Music and Sonic Environments in Video Games -

Music and Sonic Environments in Video Games

Listening to and Performing Ludic Soundscapes
Buch | Hardcover
286 Seiten
2024
Routledge (Verlag)
978-1-032-23032-0 (ISBN)
168,35 inkl. MwSt
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.

Kate Galloway is Assistant Professor at Rensselaer Polytechnic Institute. 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, Ph.D., is an instructor at Worcester Polytechnic Institute in the Interactive Media and Game Development program where she teaches audio for video games. Her research in video games focuses on virtual world soundscapes and sound design.

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

Erscheint lt. Verlag 22.10.2024
Reihe/Serie Routledge Music and Screen Media Series
Zusatzinfo 2 Tables, black and white; 13 Line drawings, black and white; 44 Halftones, black and white; 57 Illustrations, black and white
Verlagsort London
Sprache englisch
Maße 152 x 229 mm
Themenwelt Kunst / Musik / Theater
Informatik Grafik / Design Film- / Video-Bearbeitung
ISBN-10 1-032-23032-0 / 1032230320
ISBN-13 978-1-032-23032-0 / 9781032230320
Zustand Neuware
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