Academic literature on the topic 'Musical gameplay'
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Journal articles on the topic "Musical gameplay"
Rosenstock, Joshua Pablo. "Free Play Meets Gameplay: iGotBand, a Video Game for Improvisers." Leonardo Music Journal 20 (December 2010): 11–12. http://dx.doi.org/10.1162/lmj_a_00002.
Full textd’Escriván, Julio, and Nick Collins. "Musical Goals, Graphical Lure and Narrative Drive: VisualAudio in Games." Journal of Visual Culture 10, no. 2 (August 2011): 238–46. http://dx.doi.org/10.1177/1470412911402896.
Full textAruna, Helarius Panji, Albertus Dwiyoga Widiantoro, and Bernardinus Harnadi. "Designing Android Based Game to Educate The Central Java Traditional Music Instrument for Children." SISFORMA 7, no. 2 (November 23, 2020): 90. http://dx.doi.org/10.24167/sisforma.v7i2.1926.
Full textBradford, Wesley J. "Exploring the Narrative Implications of Emerging Topics in The Legend of Zelda." Journal of Sound and Music in Games 1, no. 4 (2020): 1–21. http://dx.doi.org/10.1525/jsmg.2020.1.4.1.
Full textPagnutti, Johnathan. "What Does Bach Have in Common with World 1-1: Automatic Platformer Gestalt Analysis." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 12, no. 2 (June 25, 2021): 60–64. http://dx.doi.org/10.1609/aiide.v12i2.12903.
Full textSmith, Jennifer. "Vocal disruptions in the aural game world: The female entertainer in The Witcher 3: Wild Hunt, Transistor and Divinity: Original Sin II." Soundtrack 11, no. 1 (August 1, 2020): 75–97. http://dx.doi.org/10.1386/ts_00006_1.
Full textStudley, Thomas, Jon Drummond, Nathan Scott, and Keith Nesbitt. "Can Competitive Digital Games Support Real-Time Music Creation?" Journal of Sound and Music in Games 3, no. 1 (January 1, 2022): 1–35. http://dx.doi.org/10.1525/jsmg.2022.3.1.1.
Full textStudley, Thomas, Jon Drummond, Nathan Scott, and Keith Nesbitt. "Evaluating Digital Games for Competitive Music Composition." Organised Sound 25, no. 1 (March 4, 2020): 75–88. http://dx.doi.org/10.1017/s1355771819000487.
Full textFasciana, Salvatore. "The Gaming Theatre Company: players, gameplay, performance and the law." Interactive Entertainment Law Review 5, no. 2 (December 30, 2022): 80–100. http://dx.doi.org/10.4337/ielr.2022.02.02.
Full textJenson, Jen, Suzanne De Castell, Rachel Muehrer, and Milena Droumeva. "So you think you can play: An exploratory study of music video games." Journal of Music, Technology and Education 9, no. 3 (December 1, 2016): 273–88. http://dx.doi.org/10.1386/jmte.9.3.273_1.
Full textDissertations / Theses on the topic "Musical gameplay"
Ko, Yi-Chun. "Espace sensible : expérience inter-sensorielle et corporelle, à partir des dispositifs musicaux interactifs." Thesis, Paris 8, 2015. http://www.theses.fr/2015PA080129.
Full textThis research was inspired by the enactive approach elaborated by F.-J Varelawhen he developed the embodied cognition theory; a living organism has to be involved physically and perceptually in a dynamic process with its surrounding environment so that a cognitive property can be embodied. To develop musical possibilities to motivate the listeners to appropriate their real life experiences, we are proposing the term "sensitive space" to articulate two practices of inter-sensory and physical experience : gameplay of musical listening and somatic exercise. This inter-sensory experience consists of the sensory interaction between exteroception and proprioception. We also focus on two specific aspects of this physical experience: the physical body and the virtual body - the body schema and the body image. The inharmonious relation of these two aspects will lead to a tension, sometimes to physical and psychic pain. To help the perceiving subject to become aware of this conflict, various somatic techniques are developed. We emit the hypothesis that the use of interactive musical devices can contribute to the exploration of the sensitive space, and thus bring a beneficial impact in somatic learning and rehabilitation. Several ways of demonstrating are: 1) the construction and tests of listening gameplay protocols, 2) the public exhibition of interactive multimedia devices 3) the case study on children affected by autism. We use different techniques to set up interactive musical devices: collective improvisation, spontaneous synchronization of the posture or the physical movement, kinesthetic empathy, etc. Finally, we highlight the beneficial aspects of introducing the interactive musical devices within the framework of healthcare. With these experimental results, we can then assert that the exploration of musical listening can have a beneficial impact in the context of somatic learning, on the condition that the listening is an act and lived musically
Andersson, Anders-Petter. "Interaktiv musikkomposition." Doctoral thesis, Högskolan Kristianstad, Sektionen för hälsa och samhälle, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-9771.
Full textLjudfiler till avhandlingens bilaga 1, http://musicalfieldsforever.com/dobedj_more.html; Videodokumentation av Do-Be-DJ, Interaktiv installation, http://musicalfieldsforever.com/dobedj_more.html; Videodokumentation av Mufi I och II, Interaktiv installation, http://musicalfieldsforever.com/mufi_more.html; Doktorandtjänsten finansierades av Interactive Institute; Musikinspelning finansierades av Framtidens Kultur genom Skiften på Malmö högskola
Interaktiv musikkomposition
Interactive Music Composition
Interaktiv ljuddesign
Interactive Sound Design
Musik och Hälsa
Music and Health
Thumm, Alexander. "Creative Performance in Play: A Synthesis of Audio, Visual and Narrative for Maximising Expressive Potentials in Gameplay." Thesis, 2017. https://hdl.handle.net/2440/132279.
Full textThis thesis explores expressive audio-visual performance in video games. It has been developed via the author’s creative and technical background in the field of electronic music. Primary aims of this research are: • Introduce key electronic music concepts into the field of video games in order to make gameplay as expressive as electronic music performance, by offering greater potential for original creativity in gameplay, and a more co-creative experience • Compare expressive attributes inherent in electronic music, to audio, visual and narrative elements of gameplay. Thus find analogs in those areas where similar levels of expressiveness can be developed and integrated as co-creative gameplay • Generate a conceptual framework, technical realization, and creative realization (playable game providing narrative framing for performative interactions) to contribute to the field of expressive and co-creative performance in games This research is primarily intended as a contribution to the field of video games. By beginning with a small scale-focus on moment to moment gameplay this conceptual framework engages with expressive potentials already existent in the field of electronic music. By mapping dynamic gameplay parameters (e.g. avatar movement, proximities, cursor interactions) to musical parameters (e.g. DSP effects settings), a gameplay prototype was developed, rehearsed and iterated upon. This allowed for the development of performance objects (e.g. synthesizers, camera filters, etc), iterative refinement of any given object towards more expressive gameplay, and development of inter-object-relationships. The combination of a large diversity of objects, and a small set of data-flow languages facilitates a large array of interdependent routings between audio, visual and narrative functions. Expressive potentials of audio-visual gameplay combine with narrative context to enable a co-creative experience for the player where they can situate themselves as an interdependent unit in the shifting contexts of performative play.
Thesis (Ph.D.) -- University of Adelaide, Elder Conservatorium of Music, 2018
Books on the topic "Musical gameplay"
Gibbons, William. Love in Thousand Monstrous Forms. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190265250.003.0008.
Full textMcAlpine, Kenneth B. The ZX Spectrum. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190496098.003.0003.
Full textMcAlpine, Kenneth B. Nintendo’s NES. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190496098.003.0005.
Full textBook chapters on the topic "Musical gameplay"
Hoover, Amy K., William Cachia, Antonios Liapis, and Georgios N. Yannakakis. "AudioInSpace: Exploring the Creative Fusion of Generative Audio, Visuals and Gameplay." In Evolutionary and Biologically Inspired Music, Sound, Art and Design, 101–12. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-16498-4_10.
Full textFizek, Sonia. "Introduction: Slow Play." In Mental Health | Atmospheres | Video Games, 127–46. Bielefeld, Germany: transcript Verlag, 2022. http://dx.doi.org/10.14361/9783839462645-012.
Full textNickel, Vadim. "Generative Atmospheres." In Mental Health | Atmospheres | Video Games, 195–208. Bielefeld, Germany: transcript Verlag, 2022. http://dx.doi.org/10.14361/9783839462645-015.
Full textWaxman, Jonathan. "The Sounds of 8-Bit Nostalgia: The Resurgence of Chiptune Music in Contemporary Film-Based Videogames." In Nostalgia and Videogame Music: A Primer of Case Studies, Theories, and Analyses for the Player-Academic, 107–26. Intellect Books, 2022. http://dx.doi.org/10.1386/9781789385519_5.
Full textVitalino, Michael, and Vincent E. Rone. "A Player’s Guide to the Psychology of Nostalgia and Videogame Music." In Nostalgia and Videogame Music: A Primer of Case Studies, Theories, and Analyses for the Player-Academic, 24–45. Intellect Books, 2022. http://dx.doi.org/10.1386/9781789385519_1.
Full textKellman, Noah. "Advanced Algorithmic Music Systems." In The Game Music Handbook, 149–60. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780190938680.003.0011.
Full textThompson, Ryan. "Video Games, Performance, and Algorithmic Processing of Music." In The Oxford Handbook of Public Music Theory. Oxford University Press, 2022. http://dx.doi.org/10.1093/oxfordhb/9780197551554.013.30.
Full textHarwood, Tracy. "Machinima." In Advances in Media, Entertainment, and the Arts, 149–81. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-5225-0016-2.ch007.
Full textAksoy, Can. "Remembering the Rules: Immersive Nostalgia in Final Fantasy Leitmotifs." In Nostalgia and Videogame Music: A Primer of Case Studies, Theories, and Analyses for the Player-Academic, 85–106. Intellect Books, 2022. http://dx.doi.org/10.1386/9781789385519_4.
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