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Public Relations and Publicity
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Gaming Culture in the Digital Age

Course CodeSemester Course Name LE/RC/LA Course Type Language of Instruction ECTS
MHT0623 Gaming Culture in the Digital Age 2/0/0 DE 2
Course Goals
Digital games, which are one of the rising values of today, have a significant potential in terms of impact power. One of the most important aims of the course is to raise students' awareness of the interaction of games, which have a history as old as human history, with culture, the risks they harbor, their relationship with identity and their determining power on discourse.
Prerequisite(s) Course Code Course Name…
Corequisite(s) Course Code Course Name…
Special Requisite(s) The minimum qualifications that are expected from the students who want to attend the course.(Examples: Foreign language level, attendance, known theoretical pre-qualifications, etc.)
Instructor(s) LecturerOğuzcan Akgöl
Course Assistant(s)
Schedule Wednesday, 09.00-10.50, İK 2B04
Office Hour(s) Monday, 09.00-11.00
Teaching Methods and Techniques Verbal and presentation
Principle Sources Johan Huizinga - Homo Ludens

Caillois - Man, Play and Games
Other Sources -
Course Schedules
Week Contents Learning Methods
1. Week Introduce Verbal
2. Week Game History Verbal
3. Week Games and Addiction Verbal
4. Week Introduction to Esports Verbal
5. Week Digital Games and Discourse Verbal
6. Week Cyberbullying Verbal
7. Week Digital Games and Identity Verbal
8. Week Midterm
9. Week Gamification Concept Verbal
10. Week Digital Media and Games Verbal
11. Week Game Theories Verbal
12. Week Presentations Verbal
13. Week Presentations Verbal
14. Week Presentations Verbal
15. Week
16. Week
17. Week
Assessments
Evaluation tools Quantity Weight(%)


Program Outcomes
PO-1P O 1. To have basic knowledge about Public Relations and Advertising
PO-2P O 2. To have basic knowledge about Human Resources
PO-3P O 3. To have basic knowledge about Marketing
PO-4P O 4. To have basic knowledge about Aesthetic Arts and Fine Arts
PO-5P O 5. To have basic knowledge about information technology
PO-6 P O 6. To have basic knowledge about Law
PO-7P O 7. To have basic knowledge about Project Management
PO-8P O 8. To have knowledge on Atatürk Principles and Revolution History
PO-9P O 9. To have professional English on Communication
PO-10P O 10. To have knowledge about effective Turkish Language
PO-11P O 11.To have knowledge about communication
PO-12P 0 12.To have knowledge about business functions
Learning Outcomes
LO-1To gain awareness about sexist, nationalist, racist discourses in digital games
LO-2To have knowledge about the relationship between play and culture
LO-3To have knowledge about the behaviors that fall within the scope of cyberbullying
LO-4To have knowledge about games and their different uses
LO-5To be able to learn the process of creating games and digital identity
Course Assessment Matrix:
Program Outcomes - Learning Outcomes Matrix
 PO 1PO 2PO 3PO 4PO 5PO 6PO 7PO 8PO 9PO 10PO 11PO 12
LO 1
LO 2
LO 3
LO 4
LO 5