Fr. 230.00

Music and Sonic Environments in Video Games - Listening to and Performing Ludic Soundscapes

English · Hardback

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Description

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Music and Sonic Environments in Video Games brings together a range of perspectives that explore how music and sound in video games interact with virtual and real environments, often in innovative and unexpected ways. Drawing on a range of game case studies and disciplinary perspectives, the contributors consider the sonic environment in games as its own storytelling medium. Highlighting how dynamic video game soundscapes respond to players' movements, engage them in collaborative composition, and actively contribute to worldbuilding, the chapters discuss topics including genre conventions around soundscape design, how sonic environments shape players' perceptions, how game sound and music model ecological processes and nonhuman relationships, and issues of cultural and geographic representation.
Together, the essays in this volume bring game music and sound into the environmental humanities and transform our understanding of sonic environments as an essential part of storytelling in interactive media. Engaging a wide variety of game genres and communities of play, this book will be of interest to students and scholars of music, media studies, critical game studies, popular culture, and sound studies.

List of contents

List of Figures, Tables, and Musical Examples
Series Foreword

Prologue: Listening to, Performing, and Playing Game Soundscapes
Kate Galloway and Elizabeth Hambleton

Part 1
Worldbuilding and Representing Soundscapes

Chapter 1: Soundscape, Narrative, and Gameplay in the Assassin's Creed Series
Stephanie Lind

Chapter 2: The Sonic Environments of Medieval(ist) Games
Karen M. Cook

Chapter 3: Quiet and Lonely but Proud: Narrative Sound Design and Composition in the Banner Saga Trilogy
Eric Segerstrom

Chapter 4: Radiation Acoustics and the Nuclear Soundscape in the Fallout Franchise
Reba A. Wissner

Part 2
Sonic Environments, Performance, and Analytic Play

Chapter 5: Currencies and Values of Game Sounds
Peter Smucker

Chapter 6: Virtuosic Play in Super Mario Maker 2
William Ayers

Chapter 7: Sound Affects and Musical Disorientations in Exploration Horror Video Games
Sara Bowden

Part 3
Meaning, Sound, and Place

Chapter 8: Strutting with Streets of Rage: When Dance Music Enters the Fight
Hillegonda Rietveld and Andrew Lemon

Chapter 9: I MUST BE BEAUTIFUL!": Becoming Human Through Adaptive Vocal Soundscapes
Jennifer Smith

Chapter 10: Racialized Fantasy: Authenticity, Appropriation and Stereotype in Super Mario Odyssey
Thomas Yee

Chapter 11: Music in/as the Time-Space Continuum in The Outer Wilds
Elizabeth Hambleton

Part 4
Acoustic Ecologies of Games

Chapter 12: Ecological Precarity and Techno-Utopianism in the Soundscapes of The Legend of Zelda: Breath of the Wild
Jordan Carmalt Stokes

Chapter 13: Sounds of Extraction and Collection and Listening to the Pixelated Resources of Stardew Valley and Animal Crossing: New Horizons
Kate Galloway

Chapter 14: Sound, Semiosis, and the Selenitic Age of Myst
Stephen Armstrong

Chapter 15: Atmosphere as a Concept in Video Game Music Discourse
Michiel Kamp

Notes on Contributors
Index

About the author










Kate Galloway is Assistant Professor at Rensselaer Polytechnic Institute, USA. Her research addresses how and why contemporary artists remix and recycle sounds, music, and texts encoded with environmental knowledge and the creative and social phenomena of internet music communities and practices of listening to the internet. With Paula Harper and Christa Bentley, she co-edited the collection Taylor Swift: The Star, The Songs, The Fans.
Elizabeth Hambleton is a librarian and an instructor at Worcester Polytechnic Institute, USA, where she teaches audio for video games. Her research in video games focuses on virtual world soundscapes and sound design.


Summary

Music and Sonic Environments in Video Games brings together a range of perspectives that explore how music and sound in video games interact with virtual and real environments, often in innovative and unexpected ways.

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