You may have to Search all our reviewed books and magazines, click the sign up button below to create a free account.
This anthology examines the various facets of video game music. Contributors from the fields of science and practice document its historical development, discuss the music’s composition techniques, interactivity and function as well as attending to its performative aspects.
The visual, material, and literary cultures of the English Renaissance are littered with objects that depict, utilise, or respond to the metaphor of musical harmony--yet harmony in this period relied on a certain amount of carefully mannered dissonance. Using visual and literary sources alongside musical works, author Eleanor Chan explores the rise of the false relation, a variety of dissonance that, despite being officially frowned upon by contemporary theoretical treatises, became characteristic of English vocal music between ca. 1550 and 1630.
The stage musical constitutes a major industry not only in the US and the UK, but in many regions of the world. Over the last four decades many countries have developed their own musical theatre industries, not only by importing hit shows from Broadway and London but also by establishing or reviving local traditions of musical theatre. In response to the rapid growth of musical theatre as a global phenomenon, The Oxford Handbook of the Global Stage Musical presents new scholarly approaches to issues arising from these new international markets. The volume examines the stage musical from theoretical and empirical perspectives including concepts of globalization and consumer culture, performan...
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 mus...
Gaming has never been disconnected from reality. When we engage with ever more lavish virtual worlds, something happens to us. The game imposes itself on us and influences how we feel about it, the world, and ourselves. How do games accomplish this and to what end? The contributors explore the video game as an atmospheric medium of hitherto unimagined potential. Is the medium too powerful, too influential? A danger to our mental health or an ally through even the darkest of times? This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2019 and 2020 to provide answers to these questions.
In extending the traditional field of Word and Music Studies to include research on film and other forms of moving visualizations, this volume focuses on innovative discussions of artistic works showing relationships between three individual communicative media. This trifocal, interdisciplinary perspective is reflected in seventeen essays that cover the historical space from the 19th to the 21st centuries and discuss a wide variety of individual genres in the represented media. These range from Parisian cabaret to ‘revolutionary’ Peking opera, from silent film to Holocaust narration, from documentary propaganda movies to opera film interludes, and more. The investigation of historical cases is broadened by reflections on theoretical and functional issues, primarily in film music, which show a remarkable breadth of technical and perceptual varieties. The essays here collected are of relevance to scholars and students of film studies, musicology, and literature, as well as readers generally interested in Intermediality Studies.
The first book in nearly a century dedicated to a close examination of the musical works of Wilhelm Friedemann Bach, first son of Johann Sebastian Bach.
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.
A detailed critical and historical investigation of the development of musical notation as a powerful system of symbolic communication.
Traces Hanns Eisler's art songs through the political crises of the twentieth century, presenting them as a way to intervene in the nationalist appropriation of aesthetic material.