Sound and the Aesthetics of Play


Book Description

This book is an interdisciplinary project that brings together ideas from aesthetics, philosophy, psychology, and music sociology as an expansion of German philosopher Hans-Georg Gadamer’s theory on the aesthetics of play. This way of thinking focuses on an ontology of the process of musicking rather than an ontology of discovering fixed and static musical objects. In line with this idea, the author discusses the importance of participation and involvement in this process of musicking, whether as a listener or as a performer. Christensen then goes on to critique and update Gadamer's theory by presenting incompatibilities between it and recent theories of aesthetic emotions and embodiment. He proposes that emotions are ‘constructed’ rather than ‘caused’, that the mind uses a system of ‘filters’ to respond to sonic stimuli and thus constructs (via play) aesthetic feelings and experiences. In turn, this approach provides music with a route into the development of social capital and inter-subjective communication. This work builds on the hermeneutical steps already taken by Gadamer and those before him, continuing his line of thought beyond his work. It will be of great interest to scholars in music aesthetics as well as a variety of other music related fields, including music psychology, philosophy and science and technology studies.




The Aesthetic of Play


Book Description

A game designer considers the experience of play, why games have rules, and the relationship of play and narrative. The impulse toward play is very ancient, not only pre-cultural but pre-human; zoologists have identified play behaviors in turtles and in chimpanzees. Games have existed since antiquity; 5,000-year-old board games have been recovered from Egyptian tombs. And yet we still lack a critical language for thinking about play. Game designers are better at answering small questions ("Why is this battle boring?") than big ones ("What does this game mean?"). In this book, the game designer Brian Upton analyzes the experience of play--how playful activities unfold from moment to moment and how the rules we adopt constrain that unfolding. Drawing on games that range from Monopoly to Dungeons & Dragons to Guitar Hero, Upton develops a framework for understanding play, introducing a set of critical tools that can help us analyze games and game designs and identify ways in which they succeed or fail.




Sound Play


Book Description

Video games open portals to fantastical worlds where imaginative play and enchantment prevail. These virtual settings afford us considerable freedom to act out with relative impunity. Or do they? Sound Play explores the aesthetic, ethical, and sociopolitical stakes of people's creative engagements with gaming's audio phenomena-from sonorous violence to synthesized operas, from democratic music-making to vocal sexual harassment. William Cheng shows how video games empower their designers, composers, players, critics, and scholars to tinker (often transgressively) with practices and discourses of music, noise, speech, and silence. Faced with collisions between utopian and alarmist stereotypes of video games, Sound Play synthesizes insights across musicology, sociology, anthropology, communications, literary theory, philosophy, and additional disciplines. With case studies spanning Final Fantasy VI, Silent Hill, Fallout 3, The Lord of the Rings Online, and Team Fortress 2, this book insists that what we do in there-in the safe, sound spaces of games-can ultimately teach us a great deal about who we are and what we value (musically, culturally, humanly) out here. Foreword by Richard Leppert Video Games Live cover image printed with permission from Tommy Tallarico




Keys to Play


Book Description

A free ebook version of this title is available through Luminos, University of California Press’s Open Access publishing program for monographs. Visit www.luminosoa.org to learn more. How do keyboards make music playable? Drawing on theories of media, systems, and cultural techniques, Keys to Play spans Greek myth and contemporary Japanese digital games to chart a genealogy of musical play and its animation via improvisation, performance, and recreation. As a paradigmatic digital interface, the keyboard forms a field of play on which the book’s diverse objects of inquiry—from clavichords to PCs and eighteenth-century musical dice games to the latest rhythm-action titles—enter into analogical relations. Remapping the keyboard’s topography by way of Mozart and Super Mario, who head an expansive cast of historical and virtual actors, Keys to Play invites readers to unlock ludic dimensions of music that are at once old and new.




The Art of Videogames


Book Description

The Art of Videogames explores how philosophy of the artstheories developed to address traditional art works can also beapplied to videogames. Presents a unique philosophical approach to the art ofvideogaming, situating videogames in the framework of analyticphilosophy of the arts Explores how philosophical theories developed to addresstraditional art works can also be applied to videogames Written for a broad audience of both philosophers and videogameenthusiasts by a philosopher who is also an avid gamer Discusses the relationship between games and earlier artisticand entertainment media, how videogames allow for interactivefiction, the role of game narrative, and the moral status ofviolent events depicted in videogame worlds Argues that videogames do indeed qualify as a new and excitingform of representational art




Theater of the Mind


Book Description

For generations, fans and critics have characterized classic American radio drama as a “theater of the mind.” This book unpacks that characterization by recasting the radio play as an aesthetic object within its unique historical context. In Theater of the Mind, Neil Verma applies an array of critical methods to more than six thousand recordings to produce a vivid new account of radio drama from the Depression to the Cold War. In this sweeping exploration of dramatic conventions, Verma investigates legendary dramas by the likes of Norman Corwin, Lucille Fletcher, and Wyllis Cooper on key programs ranging from The Columbia Workshop, The Mercury Theater on the Air, and Cavalcade of America to Lights Out!, Suspense, and Dragnet to reveal how these programs promoted and evolved a series of models of the imagination. With close readings of individual sound effects and charts of broad trends among formats, Verma not only gives us a new account of the most flourishing form of genre fiction in the mid-twentieth century but also presents a powerful case for the central place of the aesthetics of sound in the history of modern experience.




Situational Game Design


Book Description

Situational Design lays out a new methodology for designing and critiquing videogames. While most game design books focus on games as formal systems, Situational Design concentrates squarely on player experience. It looks at how playfulness is not a property of a game considered in isolation, but rather the result of the intersection of a game with an appropriate player. Starting from simple concepts, the book advances step-by-step to build up a set of practical tools for designing player-centric playful situations. While these tools provide a fresh perspective on familiar design challenges as well as those overlooked by more transactional design paradigms. Key Features Introduces a new methodology of game design that concentrates on moment-to-moment player experience Provides practical design heuristics for designing playful situations in all types of games Offers groundbreaking techniques for designing non-interactive play spaces Teaches designers how to create games that function as performances Provides a roadmap for the evolution of games as an art form.




The Aesthetics Of Rock


Book Description

This infamous book has enjoyed a lively underground reputation since its first publication in 1970. Richard Meltzer (a.k.a. R. Meltzer) took his training as a young philosopher and applied it with unalloyed enthusiasm to the lyrics, sound, and culture of rock and roll. Never before had anyone noticed the relationship between the philosophy of Heidegger and a tune by Little Anthony and the Imperials, heard the cries of agony in the Shangri Las' “Remember (Walkin' in the Sand)”, or transcribed every "papa-ooma-mow-mow" in the Trashmen's “Surfin' Bird.”From Dionne Warwick to Plato, Jim Morrison to Bert Brecht, Conway Twitty to Miguel de Unamuno, Meltzer subverts high and low culture in his search for meaning, emotion, and codes in popular music. At once an earnest investigation and a crypto put-on, the book can be read for its nuggets of information and insights or for its humor. Here with Greil Marcus's new introduction, yet another generation of readers can be outraged and inspired.




Understanding Video Game Music


Book Description

Understanding Video Game Music develops a musicology of video game music by providing methods and concepts for understanding music in this medium. From the practicalities of investigating the video game as a musical source to the critical perspectives on game music - using examples including Final Fantasy VII, Monkey Island 2, SSX Tricky and Silent Hill - these explorations not only illuminate aspects of game music, but also provide conceptual ideas valuable for future analysis. Music is not a redundant echo of other textual levels of the game, but central to the experience of interacting with video games. As the author likes to describe it, this book is about music for racing a rally car, music for evading zombies, music for dancing, music for solving puzzles, music for saving the Earth from aliens, music for managing a city, music for being a hero; in short, it is about music for playing.




The Aesthetics of Play


Book Description

Based on Vygotsky's theory amongst others that play reflects different aspects of children's development and culture, this thesis explores in depth how aesthetic activities can influence children's play and the nature of the connections between play and culture, primarily in the aesthetic forms of drama and literature. The thesis also presents ideas on testing and developing models for an aesthetic pedagogy of play in preschool. Part 1 of the thesis presents the background and theoretical starting points of this didactic study, and includes discussions of the role of play in Swedish Preschools, the Froebel pedagogy, developmental theories of psychology and play pedagogy, as well as the different traditions of research into play and the need for an aesthetic approach. Part 2 discusses interpretations and analysis of different types of pedagogy, ideas in creating a play world for children, and examples of games that can reinforce children's sensitivity to role, dramatization, and aesthetics. Part 3, the conclusion, discusses the meaning of dramatic action in play, the roles of adults, play development in classes, and the linkage between play and children's culture. Results of a survey of child care workers in one Swedish municipality are appended. Contains 250 references. (MOK).