LEADER 00000cam 22003372i 4500 001 19b34002339 003 UkLoRLUK 008 130916s2013 enka er 001 0 eng 020 9780199969975|q(pbk) 020 9780199969968|q(hbk) 035 (OCoLC)ocn879146832 035 (UkLiU)b34002339 040 AU@|beng|cAU@|erda|dOCLCO 049 |jCU|k19b34002339|lo 050 4 GV 1469.3 C5 100 1 Cheng, William. 245 10 Sound play :|bvideo games and the musical imagination / |cWilliam Cheng. 246 30 Video games and the musical imagination. 260 Oxford ;|aNew York :|bOxford University Press,|c2014. 300 xviii, 240 pages :|billustrations ;|c24 cm. 520 Video games open portals into fantastical worlds where imaginative play prevails. The virtual medium seemingly provides us with ample opportunities to behave and act out with relative safety and impunity. Or does it? Sound Play explores the aesthetic, ethical, and sociopolitical stakes of our engagements with gaming's audio phenomena-from sonic violence to synthesized operas, from democratic music-making to vocal sexual harassment. Author William Cheng shows how the simulated environments of games empower designers, composers, players, and scholars to test and tinker with music, noise, speech, and silence in ways that might not be prudent or possible in the real world. In negotiating utopian and alarmist stereotypes of video games, Sound Play synthesizes insights from across musicology, sociology, anthropology, communications, literary theory, and philosophy. With case studies that span 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. 650 0 Video games. 650 0 Video game music.
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