Moda tasarımı ögeleriyle distopik filmlerde sosyal kimlik analizi vaka çalışması: Açlık Oyunları film serisi
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2018
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Open Access Color
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Bu araştırmada distopik filmlerde renk, silüet ve dokudan oluşan moda tasarımı ögeleri ve aksesuarlar ile kimlik inşasının analizi yapılmış, sosyal kimliklerin giyim-kuşam yoluyla ifade ediliş biçimlerinin irdelenmesi amaçlanmıştır. Nitel araştırma yöntemlerinden fenomenolojik yaklaşımla vaka incelemesi yapılmıştır. Araştırma kapsamında örneklem olarak 'Açlık Oyunları' film serisi seçilerek, filmdeki kimlik grupları, Goffman benlik kuramı çerçevesinde, moda tasarımı ögeleri açısından analiz edilmiştir. Film serisinin siber-feodal toplum yapısı tespit edilmiş ve bu bağlamda serideki toplumun, ayrıcalıklara sahip 'Yöneticiler' ve 'Capitol halkı' ile sömürülen 'Bölgeler' halkı olarak üç sınıfa ayrıldığı görülmüştür. Coğrafi özelliklerine ve zanaat imkanlarına göre ayrılan bölgelerin de kendi içlerinde, birbirlerinden ayrıştıran alt kimliklere sahip olduğu tespit edilmiştir. Serinin üçüncü filmine dahil olan '13. Bölge' ise 'Panem'' den bağımsızlıkları dolayısıyla, tamamen ayrı tutularak kendi içerisinde incelenmiştir. Daha eşitlikçi bir toplum yapısı çizen '13. Bölge' de tek bir lider vardır ve geriye kalan halk arasında sınıfsal bir farklılık gözlenmemiştir. Saldırı için oluşturulan askeri 'Özel Tim' ve 'Sağlık Personelleri' bölgedeki alt kimlikleri oluşturmaktadır. Tespit edilen tüm bu sosyal kimlik gruplarının, filmlerden giyim stillerini yansıtan ekran görüntüleri alınarak, moda tasarımı ögeleri ve aksesuar kullanımlarına dair analizler tablolaştırılarak verilmiştir. Bu kısımda kimlik gruplarının giyim stillerinin, renk, silüet, doku ve aksesuar kullanımı açısından dönemsel etkileri ve anlamlarını içeren yorumlamalara da yer verilmiştir. Film serisinde çok farklı toplumsal sınıflar ve yapılar bir arada bulunmaktadır ve filmdeki her birey sınıfını ve kimliğini işaret eden farklı giyim stilleriyle ekrana gelmiştir. Sonuç olarak moda tasarımı ögelerinin distopik sinemada sosyal kimliğin inşasında kullanıldığı tespit edilmiştir. Anahtar kelimeler: moda tasarımı, distopik filmler, kimlik, Açlık Oyunları
The purpose of this study is to analyze identity construction in dystopian films by using fashion design elements- that consist of color, silhouette and texture- and accessories, and to examine the ways of expression of social identities through clothing styles. A case study was carried out by qualitative research methods with phenomenological approach. In the scope of the research, 'The Hunger Games' film series was selected as a sample, and identity groups in the film were analyzed in terms of Goffman's 'Presentation of Self' theory with regards to the fashion design elements. The cyberfeudal social structure of the film series has been identified and in this context, it has been seen that the society in the series is divided into three classes as privileged 'Rulers', 'The People of Capitol' and exploited 'Districts People'. The districts separated according to their geographical characteristics and craft facilities have also been found to have sub-identities that separate them from each other. The '13. District' included in the third film of the series was self-studied due to its independence from 'Panem'. In the '13. District' which draws a more egalitarian society, there is only one leader and the remaining people are equals. The 'Task Force' and 'Health Personnel' constitute sub-identities in the district. By using the film screenshots that reflect the clothing styles of all of these identified social identity groups, the analysis of the fashion design elements and accessories were tabulated. In this section, periodical reflections and interpretations of the clothing styles of identity groups are included. In 'The Hunger Games' film series, many different social classes and structures coexist, and each individual in the film is seen on the screen with different clothing styles pointing to her/his class and identity. As a result, it has been determined that fashion design elements are used in the construction of social identity in dystopian cinema. Key words: fashion design, dystopian films, social identity, The Hunger Games
The purpose of this study is to analyze identity construction in dystopian films by using fashion design elements- that consist of color, silhouette and texture- and accessories, and to examine the ways of expression of social identities through clothing styles. A case study was carried out by qualitative research methods with phenomenological approach. In the scope of the research, 'The Hunger Games' film series was selected as a sample, and identity groups in the film were analyzed in terms of Goffman's 'Presentation of Self' theory with regards to the fashion design elements. The cyberfeudal social structure of the film series has been identified and in this context, it has been seen that the society in the series is divided into three classes as privileged 'Rulers', 'The People of Capitol' and exploited 'Districts People'. The districts separated according to their geographical characteristics and craft facilities have also been found to have sub-identities that separate them from each other. The '13. District' included in the third film of the series was self-studied due to its independence from 'Panem'. In the '13. District' which draws a more egalitarian society, there is only one leader and the remaining people are equals. The 'Task Force' and 'Health Personnel' constitute sub-identities in the district. By using the film screenshots that reflect the clothing styles of all of these identified social identity groups, the analysis of the fashion design elements and accessories were tabulated. In this section, periodical reflections and interpretations of the clothing styles of identity groups are included. In 'The Hunger Games' film series, many different social classes and structures coexist, and each individual in the film is seen on the screen with different clothing styles pointing to her/his class and identity. As a result, it has been determined that fashion design elements are used in the construction of social identity in dystopian cinema. Key words: fashion design, dystopian films, social identity, The Hunger Games
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Güzel Sanatlar, Aksesuar, Açlık Oyunları, Film, Fine Arts, Giysiler, Accessory, The Hunger Games, Kimlik, Film, Clothes, Moda tasarımı, Identity, Sinema, Fashion design, Cinema, Sosyal kimlik, Social identity
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129