Sport Management | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code: | YMI253 | ||||||||
Course Name: | Play to Communication | ||||||||
Course Semester: |
Spring |
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Course Credits: |
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Language of instruction: | TR | ||||||||
Course Requisites: | |||||||||
Does the Course Require Work Experience?: | No | ||||||||
Type of course: | University Elective | ||||||||
Course Level: |
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Mode of Delivery: | Face to face | ||||||||
Course Coordinator : | Dr.Öğr.Üyesi SEMRA GEÇKİN ONAT | ||||||||
Course Lecturer(s): | |||||||||
Course Assistants: |
Course Objectives: | This course examines the role of games in the communication process, enabling students to understand game-based forms of interaction and expression. It helps them to explore the dynamics of social, emotional and cultural communication through games. |
Course Content: | Introduction to Game and Communication Concepts What is a game? Game theories The relationship between play and communication Digital and traditional games Historical Development and Cultural Contexts of Games Game culture from ancient times to the present Sociocultural functions of games Fundamentals of Game-Based Communication Verbal and non-verbal communication In-game language and symbols Communicative Differences Between Digital and Traditional Games Card games, board games and digital games Interactivity in multiplayer games Games and Storytelling Concepts of ludology and narratology Interactive elements in storytelling Communication Theories in Game Design User experience (UX) and interaction design Narrative techniques in games Interaction and Game Mechanics Game mechanics and player behaviour Forms of communication between player and play Identity and Community Formation in Games Virtual identities in MMORPGs Sociology of game communities Cultural and Social Messages Ideology and representation in games Political and educational games Gamification and its use in education Game-based learning models in education Motivation and gamification techniques Emotional and Social Interactions in Games Empathy, co-operation and conflict dynamics Social games and emotional bonding Communication with Virtual Reality (VR) and Augmented Reality (AR) Next generation gaming technologies Interaction design with VR and AR Game Criticism and Analysis Methods of analysing plays critically Sample game analyses Final Project Presentations Students present their game-based communication projects |
The students who have succeeded in this course;
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Week | Subject | Related Preparation |
1) | Introduction and Introduction | |
2) | Aim of the course, scope, expectations. What is game communication? | |
3) | Fundamentals of Play and Communication Concepts | |
4) | Storytelling and Meaning Production of Games The effect of the story in games on the player, interactive narrative forms. | |
5) | Visual and auditory communication in the game Message transmission with colour, sound, music, design elements | |
6) | Nonverbal Communication and Body Language in Games Avatar movements, gestures, communication with ambient language. | |
7) | Interaction between the player and the game The player's choices to communicate in the game world. | |
8) | midterm exam | |
9) | Social Games and Multiplayer Communication | |
10) | Ethics, Freedom of Expression and Social Messages in Games The way games convey social and political messages | |
11) | The Relationship Between Narrative and Game Mechanics in Games | |
12) | Education and Awareness Campaigns through Play | |
13) | Alternative Forms of Communication: ARG and VR Experiences New forms of communication with augmented reality and virtual worlds. | |
14) | Community Formation and Player Culture in Games Forums, mods, fandom culture, communication communities. | |
15) | general evaluation |
Course Notes / Textbooks: | Oyun ve İletişim Kavramları Oyun Tanımı: Oyun, belirli kurallara bağlı, eğlence, rekabet veya öğrenme amacı taşıyan etkileşimli bir aktivitedir. Oyun ve İletişim İlişkisi: Oyunlar, oyuncular arasındaki etkileşimi yönlendiren bir iletişim biçimi olarak görülebilir. Sözlü (diyaloglar, talimatlar) ve sözsüz (jestler, hareketler, oyun mekanikleri) iletişim araçları içerir. Ludoloji vs. Narratoloji: Ludoloji: Oyunları mekanik ve kurallar üzerinden analiz eden yaklaşım. Narratoloji: Oyunları hikâye anlatımı açısından değerlendiren yaklaşım. 2. Oyunların Tarihsel Gelişimi ve Kültürel Bağlamları Antik çağlardan günümüze oyun kültürü gelişmiştir (ör. Satranç, Go, antik spor oyunları). Dijital oyunlar 1970’lerden itibaren popülerleşmiştir. Oyunlar, toplumun kültürel yapısını ve değerlerini yansıtır. 3. Oyun Temelli İletişim Sözlü ve Sözsüz İletişim: Oyunlarda metin, sesli komutlar, avatar mimikleri gibi unsurlar iletişimi sağlar. Bağlamsal İletişim: Oyun içindeki ortam ve dinamikler, oyuncuların birbirini anlamasını sağlar (ör. renk kodları, simgeler, ses efektleri). 4. Dijital ve Geleneksel Oyunlarda İletişim Geleneksel oyunlarda yüz yüze iletişim ön plandadır. Dijital oyunlarda ise sesli sohbet, yazılı mesajlar ve emojiler kullanılır. Çok oyunculu çevrimiçi oyunlarda (MMORPG, FPS) takım içi iletişim önemlidir. 5. Oyunlarda Hikâye Anlatımı ve İletişim Doğrusal Hikâye (Linear Narrative): Oyun, belirli bir sırayla ilerleyen bir anlatı sunar (ör. The Last of Us). Açık Dünya ve Etkileşimli Hikâye: Oyuncunun seçimleri, anlatıyı etkiler (Red Dead Redemption 2, Skyrim gibi). Oyunların Anlatım Teknikleri: Metin ve diyaloglar Çevresel hikâye anlatımı (ör. objeler, mekan tasarımı) Flashback ve çoklu perspektif kullanımı |
References: | Huizinga, J. (1955). Homo Ludens: A Study of the Play-Element in Culture. Beacon Press. Salen, K., & Zimmerman, E. (2004). Rules of Play: Game Design Fundamentals. MIT Press. Juul, J. (2005). Half-Real: Video Games between Real Rules and Fictional Worlds. MIT Press. |
Learning Outcomes | 1 |
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3 |
4 |
5 |
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Program Outcomes | |||||
1) Sports management students have advanced level theoretical and practical knowledge supported by textbooks, application tools and other resources which contain up-to-date information in the field. | |||||
2) Sport management students can transfer their opinions and suggestions for solutions to problems in written and orally, and share their ideas and solutions with problems by supporting them with qualitative and quantitative data. | |||||
3) Sports management students act in accordance with social, scientific, cultural and ethical values in the stages of collecting, interpreting, applying and announcing the data related to the field. | |||||
4) Sports management students can use the advanced theoretical and practical knowledge gained in the field and use the advanced knowledge and skills in the field to interpret and evaluate the data, to identify problems, to analyze problems, to develop solutions based on research and evidence. | |||||
5) Sports management students can conduct an advanced study independently and take responsibility as an individual and team member in order to solve unforeseen complex problems encountered in the applications related to their field. |
No Effect | 1 Lowest | 2 Low | 3 Average | 4 High | 5 Highest |
Program Outcomes | Level of Contribution | |
1) | Sports management students have advanced level theoretical and practical knowledge supported by textbooks, application tools and other resources which contain up-to-date information in the field. | |
2) | Sport management students can transfer their opinions and suggestions for solutions to problems in written and orally, and share their ideas and solutions with problems by supporting them with qualitative and quantitative data. | |
3) | Sports management students act in accordance with social, scientific, cultural and ethical values in the stages of collecting, interpreting, applying and announcing the data related to the field. | |
4) | Sports management students can use the advanced theoretical and practical knowledge gained in the field and use the advanced knowledge and skills in the field to interpret and evaluate the data, to identify problems, to analyze problems, to develop solutions based on research and evidence. | |
5) | Sports management students can conduct an advanced study independently and take responsibility as an individual and team member in order to solve unforeseen complex problems encountered in the applications related to their field. |
Written Exam (Open-ended questions, multiple choice, true-false, matching, fill in the blanks, sequencing) | |
Homework | |
Application | |
Group project |
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 | Duration (Hours) | Workload |
Course Hours | 13 | 3 | 39 |
Study Hours Out of Class | 15 | 4 | 60 |
Presentations / Seminar | 3 | 3 | 9 |
Homework Assignments | 5 | 1 | 5 |
Midterms | 1 | 2 | 2 |
Final | 1 | 2 | 2 |
Total Workload | 117 |