At the end of this course, the students; 1) Define and explain the creative cultutral industires. 2) Can define game industry, history of games and game development steps. 3) Can define creative cultural industries and game industry as an professional field.
MODE OF DELIVERY
Face to face
PRE-REQUISITES OF THE COURSE
No
RECOMMENDED OPTIONAL PROGRAMME COMPONENT
None
COURSE DEFINITION
This course conveys theoretical developments and practical experience through the game industry, which is one of the fastest growing, most dynamic and important employment areas of the Creative Cultural Industries. It gives the basics to effectively apply the combination of innovative ideas, talents, applied skills and entrepreneurial spirit in the gaming industry at the crossroads of Creative Cultural Industries with digital technologies. Unlike the emphasis on software development in the game industry, the course prioritizes the psychological and social components of the game. Students develop a proposal for a new product / business and combine their practical work with the concept the course.
COURSE CONTENTS
WEEK
TOPICS
1st Week
Introduction.
2nd Week
Creative Cultural Industries (CCI) and Game.
3rd Week
History of Games and Culture.
4th Week
Psychology of Game & Game Idea Development.
5th Week
Introduction to Game Design & Structure of Games.
6th Week
Structural Components.
7th Week
Dynamic Components.
8th Week
System Dynamics.
9th Week
Game Concept Presentation.
10th Week
Creative Aconomy and Roles in Game Industry.
11th Week
Prototyping.
12th Week
Prototyping.
13th Week
Intellectual Property Rights of Games.
14th Week
Presentation of Prototypes.
RECOMENDED OR REQUIRED READING
1. Hartley, J. (2018), Yaratıcı Kültür Endüstrilerinde Temel Kavramlar, BÜ Yayınları. RECOMENDED OR REQUIRED READING 2. Caves, R. (2000). Creative Industries: Contracts between Arts and Commerce, Cambridge: Harward University Press. 3. Florida, R. (2002). The Rise of the Creative Class, New York: Basic Books. 4. Hartley, J. (2005) Creative Industries. Oxford: Wiley-Blackwell. 5. Howkins, J. (2001). The Creative Economy: How People Make Money fromIdeas, London: Allen Lane. 6. And, M. (2003). Oyun ve Bügü: Türk Kültüründe Oyun Kavramı. İstanbul: Yapı Kredi Yayınları. 7. Brathwaite, B., & Schreiber, I. (2009). Challenges for Game Designers. Boston: Course Technology. 8. Csikszentmihalyi, M. (1990). The Psychology of Optimal Experience. London: Harper Perennial Modern Classics. 9. Fullerton, T. (2008). Game Design Workshop, Second Edition: A Playcentric Approach to Creating Innovative Games. Burlington, MA: A.K. Peters/CRC Press. 10. Huizinga, J. H. (1980). Homo Ludens: Study of the Play Element in Culture London: Routledge. 11. Jagoda, P. (2017). Videogame Criticism and Games in the Twenty-First Century. American Literary History, 29(1), 205-218. doi:10.1093/alh/ajw064 12. Jenkins, H. (2004). Game design as narrative. Computer, 44(53), 118-130. 13. Newman, J. (2004). Videogames. London: Routledge. 14. Novak, J. (2011). Game Development Essentials: An Introduction. Clifton Park, NY: Delmar Cengage Learning. 15. Salen, K., & Zimmerman, E. (2003). Rules of Play: Game Design Fundamentals. Cambridge: The MIT Press.