Unlimited Replays

Unlimited Replays
Author: William James Gibbons
Publsiher: Oxford University Press
Total Pages: 209
Release: 2018
Genre: Art
ISBN: 9780190265250

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This book explores the intersections of values and meanings in two types of replay: where video games meet classical music, and vice versa. From the bleeps and bloops of 1980s arcades to the world's most prestigious concert halls, classical music and video games have a long history together. Medieval chant, classical symphonies, postminimalist film scores, and everything in between fill the soundtracks of many video games, while world-renowned orchestras frequently perform concerts of game music to sold-out audiences. Yet combining video games and classical music also presents a challenge to traditional cultural values around these media products. Classical music is frequently understood as high art, insulated from the whims of popular culture; video games, by contrast, are often regarded as pure entertainment, fundamentally incapable of crossing over into art. By delving into the shifting and often contradictory cultural meanings that emerge when classical music meets video games, Unlimited Replays offers a new perspective on the possibilities and challenges of art in contemporary society. - William Gibbons is Assistant Professor of Musicology at Texas Christian University.

The Intersection of Animation Video Games and Music

The Intersection of Animation  Video Games  and Music
Author: Lisa Scoggin,Dana Plank
Publsiher: Taylor & Francis
Total Pages: 239
Release: 2023-04-21
Genre: Music
ISBN: 9781000871067

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In both video games and animated films, worlds are constructed through a combination of animation, which defines what players see on the screen, and music and sound, which provide essential cues to action, emotion, and narrative. This book offers a rich exploration of the intersections between animation, video games, and music and sound, bringing together a range of multidisciplinary lenses. In fourteen chapters, the contributors consider similarities and differences in how music and sound structure video games and animation, as well as the animation within video games, and explore core topics of nostalgia, adaptation, gender and sexuality. Offering fresh insights into the aesthetic interplay of animation, video games, and sound, this volume provides a gateway into new areas of study that will be of interest to scholars and students across musicology, animation studies, game studies, and media studies more broadly.

The Cambridge Companion to Video Game Music

The Cambridge Companion to Video Game Music
Author: Melanie Fritsch,Tim Summers
Publsiher: Cambridge University Press
Total Pages: 483
Release: 2021-04-29
Genre: Computers
ISBN: 9781108473026

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A wide-ranging survey of video game music creation, practice, perception and analysis - clear, authoritative and up-to-date.

The Oxford Handbook of Cinematic Listening

The Oxford Handbook of Cinematic Listening
Author: Carlo Cenciarelli
Publsiher: Oxford University Press
Total Pages: 576
Release: 2021-03-29
Genre: Performing Arts
ISBN: 9780190853631

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The Oxford Handbook of Cinematic Listening explores the place of cinema in the history of listening. It looks at the ways in which listening to film is situated in textual, spatial, and social practices, and also studies how cinematic modes of listening have extended into other media and everyday experiences. Chapters are structured around six themes. Part I ("Genealogies and Beginnings") considers film sound in light of pre-existing practices such as opera and shadow theatre, and also explores changes in listening taking place at critical junctures in the early history of cinema. Part II ("Locations and Relocations") focuses on specific venues and presentational practices from roadshow movies to contemporary live-score screenings. Part III ("Representations and Re-Presentations") zooms into the formal properties of specific films, analyzing representations of listening on screen as well as the role of sound as a representational surplus. Part IV ("The Listening Body") focuses on the power of cinematic sound to engage the full body sensorium. Part V ("Listening Again") discusses a range of ways in which film sound is encountered and reinterpreted outside the cinema, whether through ancillary materials such as songs and soundtrack albums, or in experimental conditions and pedagogical contexts. Part VI ("Across Media") compares cinema with the listening protocols of TV series and music video, promenade theatre and personal stereos, video games and Virtual Reality.

Planning Academic Library Orientations

Planning Academic Library Orientations
Author: Kylie Bailin,Benjamin Jahre,Sarah Morris
Publsiher: Chandos Publishing
Total Pages: 380
Release: 2018-07-06
Genre: Social Science
ISBN: 9780081021736

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Colleges and universities throughout the world plan library orientations for first years or specific audiences such as transfer or international students. These events can vary greatly in shape and form depending on the size, resources and staff of the institution, orientation schedule, and whether it is mandatory for students. Some institutions plan day-long events, elaborate games, or scavenger hunts; some offer drop in sessions or library tours; others offer an online orientation. Planning Academic Library Orientations gathers case studies from around the world covering a wide variety of approaches as a guide to those revamping or creating new library orientations. Chapters are organized into the following thematic sections: Games; Marketing & Promotion; Partnerships; Targeting Specific Audiences; Technology; and Tours, and are cross-referenced if they touch on additional themes. Each chapter includes institutional information so readers can decide which type of orientation is appropriate for their own institution and see what resources are required. Gives guidance on best practices for academic library orientations Gathers examples from around the world to provide international perspective Empowers librarians to take aim at the anxiety felt by new and first year students Presents effective ways of introducing students to what a college/university library is, what it contains, and where to find information, while also showing how helpful librarians can be

Good to Great to Gone

Good to Great to Gone
Author: Alan Wurtzel
Publsiher: Diversion Books
Total Pages: 272
Release: 2012-10-23
Genre: Business & Economics
ISBN: 9781938120251

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Chronicling his 13 years as CEO of Circuit City during its most successful time and sharing his insightful analysis of its downfall, Alan Wurtzel imparts a wisdom that is a must-read for anyone even remotely interested in business. “Good to Great to Gone illustrates the vital importance of listening to your customers. Without them your company has nothing.” ―Tony Hsieh, New York Times bestselling author of Delivering Happiness and CEO of Zappos.com, Inc. How did Circuit City go from a Mom and Pop store with a mere $13,000 investment, to the best performing Fortune 500 Company for any 15-year period between 1965 and 1995, to bankruptcy and liquidation in 2009? What must leaders do not only to take a business from good to great, but to avoid plummeting from great to gone in a constantly evolving marketplace? For almost 50 years, Circuit City was able to successfully navigate the constant changes in the consumer electronics marketplace and meet consumer demand and taste preferences. But with the company’s subsequent decline and ultimate demise in 2009, former CEO Alan Wurtzel has the rare perspective of a company insider in the role of an outsider looking in. Believing that there is no singular formula for strategy, Wurtzel emphasizes the “Habits of Mind” that influence critical management decisions. With key takeaways at the end of each chapter, Wurtzel offers advice and guidance to ensure any business stays on track, even in the wake of disruption, a changing consumer landscape, and new competitors. Part social history, part cautionary tale, and part business strategy guide, Good to Great to Gone: The 60 Year Rise and Fall of Circuit City features a memorable story with critical leadership lessons.

Music in the Role Playing Game

Music in the Role Playing Game
Author: William Gibbons,Steven Reale
Publsiher: Routledge
Total Pages: 231
Release: 2019-07-09
Genre: Music
ISBN: 9781351253185

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Music in the Role-Playing Game: Heroes & Harmonies offers the first scholarly approach focusing on music in the broad class of video games known as role-playing games, or RPGs. Known for their narrative sophistication and long playtimes, RPGs have long been celebrated by players for the quality of their cinematic musical scores, which have taken on a life of their own, drawing large audiences to live orchestral performances. The chapters in this volume address the role of music in popular RPGs such as Final Fantasy and World of Warcraft, delving into how music interacts with the gaming environment to shape players’ perceptions and engagement. The contributors apply a range of methodologies to the study of music in this genre, exploring topics such as genre conventions around music, differences between music in Japanese and Western role-playing games, cultural representation, nostalgia, and how music can shape deeply personal game experiences. Music in the Role-Playing Game expands the growing field of studies of music in video games, detailing the considerable role that music plays in this modern storytelling medium, and breaking new ground in considering the role of genre. Combining deep analysis with accessible personal accounts of authors’ experiences as players, it will be of interest to students and scholars of music, gaming, and media studies.

Popular Music in the Nostalgia Video Game

Popular Music in the Nostalgia Video Game
Author: Andra Ivănescu
Publsiher: Springer
Total Pages: 165
Release: 2019-01-11
Genre: Performing Arts
ISBN: 9783030042813

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This book looks at the uses of popular music in the newly-redefined category of the nostalgia game, exploring the relationship between video games, popular music, nostalgia, and socio-cultural contexts. History, gender, race, and media all make significant appearances in this interdisciplinary work, as it explores what some of the most critically acclaimed games of the past two decades (including both AAA titles like Fallout and BioShock, and more cult releases like Gone Home and Evoland) tell us about our relationship to our past and our future. Appropriated music is the common thread throughout these chapters, engaging these broader discourses in heterogeneous ways. This volume offers new perspectives on how the intersection between popular music, nostalgia, and video games, can be examined, revealing much about our relationship to the past and our hopes for the future.