3,490
Views
2
CrossRef citations to date
0
Altmetric
Articles

Fashion and game design as hybrid practices: approaches in education to creating fashion-related experiences in digital worlds

ORCID Icon &
Pages 37-45 | Received 21 Apr 2022, Accepted 14 Jul 2022, Published online: 30 Oct 2022

References

  • Ashcroft, H. (2019). Sims 4 Moschino Stuff Pack review: Surprisingly stuffed. TheGamer. https://www.thegamer.com/sims-4-moschino-stuff-pack/
  • Bain, M. (2022). The New Technologies Fashion Schools Are Teaching Students. Technology. https://www.businessoffashion.com/articles/technology/the-new-technologies-fashion-schools-are-teaching-students/
  • Bertola, P., & Colombi, C. (2021). Reflecting on the future of fashion design education: New education models and emerging topics in fashion design. In E. Paulicelli, V. Manlow, & E. Wissinger (Eds.), The Routledge companion to fashion studies (pp. 84–93). London: Routledge.
  • Christmas, R. (2017). Bizarre Product Placement: Fashion and Final Fantasy. CAISA Fashion Show. https://caisafashionshow.wordpress.com/2017/01/17/bizarre-product-placement-fashion-and-final-fantasy/
  • Cole, S. (2021). Fortnite’ X Balenciaga has arrived & it’s selling fast. Highsnobiety. https://www.highsnobiety.com/p/fortnite-balenciaga-collaboration-release-info/
  • Engström, H., Lyu, R., Backlund, P., Toftedahl, M., & Rosendahl Ehmsen, P. (2020). Shared learning objectives in interdisciplinary projects: Game design in a sino-scandinavian context. Journal of University Teaching and Learning Practice, 17(1), 37–59. doi:10.53761/1.17.1.4
  • Faerm, S. (2012). Towards a future pedagogy: The evolution of fashion design education. International Journal of Humanities and Social Science, 2(23), 210–219. doi:10.13140/RG.2.2.33247.07848
  • Fashion Innovation Agency. (2021). A new universe for fashion creators https://www.fialondon.com/projects/a-new-universe-for-fashion-creators-dreams-sony-fia/
  • Gibson, J. (2021). When games are the only fashion in town: COVID-19, animal crossing, and the future of fashion. Queen Mary Journal of Intellectual Property, 11(2), 117–123. doi:10.4337/qmjip.2021.02.00
  • Gu, L., & Liu, X. (2019). Online fashion design education supported by digital three dimensions technologies. 3rd International Seminar on Education Innovation and Economic Management SEIEM’18, 286, 575-577. doi:10.2991/seiem-18.2019.149
  • Hagen, U. (2012). Lodestars for player experience: Ideation in videogame design. [Licentiate thesis, Department of Computer and Systems Science, Stockholm university]. https://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-16312
  • Hunt, J. (2005). A manifesto for postindustrial design. I.D. (the International Design Magazine), December, 120-121. http://www.jamerhunt.com/assets/manifesto_postindustrial_jamer.pdf
  • Iannilli, V., & Spagnoli, A. (2021). Phygital retailing in fashion. Experiences, opportunities and innovation trajectories. ZoneModa Journal, 11(1), 43–69. doi:10.6092/issn.2611-0563/13120
  • Kawamura, Y. (2005). Fashion-ology: An Introduction to Fashion Studies. (1st ed.). Oxford: Berg.
  • Lankoski, P., Heliö, S., & Ekman, I. (2003). Characters in computer games: Toward understanding interpretation and design. DiGRA Conference, 2, 1–12. http://www.digra.org/wp-content/uploads/digital-library/05087.10012.pdf
  • Lee, J. H., Yang, E. K., Lee, E. J., Min, S. Y., Sun, Z. Y., & Xue, B. J. (2021). The use of VR for collaborative exploration and enhancing creativity in fashion design education. International Journal of Fashion Design, Technology and Education, 14(1), 48–57. doi:10.1080/17543266.2020.1858350
  • Lidbury, O. (2016). I am proud to be chosen: Final Fantasy character Lightning on being welcomed into the Louis Vuitton ‘family’. The Telegraph. https://www.telegraph.co.uk/fashion/people/final-fantasy-character-lightning-on-starring-in-louis-vuitton-c/
  • Logaldo, M. (2016). Augmented bodies: Functional and rhetorical uses of augmented reality in fashion. Pólemos, 10(1), 125–141. doi:10.1515/pol-2016-0007
  • Madsen, A. C. (2020). 5 Things to know about Balenciaga’s virtual reality AW21 show. Vogue. https://www.vogue.co.uk/news/gallery/balenciaga-autumn-winter-2020
  • Makryniotis, T. (2018). Fashion and costume design in electronic entertainment-bridging the Gap between character and fashion design. Fashion Practice, 10(1), 99–118. doi:10.1080/17569370.2017.1412595
  • McQuillan, H. (2020). Zero Waste Systems Thinking: Multimorphic Textile-Forms [Doctoral thesis, Högskolan i Borås]. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-23961
  • Nixon, N. W., & Blakley, J. (2012). Fashion thinking: Towards an actionable methodology. Fashion Practice, 4(2), 153–175. doi:10.2752/175693812X13403765252262
  • Northman, T. (2021). Louis Vuitton’s new game is better than ‘Fortnite’. Highsnobiety. https://www.highsnobiety.com/p/louis-vuitton-nft-game/
  • Ormston, R., Spencer, L., Barnard, M., & Snape, D. (2013). The foundations of Qualitative research. In J. Ritchie, J. Lewis, C. McNaughton Nicholls, & R. Ormston (Eds.), Qualitative Research Practice: A Guide for Social Science Students and Researchers (pp. 1–23, 2nd ed.). London: Sage.
  • Papachristou, E., Kyratsis, P., & Bilalis, N. (2019). A comparative study of open-source and licensed CAD software to support garment development learning. Machines, 7(2), 30–10. doi:10.3390/machines7020030
  • Robertson, A. (2012). Prada-clad Final Fantasy characters appearing in fashion magazine spread for 25th anniversary. The Verge. https://www.theverge.com/2012/4/5/2928145/prada-final-fantasy-characters-arena-homme-magazine-spread
  • Rubin, H., & Rubin, I. (2012). Qualitative interviewing: The art of hearing data. (3 ed.). London: Sage.
  • Salomaa, H. (2021). Fashion or costume? Defining the design approach for game character’s style [Conference Presentation]. Exthereal Conference, 29. November – 1. December 2021, Helsinki, Finland. https://www.youtube.com/watch?v=bofBpLa_WqI&ab_channel=EXTHEREAL
  • Santos, R. S., Montagna, G., & Neto, M. J. P. (2020). The virtualization of the fashion product. In G. Di Bucchianico, C. Shin, S. Shim, S. Fukuda, G. Montagna, & C. Carvalho (Eds.), Advances in industrial design (pp. 820–830). Cham: Springer. doi:10.1007/978-3-030-51194-4_106
  • Särmäkari, N. (2021). Digital 3D fashion designers: Cases of atacac and The fabricant. Fashion Theory, 1–30. doi:10.1080/1362704X.2021.1981657
  • Särmäkari, N., & Vänskä, A. (2022). ‘Just hit a button!’ – fashion 4.0 designers as cyborgs, experimenting and designing with generative algorithms. International Journal of Fashion Design, Technology and Education, 15(2), 211–220. doi:10.1080/17543266.2021.1991005
  • Scarbrough, H., Panourgias, N. S., & Nandhakumar, J. (2015). Developing a relational view of the organizing role of objects: A study of the innovation process in computer games. Organization Studies, 36(2), 197–220. doi:10.1177/0170840614557213
  • Seixas, S., Montagna, G., & Félix, M. J. (2021). Materials matters in Textile and fashion design education. In C. S. Shin, G. Di Bucchianico, S. Fukuda, Y. G. Ghim, G. Montagna, & C. Carvalho (Eds.), Advances in Industrial Design. AHFE 2021 Vol. 260 (pp. 681–688). Cham: Springer. doi:10.1007/978-3-030-80829-7_84
  • Siersema, I. (2015). The influence of 3D simulation technology on the fashion design process and the consequences for higher education. Proceedings of Digital Fashion Conference pp. 9-17. 28th November. Seoul, South Korea.
  • Spencer, L., Ritchie, J., Ormston, R., O’Connor, W., & Barnard, M. (2013). Analysis: Principles and processes. In J. Ritchie, J. Lewis, C. McNaughton Nicholls, & R. Ormston (Eds.), Qualitative Research Practice: a Guide for Social Science Students and Researchers (2nd ed., pp. 269–290). London: Sage.
  • Sun, L., & Zhao, L. (2018). Technology disruptions: Exploring the changing roles of designers, makers, and users in the fashion industry. International Journal of Fashion Design, Technology and Education, 11(3), 362–374. doi:10.1080/17543266.2018.1448462
  • Tepe, J. (2022). Wearing Digital Bodies: Designing and Experiencing Dress as Poly-Body Objects at the Intersection of the Physical and the Digital. International Foundation of Fashion Technology Institutes conference IFFTI’22, pp 1-19. 5th-7th April 2022. Nottingham, United Kingdom.
  • Thiel, K. (2017). I:OBJECT—Or the case for fashion without products. In S. Broadhurst, & S. Price (Eds.), Digital Bodies: creativity and technology in the arts and humanities (pp. 161–173). London: Palgrave Macmillan UK. doi:10.1057/978-1-349-95241-0_11
  • Varra, L. (2021). Becoming digital: The need to redesign competences and skills in the fashion industry. In W. Ozuem & S. Ranfagni (Eds.), The Art of digital marketing for fashion and luxury brands: Marketspaces and marketplaces (pp. 299–343). London: Springer. doi:10.1007/978-3-030-70324-0_13
  • Wang, A. I., & Nordmark, N. (2015). Software architectures and the creative processes in game development. International Conference on Entertainment Computing, pp. 272-285. Springer. doi:10.1007/978-3-319-24589_21
  • Zhang, T. (2019). Burberry adds online game, complete with British weather hazards. Women’s wear daily. https://wwd.com/fashion-news/fashion-scoops/burberry-online-game-b-bounce-1203350408/