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New,Four Ways of Hearing Video Game Music

  • Author: Kamp, Michiel

Book

$43.75

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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