YMI253 Play to CommunicationIstanbul Okan UniversityDegree Programs Sport ManagementGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational Qualifications
Sport Management
Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

General course introduction information

Course Code: YMI253
Course Name: Play to Communication
Course Semester: Spring
Course Credits:
Theoretical Practical Credit ECTS
3 0 3 4
Language of instruction: TR
Course Requisites:
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 : Dr.Öğr.Üyesi SEMRA GEÇKİN ONAT
Course Lecturer(s):
Course Assistants:

Course Objective and Content

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

Learning Outcomes

The students who have succeeded in this course;
Learning Outcomes
1 - Knowledge
Theoretical - Conceptual
1) Defines the concept of game in the context of communication.
2) Explains the historical and cultural development of games as a means of communication.
3) Analyses the effects of different types of games on forms of communication.
2 - Skills
Cognitive - Practical
1) Designs game-based communication strategies.
2) Apply gamification techniques in communication environments.
3 - Competences
Communication and Social Competence
Learning Competence
Field Specific Competence
Competence to Work Independently and Take Responsibility

Lesson Plan

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

Sources

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.

Course-Program Learning Outcome Relationship

Learning Outcomes

1

2

3

4

5

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.

Course - Learning Outcome Relationship

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.

Learning Activity and Teaching Methods

Assessment & Grading Methods and Criteria

Written Exam (Open-ended questions, multiple choice, true-false, matching, fill in the blanks, sequencing)
Homework
Application
Group project

Assessment & Grading

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

Workload and ECTS Credit Grading

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