| 9:00–9:30 | “Loading” Welcome and Registration |
| 9:30–11:00 | Session 1 – New Challenges to Research
This presentation is on the practical development of Play Your Own Accompaniment: Suspense (PYOA) as a living extension of a research archive. Often, the work of developing an underserved archive is fraught with untold effort. Tasks such as digitizing records, organizing and finding said records, and collating materials is an arduous process. When I was digitizing silent film music cue sheets for the Silent Film Sound and Music Archive’s (SFSMA) Grauman Collection, I felt 1) such records should be accessed in a more accessible way for young scholars and 2) creating new music for silent film would help to keep the archive alive. Therefore, my recent game Play Your Own Accompaniment: Suspense (PYOA), teaches silent film music history through gamification of the compositional process while addressing both the desire for accessibility and bringing attention to the silent film music archive. The archive is a living collection that changes with new information and understandings The passing on of knowledge to others is at the heart of pedagogy, and teaching through use of play has a long tradition of success in schools (McGowan et al., 2023; Marinelli et al., 2023; Crespo-Martinez et al., 2023). Specifically in music, there are gamification studies on early childhood learning (Nguyen, 2020), middle school band students (Peasant, 2020) and even with orchestral experiences (Hunt, 2024). Importantly, the archive is collated through community and given breath in praxis. The game puts the player in the shoes of historical White Palace Theatre’s pianist Ursula Bloom as she is tasked to accompany Suspense (1913), a film by Lois Weber. PYOA replicates the creative process with modern technology, and its mechanics allow for the player to continue this compositional ritual, adding to and taking part in the archive in each play through. In his 2021 JSMG article, Juan Pablo Fernández-Cortés rightly argues that ludomusicology has “begun to be normalized in academia” with no need to spend considerable time justifying video game sound research (Fernández-Corté and Cook 2021). Beyond the academic, however, video game players continue to face assumptions and anxieties on virtual play as acts of immaturity, that a “Peter Pan syndrome” (Kiley 1983) occurs in which individuals refuse to “grow up” and play games to avoid errands and other forms of “adulting” (Willams Brown 2013). While scholars and the wider video game community have debunked such assumptions, the role of sound in enabling or preventing gamers’ guilt as they play video games is under researched in ludomusicology. Drawing upon research on guilt and play (Maynard et al 2025; Rennick and Roberts 2025; Ahn et al 2021) and the importance of play for adults (Johannes et al 2021; Lubbers et al 2023), this paper presents an examination on the role of adult player guilt with experiences of video game sound. Through an autoethnographic study of the honour system in Red Dead Redemption 2 (Rockstar Games, 2018), I focus on the role of music and character voices with themes of morality, disease and economic survival as examples of adult virtual play which explicitly avoid immaturity. From this enquiry, I propose a significant challenge for the ludomusicology community: what does it mean to study video game sound when there may be personal guilt in the practice of playing, listening to and studying digital games? Background music, soundscapes, and sound effects shape immersion, narrative experience, and player interaction in tabletop role-playing games (TTRPGs). While sound has been more extensively studied in video games, its use in analog role-playing has so far been addressed by only a few scholars, like Andrew Borecky and Nicholas Johnson. Drawing on ludological theories, including Cover’s narrative frames and van Elferen’s ALI model, this study examines how sonic elements co-construct the imaginative spaces of TTRPGs. The analysis is grounded in semi-structured interviews with eight players and gamemasters (GMs) who regularly use audio in their sessions. Comparing three genres of play (fantasy, horror, and science fiction), this paper explores how sound shapes recurring narrative scenes (socializing, exploration, combat). Findings suggest that sonic elements enhance immersion by guiding attention, triggering emotional responses, and supporting a sense of shared presence. This seems to be especially effective in horror settings. Players and GMs describe sound as both an atmospheric tool and a performative prop, blurring the lines between game mechanics and storytelling. While technical limitations (such as rule-heavy systems or faulty bots in online gameplay) can disrupt musical immersion, most participants emphasized sound’s power to pace and enrich collective play. This study contributes to the growing field of TTRPG studies by demonstrating how sonic elements actively shape gameplay in fantasy, horror and science fiction systems, through contributions from both players and GMs. It also extends theories of musical immersion into a new medium, highlighting the multisensory, collaborative nature of analog role-playing. Chair: Michiel Kamp |
| 11:00–11:30 | Break |
| 11:30–13:00 | Session 2 – Interactive Innovations
This paper examines how non-playable characters (NPCs) backed by Large Language Models (LLMs) can enhance narrative agency and player experience in audio-only games. It focuses on voice-based interaction and 3D binaural audio as core mechanics for inclusive, immersive storytelling, with particular relevance for blind and low-vision (BLV) players. The paper draws on a functional audio-only game prototype developed in Unreal Engine 5 using the ConvAI plugin, which enables open-ended, voice-driven dialogue with LLM-powered NPCs. Twenty participants engaged with the prototype during structured play sessions and completed the System Usability Scale (SUS), selected GUESS subscales, and semi-structured interviews. These data were triangulated with annotated gameplay recordings to analyse usability, narrative agency, NPC believability, and interaction flow. Findings suggest that LLM-backed NPCs significantly strengthen players’ sense of narrative influence and emotional immersion when combined with spatialised audio design. Participants consistently described conversation itself as a central game mechanic, highlighting the importance of vocal performance, timing, and sonic feedback in shaping narrative engagement. The paper argues that LLM-driven NPCs offer substantial potential for inclusive, voice-first game design, while also introducing new challenges related to conversational grounding, speech recognition, and pacing. It concludes by proposing a set of design recommendations for integrating LLM-backed characters into audio-only interactive environments, with implications for game audio design and ludomusicological approaches to narrative and agency. My compositional practice aims to bring participants of various (or nonexistent) musical backgrounds together in improvisatory collaboration through video game environments. Through playful environments, I hope to erode the audience-performer boundary and lower participant inhibitions by establishing a suspension of consequences using game structures. In this paper, I reflect on the successes and failures of three of my participatory video game pieces. First, I analyze The Pecking Order, a quartet for big arcade buttons based on a simple line-based audiovisual instrument. This piece requires just one hour-long dress rehearsal, embracing the potential for failure in executing text score instructions. Over four performances, I have refined the “underrehearsal” aspect of the piece, gleaning insight on terminology and frameworks to explain musical concepts to those unfamiliar with specific jargon. Next, I present Catching Sparks, a collaborative game installation for three participants of any background. This work encourages collaboration toward consuming “spark” objects synchronously to induce a more visually and auditorily satisfying improvisation environment. Through four stagings, I encountered pitfalls in inducing desired behavior and reframed instructions and visual cues accordingly. Finally, I discuss Performance Review, a parody of corporate dashboards that involves two prepared musicians interacting with an audience participant. This piece, premiered in March 2025, attempts to fold in and subvert the idea of audience participant as disruptor (and contributor) to the musical environment. By instating the audience participants in an oppressive middle-management-like role, this piece facilitates various tense dynamics between the rehearsed musicians and the unrehearsed audience member. Drawing on the scholarship of Claire Bishop, Lucy Harrison, Marko Ciciliani, and other scholars and practitioners of participatory art, I interrogate these works’ efficacy in involving participants with no formal musical training in proscenium contexts. I hope these case studies will serve as useful examples for other ludomusicology-informed composers that aim to transgress the hierarchical divides of traditional musical performance. Video game music faces a persistent conflict between in-game changes and time-based musical structures, leading to latency that can negatively impact player experiences (Stevens, 2021). One solution is an Interactive, bi-directional approach; making games aware of, and change in response to, music (Stevens & Raybould, 2014). Such systems may affect humour, thought of as an aspect of playful experiences within product design (Korhonen et al., 2009). They might also lead to greater perceived reward, shown in player studies to contribute to perceived competence (Guardini et al., 2019). However, they risk compromising player agency, where synchronising events may involve wresting control from players, inducing frustration (Stevens & Raybould, 2014). Additionally, despite this concept having been discussed from a technical view (Walder, 2018), such truly ‘Interactive’ music has yet to be employed widely, with few examples like ‘Hi-Fi Rush’ (Tango Gameworks, 2023). In ‘Zombie Dog’ (currently in development), Interactive Music is a core design pillar. In this practitioner showcase, Technical Audio Designer Will Scoones will demonstrate several practical examples from the game of how physics simulations, among other systems, can synchronize with music in real time. This approach is motivated by the desire to heighten comedy and support rhythmic entrainment in players, and there will be discussion of how this is achieved technically through animation concepts like non-linear transitions (Thomas & Johnston, 1981) and animation curves (Lasseter, 1987), to enable musical interaction while maintaining player agency. A copy of the game will also be available throughout the conference for attendees to play. Chair: Jennifer Smith |
| 13:00–15:00 | Lunch break |
| 15:00–16:30 | Session 3 – Dialogues and Intersections of Media Forms
Constructed from in-game footage of Stardew Valley, Soccer Mommy’s music video for “Abigail” is a case study in genre hybridity, transmedial fandom, and boundary-crossing ludomusical practice. Situated at the intersection of game music, popular music video, and fan culture, the video mobilizes the aesthetics and affective logics of the “cozy game” genre to reimagine the music video as a playable, emotionally resonant space. By adopting Stardew Valley’s pixelated aesthetics, ambient soundscape, and relationship-driven mechanics, “Abigail” crosses borders between digital gameworlds and non-interactive music media, foregrounding how game sound and music circulate beyond games themselves. Cozy games are often framed as apolitical spaces of comfort, care, and feminized play. This paper argues instead that Stardew Valley’s audiovisual design particularly its flexible approach to gender, sexuality, and relationality—supports subtle forms of queer worldbuilding and emotional transgression. Drawing on scholarship in queer ludonarratology, game sound studies, and indie music aesthetics (Keogh 2018; Summers 2023; Kehrer 2024; Ruberg 2025; DiPiero 2025; 2023), I show how Soccer Mommy leverages players’ pre-existing attachments to Stardew Valley’s characters, music, and fan practices to produce a layered intertext that merges gameplay logics with music video storytelling. By treating the gameworld as both instrument and stage, “Abigail” pushes the limits of ludomusicology beyond traditional game analysis, highlighting how marginalized voices, queer affect, and musical play circulate across media forms. “Abigail” demonstrates how game music operates as a transcultural, transmedial resource, one that enables experimental storytelling and challenges conventional boundaries between industry, fandom, and media formats. Theatrical performance and videogames share many core aspects, as has been previously explored by researchers such as Schechner (2020), Fritsch (2021), Fernández-Vara (2013) and Dixon (2018). Huuhka (2020) highlights that both are traversed by concepts such as temporality, concerning the different understandings of time that can be found in theater and in videogames; things, the objects that construct the scenography of a play or the digital ones that accompany gameplay; rules, regarding both the mechanics that regulate the game and the conventions of theatre. While there has been plenty written on MMORPG’s as the stage of theatrical performance, both through their roleplaying aspect (Zagal and Deterding, 2024), and the creation of actual theatre productions inside the game space, there has not been so much attention paid to experiments with musical theatre conducted by players. Through my PhD research on in-game concerts (Moritzen, 2025), I have encountered the work of the Brandywine Theatre Company in Lord of the Rings Online (2007), a collective of players/musicians that stages musicals inside the Tolkien-inspired online gaming world. Their first experience with the format was in 2021, when they performed The Phantom of the Opera. Since then, they have created adaptations of titles including The Rocky Horror Picture Show, Wicked, The Greatest Showman, Moulin Rouge, Alladdin and Pink Floyd’s The Wall. They adapt the musical mechanics afforded by LoTRO, as well as the script of famous musical numbers to fulfill their creative wishes. The players arrange pre-existing MIDI files concerning the musical at hand, or even, at the lack of previously available files, order them from professional agencies. This connection results in a ludomusical performance, which I define here as the result of the connection between the videogame’s affordances, mechanics, aesthetics, and the player/musician’s artistic self-expression in the form of avatars. This proposal intends to answer the following question: how do players adapt LoTRO’s affordances to stage musicals? In order to answer it, I conducted a semi-structured interview with three of its members: Khae, Bijon and Tahnys. The conversation took place through an audio call on Discord, on April 25 th, 2025. I will conduct content analysis on the transcription of this interview, building a framework of their creative process that follows it from the conception, going through the actual moment of the ludomusical performance, and subsequent audience engagement.  Figure 1: Advertising for the Brandywine Theatre Company. Source: https://tinyurl.com/brandywinetheatre In 2024, global consumers spent nearly $3 billion USD on card games with online collectible card games accounting for 30% of revenue. In this paper, I will construct a model for the sounds of card gamesthrough two video game adaptations of Yu-Gi-Oh!, Yu-Gi-Oh! Duel Monsters (1998) and Yu-Gi-Oh! Master Duel (2022), and my lived experiences competing in retro format Yu-Gi-Oh! tournaments. As the card game simulation genre realistically places the player into the perspective of the main card player, I will borrow Graakjær’s (2024) framework for analyzing sounds “of cards”, “at cards”, and “for cards” and situate them within Baysted’s (2017) immersion, realism, and gameplay circle. Analysis of other card game video games, Pokémon Trading Card Game (1998), Hearthstone (2014), Gwent: The Witcher Card Game (2018), and Pokémon Trading Card Game Pocket (2024), support the finding that increased density of the immersion, realism, and gameplay circle increases immersion and sales. Selected digital collectible card games represent a subset of games which build an economic system with a heightened emphasis on immersion to entice players to monetarily invest. The hybrid physical card game and digital video game The Eye of Judgment (2007) serves as the concluding example and cautionary tale as physical cards construct a 3×3 grid interfacing with the PlayStation 3 software through the PlayStation Eye. This paper will continue the research into video game card games to benefit aspiring card game sound designers and developers creating card video game adaptations. Chair: Sam Pollacco
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| 16:30–17:00 | Break |
| 17:00–18:00 | Session 4 – Beyond Neuronormativity
Video games have a complex relationship with empathy. Both heralded as ‘Empathy Machines’ and criticised for encouraging appropriation, they present a contradiction that game studies has struggled to reconcile (Milk, 2015; Ruberg, 2020). I argue this impasse stems from the ‘immersive fallacy’—the tendency to view video games as tools for complete experiential immersion (Salen and Zimmerman, 2004). Through this lens, games function as tools for empathy because they allow players to live someone else’s experience as their own—a problematic notion. To resolve this, I adopt Salen and Zimmerman’s view of games as procedural systems, where awareness of the game as a media object is a feature, not a flaw. This model uncovers a new form of identification: blended identity. Here, the player and avatar occupy a shared space during gameplay but do not occupy each other’s identities. In this landscape, music emerges as the key to unlocking empathy without risking appropriation. Through its ability to recall past memories, music acts as a method of emotional communication between player and avatar, illuminating shared emotional journeys without encouraging occupation. The proposed presentation explores these ideas practically, through my creative practice of developing and scoring a game centred on an Autistic avatar. By analysing FMOD files and gameplay, I demonstrate my approach to creating interactive soundtracks that foster connection and empathy, with practical advice for composers and insights for researchers alike. There have been recurring generalizations both online and offline that the Sonic the Hedgehog franchise attracts neurodivergent fans, and even further, that the music of the franchise attracts neurodivergent listeners. Relating Sonic to neurodiversity has found its way to official conventions such as Sonic EXPO 2025, wherein a panel of neurodivergent fans of Sonic cited the franchise’s music as a prominent factor in their interest. While considering this frequent colloquial association between neurodivergence, the Sonic franchise, and its music, I combine ethnographic accounts from several neurodivergent fans of Sonic, specifically regarding their personal connections to the franchise’s soundtracks. With these fans’ narratives I argue that neurodivergent expressions of listening to Sonic music both curbs neurotypical hegemonies of musical interpretation and implies potentially neurodiverse characteristics to video game music. Specifically, neurodivergent listenership prioritizes the often described as embodied, pleasurable event of person-object relations and “direct perception” (Bernett 2022) while resisting neurotypically disembodied and emotion-based listening expressions (Fessenden 2024). Video game music, which ludomusicologists have theorized as kinesonically syncretic (Collins 2013), multiply modal (Kamp 2024), and the stimulative bridge between material and virtual bodies (Plank 2021) therefore may lend well to some neurodivergent sensibilities. Furthermore, neurodivergent fans of game music might connect through each other’s narratives of listening to build community and navigate neurotypical settings (Quinn & Barton 2024). With this emerging ethnographic study, I aim to promote neurodivergent theorizations of video game music and demonstrate instances of video game music as a method of thriving in the neurodivergent experience. Chair: Lidia López Gómez |
| Evening Activities – TBA |