27,337 research outputs found

    BitBox!:A case study interface for teaching real-time adaptive music composition for video games

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    Real-time adaptive music is now well-established as a popular medium, largely through its use in video game soundtracks. Commercial packages, such as fmod, make freely available the underlying technical methods for use in educational contexts, making adaptive music technologies accessible to students. Writing adaptive music, however, presents a significant learning challenge, not least because it requires a different mode of thought, and tutor and learner may have few mutual points of connection in discovering and understanding the musical drivers, relationships and structures in these works. This article discusses the creation of ‘BitBox!’, a gestural music interface designed to deconstruct and explain the component elements of adaptive composition through interactive play. The interface was displayed at the Dare Protoplay games exposition in Dundee in August 2014. The initial proof-of- concept study proved successful, suggesting possible refinements in design and a broader range of applications

    ‘It’s a-me, Mario!’ Exploring dynamic changes and similarities in the composition of early Nintendo video game music

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    As with films, a thoughtfully composed video game soundtrack has the ability to dramatically enhance and elevate the experience for the audience or player. This article explores the potential issues and difficulties of composing for video game systems by studying the sound-producing hardware and music for two popular systems from one manufacturer. By comparing two of Nintendo’s Super Mario titles, which appeared on both 8-bit and 16-bit systems, through an analysis of the technology, audio, visual (audiovisual), music, and gameplay elements, it is shown that the musical composition was affected by the limitations of processing power. The discussion shows how the composer, Koji Kondo, overcame the issues of limited computing power by using layers of repetition while applying various functions of music for film to enhance player immersion. Kondo composed theme music that has become engrained in popular culture and is synonymous with one of Nintendo’s flagship franchises (Greening, 2014). By attempting to understand the method or approach behind the composition for earlier systems, it is possible to investigate and discuss the evolution of video game music while acknowledging and contributing to the study of music for games. A musical analysis of the Castle and Underwater themes on each system allows for a direct comparison of the compositional approach, while an audiovisual analysis reveals the presence of existing cinematic tropes and identifies potential influences on the creation of effective musical soundtracks for video games. Applying audiovisual theory to games will require the use of existing literature from Lissa (1965), Gorbman (1987), Chion (1994) and Tagg (2004), along with the work of Collins (2005; 2007a; 2007b; 2008a; 2008b), which adapts and applies audiovisual analysis to video games

    Musica ex machina:a history of video game music

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    The history of video game music is a subject area that has received little attention by musicologists, and yet the form presents fascinating case studies both of musical minimalism, and the role of technology in influencing and shaping both musical form and aesthetics. This presentation shows how video game music evolved from simple tones, co-opted from sync circuits in early hardware to a sophisticated form of adaptive expression

    Experimental Approaches to the Composition of Interactive Video Game Music

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    This project explores experimental approaches and strategies to the composition of interactive music for the medium of video games. Whilst music in video games has not enjoyed the technological progress that other aspects of the software have received, budgets expand and incomes from releases grow. Music is now arguably less interactive than it was in the 1990’s, and whilst graphics occupy large amounts of resources and development time, audio does not garner the same attention. This portfolio develops strategies and audio engines, creating music using the techniques of aleatoric composition, real-time remixing of existing work, and generative synthesisers. The project created music for three ‘open-form’ games : an example of the racing genre (Kart Racing Pro); an arena-based first-person shooter (Counter-Strike : Source); and a real-time strategy title (0 A.D.). These games represent a cross-section of ‘sandbox’- type games on the market, as well as all being examples of games with open-ended or open-source code

    Dementia, music and biometric gaming: Rising to the Dementia Challenge

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    In 2012, the U.K. government launched its Dementia Challenge, authorizing additional funding for dementia research and health care. The search for curative medicines is ongoing, but scientific research reveals evidence that music can play a positive role in general health, and in dementia and Alzheimer’s disease in particular. This article considers whether some of the challenges that dementia presents could be addressed through music therapy and proposes that biometric gaming might offer one means of channeling such associated health benefits to sufferers of dementia, even in the final stages of the disease

    Fear and the musical avant-garde in games: Interviews with Jason Graves, Garry Schyman, Paul Gorman and Michael Kamper

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    © 2014 Intellect Ltd Article. If you have ever experienced the cold chill of fear when watching a film or playing a video or computer game, it is highly probable that your responses have been manipulated by composers exploiting the musical resources of modernism, experimental music and the avant-garde. Depictions of fear, horror, amorality, evil and so on, have come to be associated with these sound worlds, particularly within the realm of popular culture. A number of game titles and franchises have emerged in recent years, which exploit these musical associations, exploring their creative potential as vehicles of fear and horror within the context of interactive game-play. Two composers associated with this approach are Jason Graves (Dead Space franchise) and Garry Schyman (Bioshock franchise, Dante’s Inferno). This article explores perceived links between avant-garde music (as defined in ‘populist’ rather than musicological or historical terms, as a ‘catch-all’ phrase for twentieth-century music exploiting experimental techniques, modernism and atonality) and depictions of horror and fear through interviews with Graves and Schyman. Further questions are posed to Paul Gorman (audio director – Dante’s Inferno) and Michael Kamper (audio director – Bioshock 2) to contextualize the discussion by demonstrating the significant creative influence of audio directors in guiding the musical approach taken by game composers. The article would be of potential interest to anyone with an interest in game audio, commercial composition/composers, game development, creative collaboration, audio direction and the power of music to manipulate the emotions in association with visual media

    Videogames as digital audiovisual performance

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    Video games are an ideal medium for creating a live-cinema experience because of their potential for cinematic narrative and open structure. "Performing digital media' as opposed to 'performing with digital media' or using digital media in performance, means to play the media like a musical instrument as much as possible. This is to be able to control and finely nuance the audiovisual and kinetic data stream through live manipulation and interaction on stage. This is, in a sense, to grant the performance an immediacy that belies remediation. This paper looks at recent instances in which the media itself is being performed and a similar audiovisual contract to that of cinema is being entered to by an audience. Thus, the performance or live event itself becomes a product of media technologies yet is indistinctly unified with them

    Plug-in to fear: game biosensors and negative physiological responses to music

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    The games industry is beginning to embark on an ambitious journey into the world of biometric gaming in search of more exciting and immersive gaming experiences. Whether or not biometric game technologies hold the key to unlock the “ultimate gaming experience” hinges not only on technological advancements alone but also on the game industry’s understanding of physiological responses to stimuli of different kinds, and its ability to interpret physiological data in terms of indicative meaning. With reference to horror genre games and music in particular, this article reviews some of the scientific literature relating to specific physiological responses induced by “fearful” or “unpleasant” musical stimuli, and considers some of the challenges facing the games industry in its quest for the ultimate “plugged-in” experience
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