The Effects of Background Music on Video Game Play Performance, Behavior and Experience in Extraverts and Introverts
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Computer Gaming Music: Composition
KSKS45 Computer gaming music: composition James Manwaring by James Manwaring is Director of Music for Windsor Learning Partnership, and has been teaching music for 15 years. He is a member of INTRODUCTION the MMA and ISM, and he writes his One of the key emerging genres of music over the last 35 years has been computer game music. Since the own music blog. first playable version of Tetris in 1984, music in this genre has grown. We now see key orchestral and cinema composers turning their hands to computer game soundtracks. If we’re going to prepare our students for future work in the music industry, it’s crucial for them to embrace all styles and genres. Following an earlier resource on gaming music (AQA AoS2: Computer gaming music, Music Teacher, November 2018), here I’m going to consider ways of teaching computer game music using composition. This will include some compositional ideas that can easily be adapted for other genres. STARTING POINT Composition is a key component for all the GCSE exam boards, and while each exam board has different criteria, they all share similar, overarching compositional goals. The ideas in this resource can either lead to something suitable for a GCSE entry, or help with the overall teaching of composition. The aim is to use computer games as the key focus for the composing process. Students will probably spend a great deal of time playing computer games. Not only will they have an excellent grasp of music from this genre, but they will also be keen to have a go at composing it for themselves. -
New Free Online Time Management Games
1 / 5 New Free Online Time Management Games Burger Restaurant 3 · Fabulous: Angela's Fashion Fever · Heart's Medicine: Time to Heal · Delicious: Emily's Hopes and Fears · Delicious: Emily's New Beginning .... Download Free Games > Time Management.. Play the best free Time Management and Tycoon games online with Cooking Games, Farm Games, Airport Management Games, Simulation .... insaneheadspace: Time Management Games: Delicious 10 - Emily's New ... Play & learn how to make money % - Play Free Online Games and learn how .... In the Time Management Games category you will find games in which you run a business like a hotel, restaurant, pizza parlor, baby sit, work at a gas station, sell .... dungeon rpg games unblocked, Neverwinter is a free-to-play online action and ... puzzle games, match-3 games, time management games and card games. ... and destruction games where you have to gather ressources to create new things.. Free online Time Management games featuring cooking, parties and fashionistas. ... If you're new to this sort of thing then we've got a guide to some of the best .... Play Time Management Games & New Diary Cooking Games 2020. Free. Of course, the restaurant manager can penalize for that, but after all, it's ... 5 Time Management Tips to Calm College Student Stress. Time Management games: Games-Free-Online.net · Candystand.com · Shockwave.com.. That's why we here at Silvergames.com found the most exciting and challenging Time Management Games for you to play for free, in hopes that you will learn to .... Play online Time Management games from Big Fish on your PC or Mac. -
Chiptuning Intellectual Property: Digital Culture Between Creative Commons and Moral Economy
Chiptuning Intellectual Property: Digital Culture Between Creative Commons and Moral Economy Martin J. Zeilinger York University, Canada [email protected] Abstract This essay considers how chipmusic, a fairly recent form of alternative electronic music, deals with the impact of contemporary intellectual property regimes on creative practices. I survey chipmusicians’ reusing of technology and content invoking the era of 8-bit video games, and highlight points of contention between critical perspectives embodied in this art form and intellectual property policy. Exploring current chipmusic dissemination strategies, I contrast the art form’s links to appropriation-based creative techniques and the ‘demoscene’ amateur hacking culture of the 1980s with the chiptune community’s currently prevailing reliance on Creative Commons licenses for regulating access. Questioning whether consideration of this alternative licensing scheme can adequately describe shared cultural norms and values that motivate chiptune practices, I conclude by offering the concept of a moral economy of appropriation-based creative techniques as a new framework for understanding digital creative practices that resist conventional intellectual property policy both in form and in content. Keywords: Chipmusic, Creative Commons, Moral Economy, Intellectual Property, Demoscene Introduction The chipmusic community, like many other born-digital creative communities, has a rich tradition of embracing and encouraged open access, collaboration, and sharing. It does not like to operate according to the logic of informational capital and the restrictive enclosure movements this logic engenders. The creation of chipmusic, a form of electronic music based on the repurposing of outdated sound chip technology found in video gaming devices and old home computers, centrally involves the reworking of proprietary cultural materials. -
Applying a Conceptual Mini Game for Supporting Simple Mathematical Calculation Skills: Students’ Perceptions and Considerations
www.sciedu.ca/wje World Journal of Education Vol . 1, No. 1; April 2011 Applying a Conceptual Mini Game for Supporting Simple Mathematical Calculation Skills: Students’ Perceptions and Considerations Chris T. Panagiotakopoulos Department of Primary Education, University of Patras University Campus 26504, Patras, Greece Tel: +30-2610-997-907 E-mail: [email protected] Received: March 4, 2010 Accepted: March 16, 2010 doi:10.5430/wje.v1n1p3 Abstract Mathematics is an area of study that particularly lacks student enthusiasm. Nevertheless, with the help of educational games, any phobias concerning mathematics can be considerably decreased and mathematics can become more appealing. In this study, an educational game addressing mathematics was designed, developed and evaluated by a sample of 33 students of the fifth grade of a primary school. Each student played the educational game “Playing with Numbers” (PwN), performing additions with integers, additions with decimals and multiplications with integers for a total of one hour, divided into four sessions. Next, the sample was asked to provide feedback regarding specific questions, and the analysis of the results showed that the PwN application is attractive and delivers usage. The attraction of the PwN game probably owes its success to its competitive element, as users are driven to achieve high scores. The PwN application was also found to be easy to use, and this made the challenge of achieving a high score more appealing, as success depended only on the cognitive skills of the user and not on any weaknesses or difficulties raised by the application itself. The findings of this study show that students would benefit from educational games and would be happy to work within an environment that motivated them and indirectly forced them to deal with mathematical operations while playing. -
Videogame Music: Chiptunes Byte Back?
Videogame Music: chiptunes byte back? Grethe Mitchell Andrew Clarke University of East London Unaffiliated Researcher and Institute of Education 78 West Kensington Court, University of East London, Docklands Campus Edith Villas, 4-6 University Way, London E16 2RD London W14 9AB [email protected] [email protected] ABSTRACT Musicians and sonic artists who use videogames as their This paper will explore the sonic subcultures of videogame medium or raw material have, however, received art and videogame-related fan art. It will look at the work of comparatively little interest. This mirrors the situation in art videogame musicians – not those producing the music for as a whole where sonic artists are similarly neglected and commercial games – but artists and hobbyists who produce the emphasis is likewise on the visual art/artists.1 music by hacking and reprogramming videogame hardware, or by sampling in-game sound effects and music for use in It was curious to us that most (if not all) of the writing their own compositions. It will discuss the motivations and about videogame art had ignored videogame music - methodologies behind some of this work. It will explore the especially given the overlap between the two communities tools that are used and the communities that have grown up of artists and the parallels between them. For example, two around these tools. It will also examine differences between of the major videogame artists – Tobias Bernstrup and Cory the videogame music community and those which exist Archangel – have both produced music in addition to their around other videogame-related practices such as modding gallery-oriented work, but this area of their activity has or machinima. -
The Futurism of Hip Hop: Space, Electro and Science Fiction in Rap
Open Cultural Studies 2018; 2: 122–135 Research Article Adam de Paor-Evans* The Futurism of Hip Hop: Space, Electro and Science Fiction in Rap https://doi.org/10.1515/culture-2018-0012 Received January 27, 2018; accepted June 2, 2018 Abstract: In the early 1980s, an important facet of hip hop culture developed a style of music known as electro-rap, much of which carries narratives linked to science fiction, fantasy and references to arcade games and comic books. The aim of this article is to build a critical inquiry into the cultural and socio- political presence of these ideas as drivers for the productions of electro-rap, and subsequently through artists from Newcleus to Strange U seeks to interrogate the value of science fiction from the 1980s to the 2000s, evaluating the validity of science fiction’s place in the future of hip hop. Theoretically underpinned by the emerging theories associated with Afrofuturism and Paul Virilio’s dromosphere and picnolepsy concepts, the article reconsiders time and spatial context as a palimpsest whereby the saturation of digitalisation becomes both accelerator and obstacle and proposes a thirdspace-dromology. In conclusion, the article repositions contemporary hip hop and unearths the realities of science fiction and closes by offering specific directions for both the future within and the future of hip hop culture and its potential impact on future society. Keywords: dromosphere, dromology, Afrofuturism, electro-rap, thirdspace, fantasy, Newcleus, Strange U Introduction During the mid-1970s, the language of New York City’s pioneering hip hop practitioners brought them fame amongst their peers, yet the methods of its musical production brought heavy criticism from established musicians. -
Roedelius Bio Engl
ROEDELIUS: JARDIN AU FOU CD and Vinyl Release date: March 27th 2009 Cat No BB23 CD 927892/LP 927891 The essentials: ► Hans-Joachim Roedelius: born 1934; first record release in 1969 with Kluster (with Dieter Moebius and Konrad Schnitzler), and active ever since as a solo artist and in various collaborations (amongst others with Moebius/Cluster, Moebius and Michael Rother/Harmonia, as well as with Brian Eno). One of the most prolific musicians of the German avant-garde and a key figure in the birth of Krautrock, synthesizer pop and ambient music. ► Jardin au Fou was first released on the French EGG label in 1979 ► produced by Peter Baumann (Tangerine Dream) ► liner notes by Asmus Tietchens ► CD features six bonus tracks: three remixes, three new tracks One of the most remarkable albums of the so-called Krautrock scene has to be Jardin au Fou by Hans-Joachim Roedelius (Cluster, Harmonia), issued in 1979. All the more noteworthy as it bore no resemblance whatsoever to what was expected of avant-garde electronica and displayed none of the typical Krautrock characteristics. Rhythm machine, sequencer and abstract sounds are conspicuous by their absence. Indeed, listeners were stunned by one of the most beautiful, charming, ethereal and peaceful albums in the history of German rock music. It was produced by Peter Baumann at his own Paragon Studios in 1978, a year after he left Tangerine Dream to concentrate on a solo career and production work. At the time, he was charged by the French label EGG with delivering three productions from the German electro/avant- garde/Krautrock cosmos. -
Drone Music from Wikipedia, the Free Encyclopedia
Drone music From Wikipedia, the free encyclopedia Drone music Stylistic origins Indian classical music Experimental music[1] Minimalist music[2] 1960s experimental rock[3] Typical instruments Electronic musical instruments,guitars, string instruments, electronic postproduction equipment Mainstream popularity Low, mainly in ambient, metaland electronic music fanbases Fusion genres Drone metal (alias Drone doom) Drone music is a minimalist musical style[2] that emphasizes the use of sustained or repeated sounds, notes, or tone-clusters – called drones. It is typically characterized by lengthy audio programs with relatively slight harmonic variations throughout each piece compared to other musics. La Monte Young, one of its 1960s originators, defined it in 2000 as "the sustained tone branch of minimalism".[4] Drone music[5][6] is also known as drone-based music,[7] drone ambient[8] or ambient drone,[9] dronescape[10] or the modern alias dronology,[11] and often simply as drone. Explorers of drone music since the 1960s have included Theater of Eternal Music (aka The Dream Syndicate: La Monte Young, Marian Zazeela, Tony Conrad, Angus Maclise, John Cale, et al.), Charlemagne Palestine, Eliane Radigue, Philip Glass, Kraftwerk, Klaus Schulze, Tangerine Dream, Sonic Youth,Band of Susans, The Velvet Underground, Robert Fripp & Brian Eno, Steven Wilson, Phill Niblock, Michael Waller, David First, Kyle Bobby Dunn, Robert Rich, Steve Roach, Earth, Rhys Chatham, Coil, If Thousands, John Cage, Labradford, Lawrence Chandler, Stars of the Lid, Lattice, -
Gaming, Gamification and BYOD in Academic and Library Settings: Bibliographic Overview Plamen Miltenoff St
St. Cloud State University theRepository at St. Cloud State Library Faculty Publications Library Services 6-2015 Gaming, Gamification and BYOD in academic and library settings: bibliographic overview Plamen Miltenoff St. Cloud State University, [email protected] Follow this and additional works at: https://repository.stcloudstate.edu/lrs_facpubs Part of the Library and Information Science Commons Recommended Citation Miltenoff, Plamen, "Gaming, Gamification and BYOD in academic and library settings: bibliographic overview" (2015). Library Faculty Publications. 46. https://repository.stcloudstate.edu/lrs_facpubs/46 This Bibliographic Essay is brought to you for free and open access by the Library Services at theRepository at St. Cloud State. It has been accepted for inclusion in Library Faculty Publications by an authorized administrator of theRepository at St. Cloud State. For more information, please contact [email protected]. Plamen Miltenoff [email protected] Gaming, Gamification and BYOD in academic and library settings: bibliographic overview Keywords: gaming, gamification, game-based learning, GBL, serious games, Bring Your Own Device, BYOD, mobile devices, Millennials, Generation Y, Generation Z, academic libraries, education, assessment, badges, leaderboards Introduction Lev Vygotsky’s “Zone of proximal development” and his Sociocultural Theory opened new opportunities for interpretations of the learning process. Vygotsky’s ideas overlapped Jean Piaget’s and Erik Erickson’s assertions that cooperative learning, added to experimental learning, enhances the learning process. Peer interaction, according to them, is quintessential in accelerating the learning process (Piaget, 1970; Erickson, 1977; Vygotsky, 1978). Robert Gagné, B.F. Skinner, Albert Bandura, and others contributed and constructivism established itself as a valid theory in learning. Further, an excellent chapter of social learning theories is presented by Anderson, & Dron (2014). -
Effects of Controller-Based Locomotion on Player
Effects of Controller-based Locomotion on Player Experience in a Virtual Reality Exploration Game Julian Frommel, Sven Sonntag, Michael Weber Institute of Media Informatics, Ulm University James-Franck Ring Ulm, Germany {firstname.lastname}@uni-ulm.de ABSTRACT 1 INTRODUCTION Entertainment and in particular gaming is currently consid- With the recent release of several consumer grade VR HMDs, ered one of the main application scenarios for virtual reality there has been growing interest in the design and development (VR). The majority of current games rely on any form of loco- of VR games. As a result, player experience research has been motion through the virtual environment while some techniques increasingly concerned with interaction in VR gaming. Games can lead to simulator sickness. Game developers are currently in general as well as VR games frequently require that the implementing a wide variety of locomotion techniques to cope player can move from one position to another. While providing with simulator sickness (e.g. teleportation). In this work we such an interaction is easy in non-VR games it can be quite implemented and evaluated four different controller-based challenging for VR games. Although locomotion is possible locomotion methods that are popular in current VR games for roomscale VR systems like the HTC Vive [12] the available (free teleport, fixpoint teleport, touchpad-based, automatic). space is too limited for the requirements of a lot of games. We conducted a user study (n = 24) in which participants Therefore, game developers employ many different approaches explored a virtual zoo with these four different controller-based to provide locomotion for players. -
A Brief History of Electronic Music
A Brief History of Electronic Music 1: 1896-1945 The first twenty-five years of the life of the archetypal modern artist, Pablo Picasso - who was born in 1881 - witnessed the foundation of twentieth century technology for war and peace alike: the recoil operated machine gun (1882), the first synthetic fibre (1883), the Parsons steam turbine (1884), coated photographic paper (1885), the Tesla electric motor, the Kodak box camera and the Dunlop pneumatic tyre (1888), cordite (1889), the Diesel engine (1892), the Ford car (1893), the cinematograph and the gramophone disc (1894). In 1895, Roentgen discovered X-rays, Marconi invented radio telegraphy, the Lumiere brothers developed the movie camera, the Russian Konstantin Tsiolkovsky first enunciated the principle of rocket drive, and Freud published his fundamental studies on hysteria. And so it went: the discovery of radium, the magnetic recording of sound, the first voice radio transmissions, the Wright brothers first powered flight (1903), and the annus mirabilis of theoretical physics, 1905, in which Albert Einstein formulated the Special Theory of Relativity, the photon theory of light, and ushered in the nuclear age with the climactic formula of his law of mass-energy equivalence, E = mc2. One did not need to be a scientist to sense the magnitude of such changes. They amounted to the greatest alteration of man's view of the universe since Isaac Newton. - Robert Hughes (1981) In 1896 Thaddeus Cahill patented an electrically based sound generation system. It used the principle of additive tone synthesis, individual tones being built up from fundamentals and overtones generated by huge dynamos. -
Virtual Reality Video Game Paired with Physical Monocular Blurring As Accessible Therapy for Amblyopia
Virtual Reality Video Game Paired with Physical Monocular Blurring as Accessible Therapy for Amblyopia Ocean Hurd* Sri Kurniawan† Mircea Teodorescu‡ Electrical and Computer Computational Media Electrical and Computer Engineering Department Department Engineering Department University of California, University of California, University of California, Santa Cruz Santa Cruz Santa Cruz ABSTRACT leads to strabismus, an eye misalignment, which is more commonly This paper discusses a virtual reality (VR) therapeutic video game for known as a ”lazy-eye” [8]. treatment of the neurological eye disorder, Amblyopia. Amblyopia The traditional therapy for Amblyopia has been occlusion therapy, is often referred to as lazy eye, and it entails weaker vision in one where one wears an eye-patch over their dominant eye to force their eye due to a poor connection between the eye and the brain. Until brain to use their weak eye to strengthen the neurological connection. recently it was thought to be untreatable in adults, but new research This therapy was only expected to work on children [19]. Therefore, has proven that with consistent therapy even adults can improve children would have had to have been diagnosed at a very young their Amblyopia, especially through perceptual learning and video age, when Amblyopia is more difficult to detect. Although this games. Even so, therapy compliance remains low due to the fact that therapy was found to be low cost, easily accessible, and effective conventional therapies are perceived as either invasive, dull and/or as a permanent treatment, the compliance among Amblyopes is boring. Our game aims to make Amblyopia therapy more immersive, very low [6, 24, 27].