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Four Ways of Hearing Video Game Music [Kõva köide]

(Assistant Professor of Musicology, Utrecht University)
  • Formaat: Hardback, 224 pages, kõrgus x laius x paksus: 156x235x17 mm, kaal: 454 g, 6
  • Sari: Oxford Music / Media
  • Ilmumisaeg: 28-Mar-2024
  • Kirjastus: Oxford University Press Inc
  • ISBN-10: 0197651216
  • ISBN-13: 9780197651216
Teised raamatud teemal:
  • Formaat: Hardback, 224 pages, kõrgus x laius x paksus: 156x235x17 mm, kaal: 454 g, 6
  • Sari: Oxford Music / Media
  • Ilmumisaeg: 28-Mar-2024
  • Kirjastus: Oxford University Press Inc
  • ISBN-10: 0197651216
  • ISBN-13: 9780197651216
Teised raamatud teemal:
"Before answering the question 'how do we listen to video game music?' one should begin by asking 'Do we actually listen to video game music, and if so, when?' Of course, anyone steeped in gaming culture will be able to hum the theme to Super Mario Bros.(1985), but they might have picked it up when their little brother took the controller and played some of the game, giving them time to sit back and enjoy the sights and sounds of the game. Or they might have heard it in one of the many YouTube video performances on the most outlandish instruments, or even by a full symphony orchestra at a Video Games Live concert. In between avoiding pits, picking up coins, jumping on goombas (the game's mushroom-like enemies) and making it to the end of a level within the time limit, is there really a moment during which the player can divert their attention away from all this to the music? Or is it somehow possible to both play and listen at the same time? I want to start my account of musical listening in video gamesat its boundaries, at those moments where we do not listen to whatever music there is. The above example from Robert Fink's Repeating Ourselves (2005) conveys one such boundary experience-specifically engineered background music that does not attract ourattention, but still affects us somehow. This is just one of many situations in modern everyday life where we encounter music in this, usually acousmatic, way: in films, on the television, in video games, in restaurants and shops, and in the workplace. Sometimes we even engineer such situations ourselves, such as turning on the radio to help us study or creating a playlist for a morning run. In all these cases we are doing something else (or our attention is directed at something else) while music is playing, but this does not mean that our experience of the music is the same in each: the simple fact that we choose radically different music when reading a book and while going for a run suggests that more is going on"--

Four Ways of Hearing Video Game Music offers a phenomenological approach to music in video games. Drawing on past phenomenological approaches to music as well as studies of music listening in a variety of disciplines such as aesthetics and ecological psychology, author Michiel Kamp explains four main ways of hearing the same piece of music--through background, aesthetic, ludic, and semiotic hearing.

Four Ways of Hearing Video Game Music offers a novel account of the ways in which video games invite us to hear and listen to their music. By taking a phenomenological approach to characterize music in video games, author Michiel Kamp asks what it is we hear in the music when we play a game. Drawing on past phenomenological approaches to music as well as studies of music listening in a variety of disciplines such as aesthetics and ecological psychology, Kamp explains four main ways of hearing the same piece of music--through background, aesthetic, ludic, and semiotic hearing.

As a background, music is not attended to at all, but can still be described in terms of moods, affordances, or equipment. Aesthetic hearing is a reflective attitude that invites hermeneutic interpretation; ludic hearing on the other hand invites "playing along" to the music, either through embodied movement, or in response to the music's cinematic or theatrical connotations. Finally, in semiotic hearing, Kamp argues that we hear music as transparent symbols or signals that provide information about the state of a game. The book investigates these four categories through detailed case studies of video games from a variety of eras and genres accompanied by gameplay recordings and images on a companion website.

Arvustused

With this study Kamp adds another volume to the long-running "Oxford Music/Media Series." Four Ways of Hearing Video Game Music is relatively brief but densely packed with vivid descriptions of video games and their accompanying music. Recommended. * Choice * In Four Ways of Hearing Video Game Music, author Michiel Kamp takes an interdisciplinary approach to studying videogame music, synthesizing the fields of ludomusicology and phenomenology. The result is a heavily philosophical examinationof the role of music within the experience of playing a game. * Ethan D'Ver, Notes: the Quarterly Journal of the Music Library Association *

Acknowledgements

About the companion website

Introduction: towards a phenomenology of video game music
Poietic and aesthesic approaches
Game design strategies and gameplay tactics
Ways of hearing
Phenomenology as an approach to video game music
Whose phenomenology?

1. Background music
Case study: StarCraft
Background music as ground
Background music as mood or atmosphere
Background music as affordance
Background music as equipment
Conclusions

2. Aesthetic music
Case study: Minecraft
Having an aesthetic experience
Nostalgic hearing
Hearing beauty in virtual nature
Authored musical moments
Aesthetic listening as interpretation
Conclusions

3. Ludic Music
Affect, or "doing this really fast is fun"
Case study: Proteus
Inward dancing and embodied listening
Music games, synaesthesia, and glee
Musical movement and emotional context
Conclusions

4. Semiotic music
Case study: Left 4 Dead
Musical signs
Musical symbols
Musical signals and anticipation
Broken and unestablished signs
Conclusions

Conclusion
Hearing video game music in context
Other ways of hearing
A final word on hermeneutics

Bibliography

Index
Michiel Kamp is Assistant Professor of Musicology at Utrecht University, where he teaches on music and audio-visual media. He is co-founder of the UK-based Ludomusicology Research Group, which has organised yearly conferences on video game music in the UK and abroad since 2011. His research centres on video game music and other screen media, with a particular interest in phenomenologies and hermeneutics of listening.