What is it like to experience sound while playing educational games? : an interpretive phenomenological investigation (2024)

Related Papers

The Virtual Musical Other

Jeremiah French

The post-apocalypse is a narrative context that focuses on the destruction and rebirth of civilization, society, and culture. Familiar signs are mixed with the unfamiliar to create something new, a unique post-apocalyptic Other as the decontextualization, recontextualization, and resignification of sound breed new possibilities for identity. Videogames allow players to explore this new identity as an expressly interactive and immersive medium, while eclectic digital music embodies and communicates this identity within the medium in ways that it cannot in others. In this work, I analyze the musical approaches in three post-apocalyptic videogames, Borderlands, Bastion, and Fallout 3. In these games, the eclectic musical approach aims to evoke an ambiguity and originality achieved through digital production using synthetic and instrumental sounds found in sound library software. Also, pre-existing music from a specific time period is recontextualized in the futuristic post-apocalypse, establishing a temporal Other through temporal displacement. Both are possible due to the global digital database, a growing, easily accessed digital archive epitomized in sound library software and digital composition. It is in this database and through the use of technology that sound becomes a simulacrum of its former self, and the barrier created by terms like “Western” and “non-Western” decays. The virtual Othering in these three games draws attention to the value of sound in music-making and, consequently, to the redirection of meaning in musical sound and the virtual world.

View PDF

Journal of Sound and Music in Games

Negative Ecologies, or Silence’s Role in AffordanceTheory

2021 •

Erick Verran

Through critical appropriation of J. J. Gibson’s theory of ecological affordance, this speculative article broadens our understanding of ludic ecology as that which virtual environments offer players in anticipation of their use: a sort of inside-out niche. Adapted to a study of diegetic and nondiegetic sound, this adjacency of ecology to video games is applied to an understanding of silence as negative affordance; that is to say, as a nondeterminative opportunity for the player to express themself aurally as well as kinetically against a soundtrack’s absence. Whether included by a video game’s creative director as dramatic segues “inside of” the traditional, top-down soundtrack or as part of the industry’s shift away from film-esque sound design toward one that has begun to approach the ambience of naturalist theater, the role of silence in digital entertainment is argued to be strictly a dramatic one that allows body- and environment-related noise to be appreciated in vacuo. On the basis of these assertions, I claim that the player’s magnified ability to puncture the auditory equilibrium of a storyworld with a shout or offensive lunge at monsters, a form of manual intervention symptomatic of cultural products in general, is newly emboldening. As the musical fullness of the soundtrack age is replaced by a diegetic soundscape equal in sonic lushness, the autonomous game player is thrown into all the greater phenomenal relief.

View PDF

2023 •

Rudolf Westerholm

This thesis is done in collaboration with a Finnish video game company Housemarque. This master's thesis consists of a literature review, an interview round, artistic project, validation round and conclusions. Literature review focuses on ludomusicology, video games in the accessibility landscape regarding visually impaired gamers and analyzing the music of Returnal. After the literature review, the first interview round was conducted in order to gain a deeper understanding of potential difficulties that gamers with visual impairments are facing. Interview round also included a control group of gamers with no visual impairment in order to assess the differences of experience. From this basis, gameplay material from Housemarque’s Returnal was used in Interview rounds. From these findings along with musical analysis tools and the study case on music of Returnal, artistic compositions were created and tested in validation rounds addressing some of the problems discovered in the video game music in the realm of accessibility. The main findings were that there are ways in making video game music more accessible and informative for both groups. For this, the accessibility considerations could be included in the composing and video game development design phase along with modifiable options in-game and suggested in as early as possible in the development cycle. The findings in this thesis can hopefully be thought of in the process of composing and implementing music in video games with the accessibility in mind.

View PDF

Musicology Research

2017 •

Kingsley Marshall

With the recent publication of the edited collection Brian Eno: Oblique Music (Albiez & Pattie, 2016) and the distribution of Brian Eno’s 26th solo studio album Reflection in 2017 on vinyl, CD and as an innovative software application, the time is ripe for a reconsideration of the way in which software has been used by the musician, composer, record producer and visual artist Brian Eno. This paper explores how Eno has used simple but innovative ideas and processes to inform his music over the course of his career, and considers how his work with collaborators – specifically the musician and software designer Peter Chilvers – has converged with the emergence of touchscreen technologies and modes of distribution. We will demonstrate how Apple’s App Store global distribution platform has further disseminated Eno’s ideas of ‘generative music’ to a wider audience through he and Chilvers’ Bloom (2008), Trope (2009/2015), Scape (2012) and Reflection (2017a) software applications for Apple’s iPhone and iPad, and the impact on the distribution and reception of Eno’s own music. Echoing Eno’s own processes of appropriation, remix and collaboration the authors wrote the paper through exchanges dictated by the turn of a card selected from the third edition of the Oblique Strategies deck, issued by Eno and Peter Schmidt in 1979.

View PDF

Oxford Handbook of Music Education Volume II

Let's play!: Learning music through video games and virtual worlds

2012 •

Evan Tobias

View PDF

Enhancing Inclusivity for Visually Impaired Individuals in Video Games: A Study on Sound Design Research dissertation for the Master of Music degree Applied to Visual Arts Publicly supported and presented in 2023 by

2023 •

Federica Alfano

This dissertation investigates the discourse on video game accessibility specifically for individuals with visual impairments, distinct from other physical challenges. It highlights the ambiguity of the term "accessibility" in gaming, often conflated with game difficulty or playability for those with sensory impairments. The focus on visual impairments is justified by the unique challenges each disability presents and the potential of audio design to enhance accessibility for visually impaired players. Despite advancements in audio spatialization and the enhanced auditory skills of visually impaired individuals, video game development remains predominantly visuocentric, exacerbating accessibility barriers. The dissertation proposes that integrating sound design from the early stages of game development can improve accessibility and inclusivity. It explores fully accessible audio games, critiques the current late-stage accessibility fixes by studios, and presents innovative solutions to reframe accessibility as a core design principle rather than a post-production adjustment.

View PDF

Audio Mostly 2006

The Drum Pants

2006 •

Alexander R Jensenius

View PDF

Do Androids Dream of Computer Music? Proceedings of the Australasian Computer Music Conference 2017

2017 •

Warren Burt

The earliest mainstream examples of the first-person shooter game can be traced to the early to mid 1990s, during which one company above most others cultivated a genre that continues to dominant the global video games market. id Software was founded by John Carmack and John Romero, and of all their video games it is perhaps the 1993 DOOM that has been most influential and celebrated. Advancements in technological game development and creativity afforded DOOM exhilarating gameplay, killing monstrous enemies, spurred on by a synthesized, metal-infused soundtrack by Bobby Prince. The 2016 reboot of the serious, similarly titled DOOM, had one of the strongest legacies to live up to in the gaming world. To both respect the series’ lineage and give this new game a distinguishing identity, composer Mick Gordon developed unique technical and musical processes based on a philosophy of energy passing through objects, and so doing, corrupt them.

View PDF

The Contribution of Ambient Sounds in Open World Video Games MA Music Technology Dissertation

Min Tsang Lee

View PDF

Leaping Across Clichés and Thematic Boundaries: The Synthesis of an 'Anti-Score' in Bioshock Infinite

Antriksh Bali

View PDF
What is it like to experience sound while playing educational games? : an interpretive phenomenological investigation (2024)
Top Articles
Tristan Jass Net Worth 2024
Tristan Jass Age, Height, Weight, Net Worth, Girlfriend
Ucsf Ilab
Smoothie Operator Ruff Ruffman
Kokomoscanner
5daysON | Hoofddorp (70089000)
Jodie Sweetin Breast Reduction
Lvc Final Exam Schedule
Food And Grocery Walmart Job
Giant Egg Classic Wow
Zenuwbeknelling in de voorvoet (Mortons neuroom)
Stellaris Mid Game
Stitch And Tie Promo Code Reddit
1 Bedroom Apartment For Rent Private Landlord
2320 Pioneer Rd
Maritime News Archives
Ttw Cut Content
برادران گریمزبی دیجی موویز
G122 Pink Pill
Infinity Pool Showtimes Near Cinemark 14 Chico
What Does Exp Wed Mean On Hulu
Davias Grille
Todos los dress codes para hombre que existen, explicados
The History Of Fujoshi, Male Shippers, And How Its Changed
Twitter Jeff Grubb
Lids Locker Room Vacaville Photos
Ogłoszenia - Sprzedam, kupię na OLX.pl
Freehold Township Patch
Optimizing Sports Performance Pueblo
Newton Chevrolet Of Russellville Photos
Charles Bengry Commerce Ca
Edict Of Force Poe
Harness Divine Power 5E Cleric
Latest News Archives - Mon Valley Independent
Phun.celeb
Panama City News Herald Obituary
"Lebst du noch?" Roma organisieren Hilfe für die Ukraine – DW – 05.03.2022
Danville Va Active Warrant List
Ten Conservative Principles
Circuit Court Peoria Il
Aces Fmcna Login
Alle Eurovision Song Contest Videos
Currently Confined Coles County
Oxford House Peoria Il
11 Fascinating Axolotl Facts
Duxa.io Reviews
Lucio Volleyball Code
Craigslist Apartments For Rent Imperial Valley
Gameday Red Sox
Codex Genestealer Cults 10th Edition: The Goonhammer Review
Craigslist Pgh Furniture
Konami announces TGS 2024 lineup, schedule
Latest Posts
Article information

Author: Pres. Carey Rath

Last Updated:

Views: 6092

Rating: 4 / 5 (41 voted)

Reviews: 88% of readers found this page helpful

Author information

Name: Pres. Carey Rath

Birthday: 1997-03-06

Address: 14955 Ledner Trail, East Rodrickfort, NE 85127-8369

Phone: +18682428114917

Job: National Technology Representative

Hobby: Sand art, Drama, Web surfing, Cycling, Brazilian jiu-jitsu, Leather crafting, Creative writing

Introduction: My name is Pres. Carey Rath, I am a faithful, funny, vast, joyous, lively, brave, glamorous person who loves writing and wants to share my knowledge and understanding with you.