GEP1623 Fashion and MediaBahçeşehir UniversityDegree Programs DIGITAL GAME DESIGNGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
DIGITAL GAME DESIGN
Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

Course Introduction and Application Information

Course Code Course Name Semester Theoretical Practical Credit ECTS
GEP1623 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.

Basic information

Language of instruction: Turkish
Type of course: GE-Elective
Course Level: Bachelor’s Degree (First Cycle)
Mode of Delivery: E-Learning
Course Coordinator : Prof. Dr. NİLAY ULUSOY
Recommended Optional Program Components: Optional components of this course include seminars given by guest speakers and experts, so that students gain in-depth knowledge of current fashion and media issues. In addition, students may be offered film analysis projects and costume design workshops, allowing them to explore the visual and practical aspects of fashion and media. An in-depth case study on the fashion industry provides students with opportunities to understand Turkish and international fashion trends. Practical work on fashion communication strategies and campaign design are among the optional components, giving students practical skills. Elective discussion groups can be organized to analyze the effects of cultural differences on fashion and media, supporting students to think from different perspectives.
Course Objectives: This course will be an interdisciplinary introduction to the field of cinema and fashion studies. The relationship between fashion, consumption, trends and marketing in the cinema industry will be examined from historical and theoretical perspectives. Attendance is compulsory in accordance with school regulations.

Learning Outcomes

The students who have succeeded in this course;
1. will be able to analyze the relationship between media and fashion industry both in Turkey and internationally.
2. will be able to determine the ways of research that will reveal the relationship between fashion and media.
3. Discuss the role of fashion and style in our visual presentation
4. Understanding the economic, social and cultural background of fashion
5. Understanding the relationship between modernity, style and visuality
6. Understanding Celebrity Culture and its Functioning

Course Content

This course addresses the relationship between fashion and culture, enabling students to understand the social, cultural and communicative dimensions of fashion. First, we examine the relationship between fashion and culture by introducing the basic concepts of Malcom Barnard's “Fashion Theory: A Reader” by Malcom Barnard and examine the relationship between fashion and culture. Then, by studying personal style and global fashion trends, we learn about the history of fashion and the fashion industry in Turkey. The course addresses fashion communication, the continuity of symbolic fashion and the influence of iconic figures on fashion, and is practiced through fashion photography and cinema examples. Students explore the role of costume analysis and fashion films in the visual presentation of fashion through in-depth analysis.

Weekly Detailed Course Contents

Week Subject Related Preparation

Sources

Course Notes / Textbooks: Filmde Moda: Adrienne Munich, Indiana Üniversitesi Yayınları: 2011

Moda Teorisi: Bir Okuyucu, Malcom Barnard: Routledge, 2007

Barnard, Malcom, İletişim Olarak Moda, New York: Routledge; 2 baskı (29 Ağustos 2002)

Moseley, Rachel, Fashioning Film Stars: Kıyafet, Kültür, Kimlik (Londra: BFI, 2005)

Yetenekli Bay Ripley 1999 Anthony Minghella
Bonnie ve Clyde 1967 Arthur Penn
Devil Wears Prada 2006 David Frankel
References: Filmde Moda: Adrienne Munich, Indiana Üniversitesi Yayınları: 2011
"Fashion in Film" by Adrienne Munich, Indiana University Press, 2011
Moda Teorisi: Bir Okuyucu, Malcom Barnard: Routledge, 2007
"Fashion Theory: A Reader" by Malcom Barnard, Routledge, 2007
Barnard, Malcom, İletişim Olarak Moda, New York: Routledge; 2nd edition (29 August 2002)
"Fashion as Communication" by Malcom Barnard, New York: Routledge, 2nd edition (29 August 2002)
Moseley, Rachel, Fashioning Film Stars: Kıyafet, Kültür, Kimlik (Londra: BFI, 2005)
"Fashioning Film Stars: Costume, Culture, and Identity" by Rachel Moseley, BFI Publishing, 2005
Yetenekli Bay Ripley 1999 Anthony Minghella, Bonnie ve Clyde 1967 Arthur Penn, Devil Wears Prada 2006 David Frankel
"The Talented Mr. Ripley" (1999, Anthony Minghella)
"Bonnie and Clyde" (1967, Arthur Penn)

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Total %
PERCENTAGE OF SEMESTER WORK % 0
PERCENTAGE OF FINAL WORK %
Total %

Contribution of Learning Outcomes to Programme Outcomes

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.