International Trade and Business (English) | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code: | NMC008 | ||||
Course Name: | Game Studies | ||||
Semester: | Fall | ||||
Course Credits: |
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Language of instruction: | English | ||||
Course Condition: | |||||
Does the Course Require Work Experience?: | No | ||||
Type of course: | University Elective | ||||
Course Level: |
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Mode of Delivery: | E-Learning | ||||
Course Coordinator: | Öğr. Gör. ZEYNEP BURCU KAYA ALPAN | ||||
Course Lecturer(s): | Zeynep Burcu Kaya Alpan | ||||
Course Assistants: |
Course Objectives: | This course will introduce key areas of game studies to students, enabling them to explore and research academic areas of game studies on their own. |
Course Content: | Within the scope of the course, the basic concepts of game studies, preliminary academics and their texts are introduced. |
The students who have succeeded in this course;
1) Defines and critically discusses key areas of game studies. 2) Introduces students with a dynamic and interdisciplinary field of the academia and its preliminary researchers. 3) Encourages students to independently discuss games and game studies in their everyday lives. 4) Empower them with the necessary lexicon to critique digital games and game cultures. |
Week | Subject | Related Preparation |
1) | Introduction to game studies and exploring the syllabus. | |
2) | Defining Games, Rules and Play | |
3) | A Brief History of Game Studies | |
4) | Digital Games as an Art Form | |
5) | Representation and Identity in Games and Game Cultures | |
6) | Games for Change | |
7) | Overview of previous lectures. | |
8) | Midterm Exam | |
9) | Digital Game Design Processes | |
10) | Production, Marketing and Labor in Digital Games | |
11) | Game Criticism and Game Journalism | |
12) | Examining selected games regarding previous lectures. | |
13) | Overview of the lectures. | |
14) | Final exam  |
Course Notes / Textbooks: | An Introduction To Game Studies: Games In Culture, Frans Mäyrä, SAGE Publications, 2008. Rules of Play: Game Design Fundamentals, Katie Salen and Eric Zimmerman, The MIT Press, 2004. The Routledge Companion to Video Game Studies, Mark J.P. Wolf, Bernard Perron, Routledge, 2013. |
References: | Man, Play and Games, Roger Caillois, 2001. The Video Game Debate: Unravelling The Physical, Social, And Psychological Effects Of Video Games, Rachel Kowert, Thorsten Quandt, Routledge, 2015. |
Course Learning Outcomes | 1 |
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Program Outcomes | |||||||||||||
1) Has a broad and interdisciplinary perspective on international business and trade by the use of social sciences and mathematics, | |||||||||||||
2) Possess the knowledge and skills related to different functions and interactions of international business and trade. | |||||||||||||
3) Possess the knowledge and skills to interpret the data, concepts and ideas in the field of international business and trade with scientific and technological methods. | |||||||||||||
4) Use different theoretical approaches to understanding and solving various business and trade problems. | |||||||||||||
5) Explains the competitiveness of the countries with the requirements of international competition and interprets the functioning of the actors and regulatory structures in the international environment. | |||||||||||||
6) Understands the value of developing new trade projects and generating strategies within international market needs. | |||||||||||||
7) Solves complex business and global trade problems by using various statistical techniques and numerical methods and makes analyzes by using statistical programs effectively. | |||||||||||||
8) Uses a foreign language at the B1 General Level in terms of European Language Portfolio criteria according to the level of education. | |||||||||||||
9) Develops teamwork, negotiation, leadership and entrepreneurship skills. | |||||||||||||
10) Possess the knowledge of universal ethical values, social responsibility and sufficient legal and regulatory knowledge. | |||||||||||||
11) Develops positive attitudes related to lifelong learning and identifies individual learning needs and carries out studies to correct them. | |||||||||||||
12) Students will be able to communicate their ideas and solutions both written and orally, and present and publish them on both national and international platforms. | |||||||||||||
13) Uses information and communication technologies together with computer software at the advanced level of European Computer Using License required by the field. |
No Effect | 1 Lowest | 2 Average | 3 Highest |
Program Outcomes | Level of Contribution | |
1) | Has a broad and interdisciplinary perspective on international business and trade by the use of social sciences and mathematics, | |
2) | Possess the knowledge and skills related to different functions and interactions of international business and trade. | |
3) | Possess the knowledge and skills to interpret the data, concepts and ideas in the field of international business and trade with scientific and technological methods. | |
4) | Use different theoretical approaches to understanding and solving various business and trade problems. | |
5) | Explains the competitiveness of the countries with the requirements of international competition and interprets the functioning of the actors and regulatory structures in the international environment. | |
6) | Understands the value of developing new trade projects and generating strategies within international market needs. | |
7) | Solves complex business and global trade problems by using various statistical techniques and numerical methods and makes analyzes by using statistical programs effectively. | |
8) | Uses a foreign language at the B1 General Level in terms of European Language Portfolio criteria according to the level of education. | |
9) | Develops teamwork, negotiation, leadership and entrepreneurship skills. | |
10) | Possess the knowledge of universal ethical values, social responsibility and sufficient legal and regulatory knowledge. | |
11) | Develops positive attitudes related to lifelong learning and identifies individual learning needs and carries out studies to correct them. | |
12) | Students will be able to communicate their ideas and solutions both written and orally, and present and publish them on both national and international platforms. | |
13) | Uses information and communication technologies together with computer software at the advanced level of European Computer Using License required by the field. |
Semester Requirements | Number of Activities | Level of Contribution |
Midterms | 1 | % 40 |
Final | 1 | % 60 |
total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 40 | |
PERCENTAGE OF FINAL WORK | % 60 | |
total | % 100 |
Activities | Number of Activities | Preparation for the Activity | Spent for the Activity Itself | Completing the Activity Requirements | Workload | ||
Course Hours | 14 | 0 | 0 | ||||
Homework Assignments | 1 | 0 | 0 | ||||
Midterms | 3 | 0 | 0 | ||||
Final | 3 | 0 | 0 | ||||
Total Workload | 0 |