DIGITAL GAME DESIGN | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code | Course Name | Semester | Theoretical | Practical | Credit | ECTS |
GEP0623 | Fashion and Media | Fall | 3 | 0 | 3 | 5 |
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester. |
Language of instruction: | English |
Type of course: | GE-Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Prof. Dr. NİLAY ULUSOY |
Recommended Optional Program Components: | Recommended optional components for the Media and Fashion course include workshops that explore the impact of fashion on media representation and how trends are shaped by cultural narratives. Collaborations with fashion designers, stylists, and media professionals provide hands-on experience in creating fashion stories for film, TV, and digital platforms. Elective courses such as fashion theory, visual communication, and digital media strategy offer additional insights into how fashion intersects with different media channels. |
Course Objectives: | Fashion is one of the fundamental ways in which humans communicate to each other about themselves. This course examines the intersection between fashion, media, personal identity in today’s society. Drawing on theories of rhetorical and social criticism, we will examine how the fashion industry creates powerful and persuasive messages to sell a given image to consumers. We will also study how those images are reinforced and given authority through media. |
The students who have succeeded in this course; 1. Acquire familiarity with concepts of fashion in relation to media in a Turkish as well as international context. 2. Will be competent to formulate research questions concerning fashion and its relation to media material. 3. Critique the role fashion and style play in visual self-presentation 4. Demonstrate an understanding of the economic, social, and cultural aspects offashion 5. Demonstrate an understanding of the relationship of modernity to style and visuality 6. Demonstrate a critical analysis of celebrity culture and how it functions |
Through cultural and media studies theory, the courses main topic is to examine how fashion makes meaning, and how it has been valued through history, popular culture and media institutions, focusing on therelationship between fashion, visual self-presentation, and power.. |
Week | Subject | Related Preparation |
1) | What is Fashion | |
2) | Introduction to Fashion and Culture | |
3) | Fashioning the Self | |
4) | The History of Fashion | |
5) | Fashion and the Masses | |
6) | Fashion, Communication, and Culture | |
7) | Roland Barthes and the Rhetoric of Fashion | |
8) | Midterm exam | |
9) | Fashion and Society | |
10) | Fashion in Popular Culture | |
11) | Fashion Icons | |
12) | Supermodels and Superstars | |
13) | Costume Design | |
14) | Fashion at the Edge | |
15) | General review | |
16) | Final Exam |
Course Notes / Textbooks: | Course Notes / Textbooks selected readings from this books below: Fashion in Film: Adrienne Munich, Indiana University Press: 2011 Fashion Theory: A Reader, Malcom Barnard: Routledge, 2007 Barthes, Roland, The Language of Fashion (Oxford: Berg, 2004. Anne Hollander, Sex and Suits: The Evolution of Modern DressSteele, Valerie (eds). Barnard, Malcom, Fashion as Communication, New York: Routledge; 2 edition (29 Aug 2002) Moseley, Rachel, Fashioning Film Stars: Dress, Culture, Identity (London: BFI, 2005) McDowell, Colin Fashion Today, London, Phaidon Press Limited, 2000. |
References: | Course Notes / Textbooks selected readings from this books below: Fashion in Film: Adrienne Munich, Indiana University Press: 2011 Fashion Theory: A Reader, Malcom Barnard: Routledge, 2007 Barthes, Roland, The Language of Fashion (Oxford: Berg, 2004. Anne Hollander, Sex and Suits: The Evolution of Modern DressSteele, Valerie (eds). Barnard, Malcom, Fashion as Communication, New York: Routledge; 2 edition (29 Aug 2002) Moseley, Rachel, Fashioning Film Stars: Dress, Culture, Identity (London: BFI, 2005) McDowell, Colin Fashion Today, London, Phaidon Press Limited, 2000. |
Semester Requirements | Number of Activities | Level of Contribution |
Total | % | |
PERCENTAGE OF SEMESTER WORK | % 0 | |
PERCENTAGE OF FINAL WORK | % | |
Total | % |
No Effect | 1 Lowest | 2 Low | 3 Average | 4 High | 5 Highest |
Program Outcomes | Level of Contribution | |
1) | Comprehend the conceptual importance of the game in the field of communication, ability to implement the player centered application to provide design. | |
2) | Analyze, synthesize, and evaluate information and ideas from various perspectives. | |
3) | Analyze the key elements that make up specific game genres, forms of interactions, mode of narratives and understand how they are employed effectively to create a successful game. | |
4) | Understand game design theories and methods as well as implement them during game development; to make enjoyable, attractive, instructional and immersive according to the target audience. | |
5) | Understand the technology and computational principles involved in developing games and master the use of game engines. | |
6) | Understand the process of creation and use of 2D and 3D assets and animation for video games. | |
7) | Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process. | |
8) | Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process. | |
9) | Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation. | |
10) | Understand and employ the structure and work modes of game development teams; comprehend the responsibilities of team members and collaborations between them while utilizing this knowledge in practice. | |
11) | Understand the process of game publishing within industry standards besides development and utilize this knowledge practice. | |
12) | Pitching a video game to developers, publishers, and players; mastering the art of effectively communicating and marketing the features and commercial potential of new ideas, concepts or games. |