Category: News

Editing ‘Music Video Games: Performance, Politics, and Play’ by Michael Austin

Michael Austin gives us a little insight into his new anthology of essays on video game music,

Music Video Games: Performance, Politics, and Play.

 

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Thanks to the hard work of a handful of dedicated ludomusicologists (from a variety of academic fields), I’m very happy to announce that Music Video Games: Performance, Politics, and Play was released last month by Bloomsbury Academic Press!

The book is the first anthology dedicated solely to the genre of music video games, stretching well beyond Guitar Hero and Rockband to include handhelds (such as SIMON from the late 1970s), to mobile music games, to music making and the representation of musicians in games in which performing music or rhythm matching isn’t necessarily the main objective. Other chapters investigate themes of composing with video games, authenticity and “selling out,” and pedagogical uses for music games.

The book is part of Bloomsbury’s Approaches to Digital Games series (Gerald Voorhees and Josh Call, series editors).  It was released on July 28, along with Gareth Schott’s Violent Games: Rules, Realism, and Effect – a monograph that investigates the mediation of violence in video games and gameplay.

In addition to excellent chapters by an international collection of scholars, Music Video Games also includes a “Glossary of Gaming and Musical Terms”  – for the benefit of non-specialists in either field.

 

Many thanks to scholars who contributed chapters to the project. Their chapters are listed below.

You can get your own copy of the book here. You can get 30% off of the price of your copy when you use the code “game studies” at checkout.

For more information about Bloomsbury’s Approaches to Digital Games Studies series (including current and pending volumes), or to propose a volume of your own, visit the series website here.

 

 

Introduction – Taking Note of Music Games (Michael Austin, Howard University, USA)

Part One: Preludes & Overtures
Chapter 1 – SIMON: The Prelude to Modern Music Video Games (William M. Knoblauch, Finlandia University, USA)

Chapter 2 – Mario Paint Composer and Musical (Re)Play on YouTube (Dana M. Plank, Case Western Reserve University, USA)

Chapter 3 – Active Interfaces and Thematic Events in The Legend of Zelda: The Ocarina of Time (1998) (Stephanie Lind, Queen’s University, Canada)

Chapter 4 – Sample, Cycle, Sync: The Music Sequencer and its Influence on Music Video Games (Michael Austin, Howard University, USA)

 

Part Two: Virtuosi, Virtues, & the Virtual
Chapter 5 – Consumerism Hero: The “Selling Out” of Guitar Hero and Rock Band  (Mario A. Dozal, University of New Mexico, USA)

Chapter 6 – Beat It! Playing the “King of Pop” in Video Games (Melanie Fritsch, University of Bayreuth, Germany)

Chapter 7 – Virtual Jam: A Critical Analysis of Virtual Music Game Environments (David Arditi, University of Texas at Arlington, USA)

 

Part Three: Concerts, Collaboration, & Creativity
Chapter 8 – Guitar Heroes in the Classroom: The Creative Potential of Music-Games

(David Roesner, University of Kent, UK, Anna Paisley, Glasgow Caledonian University, UK, and Gianna Cassidy, Glasgow Caledonian University, UK)

Chapter 9 – Rocksmith and the Shaping of Player Experience (Daniel O’Meara, Princeton University, USA

Chapter 10 – Rhythm Sense: Modality and Enactive Perception in Rhythm Heaven  (Peter Shultz, University of Chicago, USA)

Chapter 11 – Pitching the Rhythm: Music Games for iPad (Nathan Fleshner, Stephen F. Austin State University, USA)

 

Afterword – Toadofsky’s Music Lessons (William Cheng, Dartmouth College, USA)

 

Glossary of Gaming and Musical Terms
About the Contributors
Author Index

Game Index

General Index

 

 

Just Published! Ludomusicology: Approaches to Video Game Music, Edited by Michiel Kamp, Tim Summers and Mark Sweeney

We are thrilled to announce that our volume, Ludomusicology Approaches to Video Game Music has just published! Supplementary materials to the book will be published on our website soon, so look forward to a further announcement about that in the coming weeks.

The last half-decade has seen the rapid and expansive development of video game music studies. As with any new area of study, this significant sub-discipline is still tackling fundamental questions concerning how video game music should be approached. In this volume, experts in game music provide their responses to these issues.

This book suggests a variety of new approaches to the study of game music. In the course of developing ways of conceptualizing and analyzing game music it explicitly considers other critical issues including the distinction between game play and music play, how notions of diegesis are complicated by video game interactivity, the importance of cinema aesthetics in game music, the technicalities of game music production and the relationships between game music and art music traditions.

This collection is accessible, yet theoretically substantial and complex. It draws upon a diverse array of perspectives and presents new research which will have a significant impact upon the way that game music is studied. The volume represents a major development in game musicology and will be indispensable for both academic researchers and students of game music.

Ludomusicology-Equinox2016Cover

Table of Contents

  1. Introduction
    Michiel Kamp, Tim Summers, Mark Sweeney
  2. Analyzing Video Game Music: Sources, Methods and a Case Study
    Tim Summers
  3. Analyzing Game Musical Immersion: The ALI Model
    Isabella van Elferen, Kingston University, London
  4. Modularity in Video Game Music
    Elizabeth Medina-Gray, Independent Scholar
  5. Suture and Peritexts: Music Beyond Gameplay and Diegesis
    Michiel Kamp
  6. “It’s a-me, Mario!” – Playing With Video Game Music
    Melanie Fritsch, Independent Scholar
  7. Game and Play in Music Video Games
    Anahid Kassabian, Independent Scholar, and Freya Jarman, University of Liverpool
  8. ‘Listening’ Through Digital Interaction in Björk’s Biophilia
    Samantha Blickhan, PhD Candidate
  9. Palimpsest, Pragmatism and the Aesthetics of Genre Transformation: Composing the Hybrid Score to Electronic Arts’s Need for Speed Shift 2: Unleashed
    Stephen Baysted, University of Chichester
  10. Isaac’s Silence Purposive Aesthetics in Dead Space
    Mark Sweeney, University of Oxford
  11. Remixed Metaphors: Manipulating Classical Music and Its Meanings in Video Games
    William Gibbons, Texas Christian University

Thank you to all of our fantastic chapter authors for your hard work in bringing this volume together.

Technical Details

hb ISBN 9781781791974
£60 / $100
pb ISBN 9781781791981
£19.99 / $29.95
Pub date: July 2016
Extent: 240pp 15 Figures
Format: 234 x 156mm (9.21 x 6.14 inches)
Readership: scholars and students
Subjects: Popular Music
Series: Genre, Music and Sound

Receive 25% off quoting the code Ludo when ordering from the Equinox book page. To find out more about the book and to order visit:

https://www.equinoxpub.com/home/ludomusicology/

 

The Soundtrack 8:1-2 Update – Michael Austin’s Paper Nominated for Annual Game Music Award

The Soundtrack 8:1-2 Update (15 June 2016)
agmasWe’re pleased to report here that Michael Austin’s paper, “From Mixtapes to Multiplayers…” was nominated for the recent Outstanding Achievement — Publication, Broadcast, or Documentary category of VGMO’s Annual Game Music Awards. It is really exciting to see academic research being disseminated into and having an impact on the wider gaming community. Congratulations Michael on your excellent article!

#Ludo2016 Conference Review

We are proud to publish the following review as part of our contributor articles series. Feel free to leave comments, and do let us know if you would like to send us articles to share with the wider community!

Contributor: Sebastian Urrea

I came into Ludo 2016 as a newcomer, not knowing quite what to expect. I was coming down from an extraordinary experience visiting London and the surrounding area during the week leading up to the conference, and I was excited to see what it would be like. I didn’t know anyone, I wasn’t in academia, hadn’t done research, and I didn’t have any papers to present. I just loved video game music. I had studied music, and enjoyed theory and musicology, and had applied it to video game music on my own. I was thrilled when I learned that there were others who were doing similar things in an academic setting. I had been planning a trip that happened to align perfectly to allow me to be in England at the time of the conference. So on a whim I had registered, hoping to see what I could learn and who I could meet.

What I found exceeded my expectations in many ways. First, the papers. The presentations included discussions and examinations of a very diverse body of music, and everyone had a different way of examining their chosen interest. Papers included discussions of classic JRPGs and Nintendo games through old arcade games, indie games, hip hop, horror games, and new virtual reality games. Some papers looked backward, at history and culture, and some looked forward, to innovations in the field and new possibilities for integrating music and games. I learned about music that I had never really listened to (for instance, arcade music of the 70s and 80s), and I learned about new music that I didn’t even know about (Elise Plans and David Plans’ discussion on new developments in music and biofeedback in games makes me excited to see what the future of video game music holds).

At first I was disappointed that the presentations didn’t include more subjects with which I was familiar. But really, that would have been less interesting. I learned a lot more from the really diverse set of presentations than I would have otherwise. The topics discussed had a great balance across different aspects of video game music, and I am certain that anyone in attendance would have found things both familiar and new.

Amongst such diverse music, everyone focused on something different. Discussions ranged from the analytical (James Tate’s examination of the musical style of Jeremy Soule, or Morgan Hale’s analysis of the music of Undertale), to cultural/ethnomusicological (Hyeonjin Park’s discussion of musical representations of deserts across games, or Keith Hennigan’s critique of Irish music in video games), to technical (Blake Troise’s discussion of compositional techniques with NES hardware), and more. It made me really appreciate how diverse and expansive video game music really is, and how much opportunity there is to delve into different topics and explore and discover new things.

The choices of keynotes were excellent. Having someone like Andrew Barnabas in attendance with such a history of work in the industry was thrilling to everyone. It allowed for a bridge between the theoretical and academic to the practical, and was a good learning opportunity for everyone involved. It also gave rise to some great discussions (did you know he was responsible for adding the snippet of singing in “A Whole New World” in the video game version of Aladdin?). Neil Lerner’s talk of Pac-Man and its sounds was a great reminder of the technical aspects of video game music, and how it can be important to consider how they factor in to composition and production.

Spending time with everyone outside of presentations was equally as fun. Many of the attendees were already friends from previous conferences or from shared work. But most importantly, Ludo 2016 provided a friendly, open atmosphere to everyone involved. After all, we were all there because we were critically interested in a pretty geeky and new area of music, and this conference created a unique opportunity for everyone to explore that interest freely and openly. The fact that any of us could immediately go up to someone and express our interests, by saying something like, “Hey, have you played this game?” or “Did you ever listen to the soundtrack from this other game?” made for a really unique and refreshing experience. When presenting, the whole group was engaged in every talk, giving positive feedback and sharing knowledge from their own areas of specialty. And I think everyone who attended the pub trivia quiz night enjoyed being stumped by the questions that were just as diverse as the presentations that were given.

Looking back at the conference, my biggest takeaway is my impression that the field of video game music is really a lot broader than I had realized. I had my own interests that I had honed in on, but seeing so many people studying such a range of topics was inspiring. I left feeling that there is a lot of potential to be explored in studying music from a range of games larger than I had realized, and in ways that I had never even considered. I have a lot of faith in the people who attended the conference and who are dedicating themselves to studying it, each in their own way and with their own perspectives, and it makes me excited to see what the future of Ludomusicology will be as it continues to grow. I look forward to what future Ludo conferences will bring!