Levels & Leitmotifs
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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. -
The Effects of Background Music on Video Game Play Performance, Behavior and Experience in Extraverts and Introverts
THE EFFECTS OF BACKGROUND MUSIC ON VIDEO GAME PLAY PERFORMANCE, BEHAVIOR AND EXPERIENCE IN EXTRAVERTS AND INTROVERTS A Thesis Presented to The Academic Faculty By Laura Levy In Partial Fulfillment Of the Requirements for the Degree Master of Science in Psychology in the School of Psychology Georgia Institute of Technology December 2015 Copyright © Laura Levy 2015 THE EFFECTS OF BACKGROUND MUSIC ON VIDEO GAME PLAY PERFORMANCE, BEHAVIOR, AND EXPERIENCE IN EXTRAVERTS AND INTROVERTS Approved by: Dr. Richard Catrambone Advisor School of Psychology Georgia Institute of Technology Dr. Bruce Walker School of Psychology Georgia Institute of Technology Dr. Maribeth Coleman Institute for People and Technology Georgia Institute of Technology Date Approved: 17 July 2015 ACKNOWLEDGEMENTS I wish to thank the researchers and students that made Food for Thought possible as the wonderful research tool it is today. Special thanks to Rob Solomon, whose efforts to make the game function specifically for this project made it a success. Additionally, many thanks to Rob Skipworth, whose audio engineering expertise made the soundtrack of this study sound beautifully. I express appreciation to the Interactive Media Technology Center (IMTC) for the support of this research, and to my committee for their guidance in making it possible. Finally, I wish to express gratitude to my family for their constant support and quiet bemusement for my seemingly never-ending tenure in graduate school. iii TABLE OF CONTENTS Page ACKNOWLEDGEMENTS iii LIST OF TABLES vii LIST OF -
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. -
Music Video Games in Live Performance
Music Video Games in Live Performance: Catachresis or an emergent approach? Francisco Bernardo Research Centre for Science and Technology of the Arts (C.I.T.A.R.) Catholic University of Portugal, R. Diogo Botelho, 1327, 4169-005 Porto, Portugal [email protected] ABSTRACT broadly accessible. And games have been embraced by a This paper argues that music video games, given the public that has otherwise been unimpressed by much of characteristics of the genre, may constitute an alternative what passes for digital art’ [7]. and viable approach to music and audiovisual performance. In ‘Digital Art’, Christiane Paul provides a survey of digital Building on a music performance in 2013, in which the art from its inception in the 1980s until the present. author participated and used a video game as a musical According to the author, digital art is a genre that instrument, we analyze some of the aspects that have encompasses artistic works and practices that use digital emerged and support our argument. We contextualize video technology as part of the creative process, and/or as the games within new media art and provide a brief analysis of presentation medium, being “placed under the larger the music video game genre. We also identify some of the umbrella term ‘new media art’” [13]. New media art is in latest research efforts concerning conceptual and technical turn a general term that refers to artwork forms like film, approaches, design features and frameworks that may assist video, sound art and their hybrids, and that differentiates the analysis and development of music video games from cultural objects deriving from the traditional visual suitable for performance. -
Analyzing Modular Smoothness in Video Game Music
Analyzing Modular Smoothness in Video Game Music Elizabeth Medina-Gray KEYWORDS: video game music, modular music, smoothness, probability, The Legend of Zelda: The Wind Waker, Portal 2 ABSTRACT: This article provides a detailed method for analyzing smoothness in the seams between musical modules in video games. Video game music is comprised of distinct modules that are triggered during gameplay to yield the real-time soundtracks that accompany players’ diverse experiences with a given game. Smoothness —a quality in which two convergent musical modules fit well together—as well as the opposite quality, disjunction, are integral products of modularity, and each quality can significantly contribute to a game. This article first highlights some modular music structures that are common in video games, and outlines the importance of smoothness and disjunction in video game music. Drawing from sources in the music theory, music perception, and video game music literature (including both scholarship and practical composition guides), this article then introduces a method for analyzing smoothness at modular seams through a particular focus on the musical aspects of meter, timbre, pitch, volume, and abruptness. The method allows for a comprehensive examination of smoothness in both sequential and simultaneous situations, and it includes a probabilistic approach so that an analyst can treat all of the many possible seams that might arise from a single modular system. Select analytical examples from The Legend of Zelda: The Wind Waker and Portal -
HANDBOOK Access to the Handbook
HANDBOOK Access to the Handbook The Handbook is available on the CITROËN website, in the "MyCitroën" section or at the following address: http://service.citroen.com/ddb/ From the appropriate Store, download the Scan Select: MyCitroën application for smartphone. - the language, - the vehicle, its body style, - the print edition of your handbook appropriate for the date of 1st registration of your vehicle. Then select: - the vehicle, - the print edition appropriate for the date of 1st registration of your vehicle. Access to the Handbook. Download the content of the vehicle's Handbook. This symbol indicates the latest information available. In this document, you will find all of the Welcome instructions and recommendations on use Key Thank you for choosing a Citroën that will allow you to enjoy your vehicle to This key will enable you to identify the special C4 SpaceTourer. the fullest. It is strongly recommended that features of your vehicle: you familiarise yourself with it as well as the This document presents the information and C4 SpaceTourer Maintenance and Warranty Guide which will recommendations required for you to be able to provide you with information about warranties, explore your vehicle in complete safety. servicing and roadside assistance associated Grand C4 SpaceTourer Your vehicle will be fitted with only some of with your vehicle. the equipment described in this document, depending on its trim level, version and the Grand C4 SpaceTourer Key specification for the country in which it was 5-seat sold. Safety warning The descriptions and illustrations are given as Additional information Grand C4 SpaceTourer indications only. 7-seat Automobiles CITROËN reserves the right to Contributes to the protection of the modify the technical specifications, equipment environment and accessories without having to update this Left-hand drive vehicle edition of the guide. -
Building a Music Rhythm Video Game Information Systems and Computer
Building a music rhythm video game Ruben Rodrigues Rebelo Thesis to obtain the Master of Science Degree in Information Systems and Computer Engineering Supervisor: Prof. Rui Filipe Fernandes Prada Examination Committee Chairperson: Nuno Joao˜ Neves Mamede Supervisor: Prof. Rui Filipe Fernandes Prada Member of the Committee: Carlos Antonio´ Roque Martinho November 2016 Acknowledgments I would like to thank my supervisor, Prof. Rui Prada for the support and for making believe that my work in this thesis was not only possible, but also making me view that this work was important for myself. Also I want to thank Carla Boura Costa for helping me through this difficult stage and clarify my doubts that I was encountered this year. For the friends that I made this last year. Thank you to Miguel Faria, Tiago Santos, Nuno Xu, Bruno Henriques, Diogo Rato, Joana Condec¸o, Ana Salta, Andre´ Pires and Miguel Pires for being my friends and have the most interesting conversations (and sometimes funny too) that I haven’t heard in years. And a thank you to Vaniaˆ Mendonc¸a for reading my dissertation and suggest improvements. To my first friends that I made when I entered IST-Taguspark, thank you to Elvio´ Abreu, Fabio´ Alves and David Silva for your support. A small thank you to Prof. Lu´ısa Coheur for letting me and my origamis fill some of the space in the room of her students. A special thanks for Inesˆ Fernandes for inspire me to have the idea for the game of the thesis, and for giving special ideas that I wish to implement in a final version of the game. -
Music Games Rock: Rhythm Gaming's Greatest Hits of All Time
“Cementing gaming’s role in music’s evolution, Steinberg has done pop culture a laudable service.” – Nick Catucci, Rolling Stone RHYTHM GAMING’S GREATEST HITS OF ALL TIME By SCOTT STEINBERG Author of Get Rich Playing Games Feat. Martin Mathers and Nadia Oxford Foreword By ALEX RIGOPULOS Co-Creator, Guitar Hero and Rock Band Praise for Music Games Rock “Hits all the right notes—and some you don’t expect. A great account of the music game story so far!” – Mike Snider, Entertainment Reporter, USA Today “An exhaustive compendia. Chocked full of fascinating detail...” – Alex Pham, Technology Reporter, Los Angeles Times “It’ll make you want to celebrate by trashing a gaming unit the way Pete Townshend destroys a guitar.” –Jason Pettigrew, Editor-in-Chief, ALTERNATIVE PRESS “I’ve never seen such a well-collected reference... it serves an important role in letting readers consider all sides of the music and rhythm game debate.” –Masaya Matsuura, Creator, PaRappa the Rapper “A must read for the game-obsessed...” –Jermaine Hall, Editor-in-Chief, VIBE MUSIC GAMES ROCK RHYTHM GAMING’S GREATEST HITS OF ALL TIME SCOTT STEINBERG DEDICATION MUSIC GAMES ROCK: RHYTHM GAMING’S GREATEST HITS OF ALL TIME All Rights Reserved © 2011 by Scott Steinberg “Behind the Music: The Making of Sex ‘N Drugs ‘N Rock ‘N Roll” © 2009 Jon Hare No part of this book may be reproduced or transmitted in any form or by any means – graphic, electronic or mechanical – including photocopying, recording, taping or by any information storage retrieval system, without the written permission of the publisher. -
The History of Video Game Music from a Production Perspective
Digital Worlds: The History of Video Game Music From a Production Perspective by Griffin Tyler A thesis submitted in partial fulfillment of the requirements for the degree, Bachelor in Arts Music The Colorado College April, 2021 Approved by ___________________________ Date __May 3, 2021_______ Prof. Ryan Banagale Approved by ___________________________ Date ___________________May 4, 2021 Prof. Iddo Aharony 1 Introduction In the modern era of technology and connectivity, one of the most interactive forms of personal entertainment is video games. While video games are arguably at the height of popularity amid the social restrictions of the current Covid-19 pandemic, this popularity did not pop up overnight. For the past four decades video games have been steadily rising in accessibility and usage, growing from a novelty arcade activity of the late 1970s and early 1980s to the globally shared entertainment experience of today. A remarkable study from 2014 by the Entertainment Software Association found that around 58% of Americans actively participate in some form of video game use, the average player is 30 years old and has been playing games for over 13 years. (Sweet, 2015) The reason for this popularity is no mystery, the gaming medium offers storytelling on an interactive level not possible in other forms of media, new friends to make with the addition of online social features, and new worlds to explore when one wishes to temporarily escape from the monotony of daily life. One important aspect of video game appeal and development is music. A good soundtrack can often be the difference between a successful game and one that falls into obscurity. -
DLC: Perpetual Commodification of the Video Game
Democratic Communiqué 25, No. 1, Spring 2012 DLC: Perpetual Commodification of the Video Game Ryan Lizardi The United States video game industry has become a multi-billion dollar-a-year business, due in large part to the explosion of downloadable content (DLC). Video game DLC includes handheld gaming and additional content not found on software discs. The DLC trend is examined for its increasing exploitation of video game con- sumers through a perpetual form of commodification. This article will show that video game DLC is a cyclical form of commodification, though not simply imma- nent or intertextual. Meaning that players are not paying for a commodity that springs from a previous product, but continually coming back and paying for the same product over and over again. DLC multiplayer maps in the first-person shooter, additional music tracks in rhythm games, and MMORPG microtransac- tions are explored for the ways they exist to fill the monetary gap between game software releases, but end up simultaneously exploiting consumers and their free/ immaterial labor. Introduction popular sentiment passed around about the Great Depression in the US is that the film industry not only survived where other industries had failed, but flour- ished in the face of incredible adversity. The film industry was seen as an inde- A structible source of escape for those going through hard times. In the recent bout of economic turmoil, sometimes called the Great Recession (Wessel 2010), it is not as if the film industry is floundering, but another medium has taken up the mantle of a "turmoil -proof" cultural force. -
A Retrospective Analysis and the Future for Game Music. Bbw Hochschule
Interactive Music writing in the Age of AI: A retrospective analysis and the future for game music. bbw Hochschule – Management of Creative Industries MA Ugur, Huseyin Can Matriculation Number: 037201 Course Code: HM029 Primary supervisor – Peter Mathias Konhäusner Secondary supervisor – Prof. Dr. Ingo Schünemann Submitted on: 26/09/2020 Abstract In this thesis, the practices, workers and monetary aspects of interactive music industry has been investigated. As the terminology regarding this industry is observed to be ambiguous, each of the elements that make up the industry and where they came from were explored. Once the definitions and their relevance to industry have been established, the effects of progressive technology on this industry have been hypothesized. As technologies such as Virtual Reality and Augmented reality are still limited to niche area of console gaming and just recently making their appearance on mainstream, they have been only mentioned. However, with the all-encompassing nature of Artificial Intelligence technologies and what they offer to software industry int this thesis it is hypothesized to impact the industry on its population of workers and their financial and professional practices. As the industry has been observed to be in a stable state financially and dependent on the gaming industry itself, it is proposed that the biggest impact will be in their use of technology and how they can bring new dimensions to future games have been discussed. Furthermore, as these effects have been described anecdotally, to observe the psychosomatic experience a more developed game music can offer, an experiment game based on earlier studies in the field have been conducted. -
DIGITAL SPORTS GAMES and THEIR PLAYERS – Playing Motivations and Player’S Assessment of the Effects of Playing
Kati Ahonen DIGITAL SPORTS GAMES AND THEIR PLAYERS – Playing motivations and player’s assessment of the effects of playing UNIVERSITY OF JYVÄSKYLÄ DEPARTMENT OF ART & CULTURE STUDIES DIGITAL CULTURE MASTER’S THESIS DECEMBER 2012 1 JYVÄSKYLÄN YLIOPISTO Faculty Department Faculty of Humanities Department of Art and Culture Studies Author Kati Ahonen Title Digital Sports Games and Their Players; Playing Motivations and Player’s Assessment of the Effects of Playing Subject Level Digital Culture Master’s Thesis Month and year Number of pages December 2012 109 (+ 6 p appendices) Abstract The purpose of this research was to determine people’s motivation and their reasons for playing digital sports games. In addition to this, the aim was to investigate the consequences of playing the games for these people. It was particularly important to analyze players' personal experiences as well as the effects of playing on the body and on everyday life. The corpus of this qualitative research consists of questionnaire responses from eight people. Structured questionnaires were analyzed and four different digital game player profiles were created on the basis of this analysis. Results show that the respondents' physical background was very fragmented; some respondents were active in sports, some of them had been rarely physically active before exergaming. It turned out that digital sports game playing increased most of the respondents’ weekly exercise times, the amount of overall physical activity as well as the intensity of the exercise. Digital sports game playing was also a factor when starting a lifestyle renovation, as well as a smaller scale dietary change. However, mainly the respondents’ view was that digital sports game playing cannot replace the daily physical exercise but playing is a good supplement to it.