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Music in Television is a collection of essays examining television’s production of meaning through music in terms of historical contexts, institutional frameworks, broadcast practices, technologies, and aesthetics. It presents the reader with overviews of major genres and issues, as well as specific case studies of important television programs and events. With contributions from a wide range of scholars, the essays range from historical-analytical surveys of TV sound and genre designations to studies of the music in individual programs, including South Park and Dr. Who.
A wide-ranging survey of video game music creation, practice, perception and analysis - clear, authoritative and up-to-date.
Essays discuss the terminology, etymology, and history of key terms, offering a foundation for critical historical studies of games. Even as the field of game studies has flourished, critical historical studies of games have lagged behind other areas of research. Histories have generally been fact-by-fact chronicles; fundamental terms of game design and development, technology, and play have rarely been examined in the context of their historical, etymological, and conceptual underpinnings. This volume attempts to “debug” the flawed historiography of video games. It offers original essays on key concepts in game studies, arranged as in a lexicon—from “Amusement Arcade” to “Embodi...
Music is a central component of video games. This book provides methods and concepts for understanding how game music works.
A free ebook version of this title is available through Luminos, University of California Press’s Open Access publishing program for monographs. Visit www.luminosoa.org to learn more. How do keyboards make music playable? Drawing on theories of media, systems, and cultural techniques, Keys to Play spans Greek myth and contemporary Japanese digital games to chart a genealogy of musical play and its animation via improvisation, performance, and recreation. As a paradigmatic digital interface, the keyboard forms a field of play on which the book’s diverse objects of inquiry—from clavichords to PCs and eighteenth-century musical dice games to the latest rhythm-action titles—enter into analogical relations. Remapping the keyboard’s topography by way of Mozart and Super Mario, who head an expansive cast of historical and virtual actors, Keys to Play invites readers to unlock ludic dimensions of music that are at once old and new.
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...
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.
This book offers a comprehensive, multidisciplinary introduction to theme parks and the field of theme park studies. It identifies and discusses relevant economic, social, and cultural as well as medial, historical, and geographical aspects of theme parks worldwide, from the big international theme park chains to smaller, regional, family-operated parks. The book also describes the theories and methods that have been used to study theme parks in various academic disciplines and reviews the major contexts in which theme parks have been studied. By providing the necessary backgrounds, theories, and methods to analyze and understand theme parks both as a business field and as a socio-cultural phenomenon, this book will be a great resource to students, academics from all disciplines interested in theme parks, and professionals and policy-makers in the leisure and entertainment as well as the urban planning sector.
Video games open portals into fantastical worlds where imaginative play prevails. 'Sound Play' explores the aesthetic, ethical, and sociopolitical stakes of people's engagements with audio phenomena in video games - from sonic violence to synthesized operas, from democratic musical performances to verbal sexual harassment.
The volume focuses on music during the process of European integration since the Second World War. Often music in Europe is defined by its relation to the concept of Occidentalism (Musik im Abendland; western music). The emphasis here turns rather to recent manifestations of its evolvement in ensembles, events, musical organisations and ideas; questions of unity and diversity from Bergen to Tel Aviv, from Lisbon to Baku; and deals with the tension between local, regional and national music within the larger confluence of European music. The status of classical and avante-garde music, and to a degree rock and pop, during Europe's development the past sixty years are also reviewed within the context of eurocentrism – the domination of European music within world music, a term propagated by anthropologists and ethnomusicologists several decades ago and based on multiculturalism. Conversely, the search for a musical European identity and the ways in which this search has in turn been influenced by multiculturalism is an ongoing, dynamic process.