoretical readings, case studies, and creative reflection, students will gain the tools to critically assess gender dynamics in games and develop their own inclusive design or analysis projects.

Learning Outcomes

The students who have succeeded in this course;
1) Students will be able to critically analyze gender representation in video games, including character design, narratives, and player roles.
2) Students will identify systemic barriers faced by women and gender-diverse individuals in the game industry and propose inclusive strategies for addressing them.
3) Students will develop and present an original project (creative or analytical) that reflects a gender-conscious approach to game culture or design.

Course Flow Plan

Week Subject Related Preparation
1) Introduction to the Course & Gender in Games Read: Shaw (2014), Introduction
2) Historical Roles of Women in Games Watch: “Women in Gaming: 1980s–Now” video
3) Representation in Game Narratives Play or watch clips of games with gendered storylines
4) Visual Design & Female Characters Bir kadın oyun karakteri üzerine vaka hazırlığı
5) Masculinity and Exclusion in Gaming Read: Excerpt from “Gaming Masculinities”
6) Inclusive Game Design Principles Read: Inclusive design checklist + analyze 1 game
7) Midterm Reflection Review all weeks and prepare short reflection essay
8) Workplace Inequality & Labor Conditions Read: Articles on gender discrimination in studios
9) Queer & Feminist Indie Games Choose and explore 1 indie feminist/queer game
10) Communities & Advocacy in Gaming Research: Women-led gaming groups or movements
11) Mentorship & Networks in the Industry Prepare interview questions for guest / event review
12) Final Project Workshop Bring project outline or draft for in-class feedbac
13) Final Presentations Final project submission and prep
14) Wrap-up & Reflection Write final reflection (optional)

Sources

Course Notes / Textbooks: Shaw, A. (2014). Gaming at the edge: Sexuality and gender at the margins of gamer culture. University of Minnesota Press.
References: Shaw, A. (2014). Gaming at the edge: Sexuality and gender at the margins of gamer culture. University of Minnesota Press.

Course - Program Learning Outcome Relationship

Course Learning Outcomes

1

2

3

Program Outcomes
1) Understand the concepts and concepts related to the field of health at the undergraduate level, and have advanced theoretical and practical knowledge supported by textbooks, application tools and other sources of current information in the field of health.
2) Knowledge of nature, source, limits, accuracy, reliability and validity of knowledge.
3) Uses advanced theoretical and factual knowledge acquired at the undergraduate level.
4) Interprets, evaluates, identifies, analyzes, shares information and makes teamwork with scientifically proven data by using the advanced knowledge and skills acquired in the field of health.
5) Uses computer programs, related technologies and educational tools in the field of health.
6) Carries out a study independently by using its advanced knowledge in the field of health and takes responsibility as a team member in cooperation with other professional groups working in this field.
7) Takes responsibility individually and as a team member to solve unforeseen complex problems encountered in the practices related to the field of health.
8) Plans, manages, and monitors and evaluates the activities for the development of employees in a project.
9) Evaluates the advanced knowledge and skills acquired in the field of health with a critical approach.
10) Determines learning needs and learning resources, directs learning function by using resources effectively.
11) Develops a positive attitude towards life-long learning and turns it into behavior.
12) Informs the related persons and institutions about the health field; conveys his / her thoughts and solution suggestions in writing and orally, and receives the opinions, requests and expectations of the relevant persons and institutions.
13) With the awareness of social responsibility, organizes and implements projects and activities in cooperation with other professional groups for the social environment in which he lives.
14) Follow the information in the field and communicate with colleagues by using a foreign language at least at B1 General Level of European Language Portfolio.
15) Express themselves effectively in verbal and written.
16) Uses information and communication technologies together with computer software required by the field at least at the Advanced Level of European Computer Driving License.
17) Monitors and evaluates the events / developments on the agenda of the society and the world in the field of health.
18) Acts and participates in accordance with Quality Management and Processes.
19) They cooperate with people from related disciplines and acts in accordance with social, scientific, cultural and ethical values ​​in the stages of collecting, interpreting, applying and announcing the results related to health field.
20) Have enough consciousness about individual and community health, environmental protection and occupational safety.

Course - Learning Outcome Relationship

No Effect 1 Lowest 2 Average 3 Highest
       
Program Outcomes Level of Contribution
1) Understand the concepts and concepts related to the field of health at the undergraduate level, and have advanced theoretical and practical knowledge supported by textbooks, application tools and other sources of current information in the field of health.
2) Knowledge of nature, source, limits, accuracy, reliability and validity of knowledge.
3) Uses advanced theoretical and factual knowledge acquired at the undergraduate level.
4) Interprets, evaluates, identifies, analyzes, shares information and makes teamwork with scientifically proven data by using the advanced knowledge and skills acquired in the field of health.
5) Uses computer programs, related technologies and educational tools in the field of health.
6) Carries out a study independently by using its advanced knowledge in the field of health and takes responsibility as a team member in cooperation with other professional groups working in this field.
7) Takes responsibility individually and as a team member to solve unforeseen complex problems encountered in the practices related to the field of health.
8) Plans, manages, and monitors and evaluates the activities for the development of employees in a project.
9) Evaluates the advanced knowledge and skills acquired in the field of health with a critical approach.
10) Determines learning needs and learning resources, directs learning function by using resources effectively.
11) Develops a positive attitude towards life-long learning and turns it into behavior.
12) Informs the related persons and institutions about the health field; conveys his / her thoughts and solution suggestions in writing and orally, and receives the opinions, requests and expectations of the relevant persons and institutions.
13) With the awareness of social responsibility, organizes and implements projects and activities in cooperation with other professional groups for the social environment in which he lives.
14) Follow the information in the field and communicate with colleagues by using a foreign language at least at B1 General Level of European Language Portfolio.
15) Express themselves effectively in verbal and written.
16) Uses information and communication technologies together with computer software required by the field at least at the Advanced Level of European Computer Driving License.
17) Monitors and evaluates the events / developments on the agenda of the society and the world in the field of health.
18) Acts and participates in accordance with Quality Management and Processes.
19) They cooperate with people from related disciplines and acts in accordance with social, scientific, cultural and ethical values ​​in the stages of collecting, interpreting, applying and announcing the results related to health field.
20) Have enough consciousness about individual and community health, environmental protection and occupational safety.

Assessment & Grading

Semester Requirements Number of Activities Level of Contribution
Midterms 2 % 40
Final 2 % 60
total % 100
PERCENTAGE OF SEMESTER WORK % 40
PERCENTAGE OF FINAL WORK % 60
total % 100

Workload and ECTS Credit Calculation

Activities Number of Activities Preparation for the Activity Spent for the Activity Itself Completing the Activity Requirements Workload
Course Hours 16 3 5 128
Midterms 1 3 3
Final 1 3 3
Total Workload 134