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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 Playexplores 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 Playsynthesizes insights across musicology, sociology, anthropology, communications, literary theory, philosophy, and additional disciplines. With case studies spanningFinal Fantasy VI,Silent Hill,Fallout 3,The Lord of the Rings Online, andTeam 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
Foreword by Richard Leppert
Introduction
Chapter 1: A Tune at the End of the World
Chapter 2: How Celes Sang
Chapter 3: Dead Ringers
Chapter 4: Role-Playing toward a Virtual Musical Democracy
Chapter 5: The Wizard, the Troll, and the Fortress
Epilogue
End Notes
Works Cited
Index
Playfully written and remarkably interdisciplinary - Ryan Ebright,MAKE Literary Magazine
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