ゲーム音楽の4つの聴き方<br>Four Ways of Hearing Video Game Music (Oxford Music / Media)

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ゲーム音楽の4つの聴き方
Four Ways of Hearing Video Game Music (Oxford Music / Media)

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  • 製本 Paperback:紙装版/ペーパーバック版/ページ数 224 p.
  • 言語 ENG
  • 商品コード 9780197651223
  • DDC分類 781.54

Full Description

Four Ways of Hearing Video Game Music offers a novel account of the ways in which video games invite us to hear and listen to their music. By taking a phenomenological approach to characterize music in video games, author Michiel Kamp asks what it is we hear in the music when we play a game. 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, Kamp explains four main ways of hearing the same piece of music--through background, aesthetic, ludic, and semiotic hearing.

As a background, music is not attended to at all, but can still be described in terms of moods, affordances, or equipment. Aesthetic hearing is a reflective attitude that invites hermeneutic interpretation; ludic hearing on the other hand invites "playing along" to the music, either through embodied movement, or in response to the music's cinematic or theatrical connotations. Finally, in semiotic hearing, Kamp argues that we hear music as transparent symbols or signals that provide information about the state of a game. The book investigates these four categories through detailed case studies of video games from a variety of eras and genres accompanied by gameplay recordings and images on a companion website.

Contents

Acknowledgements

About the companion website

Introduction: towards a phenomenology of video game music
Poietic and aesthesic approaches
Game design strategies and gameplay tactics
Ways of hearing
Phenomenology as an approach to video game music
Whose phenomenology?

1. Background music
Case study: StarCraft
Background music as ground
Background music as mood or atmosphere
Background music as affordance
Background music as equipment
Conclusions

2. Aesthetic music
Case study: Minecraft
Having an aesthetic experience
Nostalgic hearing
Hearing beauty in virtual nature
Authored musical moments
Aesthetic listening as interpretation
Conclusions

3. Ludic Music
Affect, or "doing this really fast is fun"
Case study: Proteus
Inward dancing and embodied listening
Music games, synaesthesia, and glee
Musical movement and emotional context
Conclusions

4. Semiotic music
Case study: Left 4 Dead
Musical signs
Musical symbols
Musical signals and anticipation
Broken and unestablished signs
Conclusions

Conclusion
Hearing video game music in context
Other ways of hearing
A final word on hermeneutics

Bibliography

Index