Download or read book Ludomusicology written by Michiel Kamp and published by Equinox Publishing (UK). This book was released on 2016 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book suggests a variety of new approaches to the study of game music.
Download or read book Heart life in Song written by Frances Harrison Marr and published by . This book was released on 1883 with total page 194 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book 2028 End written by Gabriel Erb and published by . This book was released on 2019-07-12 with total page 120 pages. Available in PDF, EPUB and Kindle. Book excerpt: God created a game - it's called The Game of Life. Planet Earth is the playing field, the 10 love commandments are the rules, and we humans are the players who can win or lose. The game is played by two teams, like the game of football. One team's head coach is Jesus and the other team's head coach is Satan. All of us on earth are playing for one of these two teams! Gabriel Ansley Erb wrote the book "2028 END" in order to fully elucidate God's game clock scenario for The Game of Life as contained in the game's handbook, the Holy Bible. The handbook says, "God declared the end from the beginning" (Isaiah 46:10) by using 7 days in the creation event. Each 24 hour creation day foretold of a future 1,000 year period for a total 7,000 year plan God had for The Game of Life to be played on planet earth. And amazingly, to confirm this is all true, God hid a secret prophesy in each creation day foretelling the greatest event He had planned to occur in that day's future millennium!Consequently, Creation day 1 foretold Adam & Eve's fall, which was fulfilled during earth's 1st millennium. Creation day 2 foretold Noah's global flood, which was fulfilled during earth's 2nd millennium. Creation day 3 foretold Moses' Red Sea parting, which was fulfilled during earth's 3rd millennium. Creation day 4 foretold of John the Baptist & Jesus Christ, and so they lived and died during earth's 4th millennium. And the prophecies continue with each Creation day!Gabriel proves all of the above, carefully revealing the prophetic Scriptures as well as the fulfillment Scriptures. Then he reveals a dozen Scriptures proving Christ died earth's 4,000 year and will return earth's 6,000 year. Finally, he proves Christ died Feast of Passover AD 28 and will return Feast of Trumpets 2028. For those who read this book, it is an open and shut case: The Game of Life will end 2,000 years from the year of Christ's death on the cross - AD 2028.
Download or read book The Cambridge Companion to Video Game Music written by Melanie Fritsch and published by Cambridge University Press. This book was released on 2021-04-29 with total page 483 pages. Available in PDF, EPUB and Kindle. Book excerpt: A wide-ranging survey of video game music creation, practice, perception and analysis - clear, authoritative and up-to-date.
Download or read book Music In Video Games written by K.J. Donnelly and published by Routledge. This book was released on 2014-03-26 with total page 294 pages. Available in PDF, EPUB and Kindle. Book excerpt: From its earliest days as little more than a series of monophonic outbursts to its current-day scores that can rival major symphonic film scores, video game music has gone through its own particular set of stylistic and functional metamorphoses while both borrowing and recontextualizing the earlier models from which it borrows. With topics ranging from early classics like Donkey Kong and Super Mario Bros. to more recent hits like Plants vs. Zombies, the eleven essays in Music in Video Games draw on the scholarly fields of musicology and music theory, film theory, and game studies, to investigate the history, function, style, and conventions of video game music.
Download or read book The Oxford Handbook of Interactive Audio written by Karen Collins and published by Oxford Handbooks. This book was released on 2014 with total page 625 pages. Available in PDF, EPUB and Kindle. Book excerpt: What does it mean to interact with sound? How does interactivity alter our experience as creators and listeners? What does the future hold for interactive musical and sonic experiences? This book answers these questions with newly-commissioned chapters that explore the full range of interactive audio in games, performance, design, and practice.
Download or read book Music in the Role Playing Game written by William Gibbons and published by Routledge. This book was released on 2019-07-09 with total page 216 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Download or read book UAT Defined written by Rob Cimperman and published by Pearson Education. This book was released on 2006-11-28 with total page 298 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the eBook version of the printed book. This digtial Short Cut provides a concise and supremely useful guide to the emerging trend of User Acceptance Testing (UAT). The ultimate goal of UAT is to validate that a system of products is of sufficient quality to be accepted by the users and, ultimately, the sponsors. This Short Cut is unique in that it views UAT through the concept that the user should be represented in every step of the software delivery lifecycle--including requirements, designs, testing, and maintenance--so that the user community is prepared, and even eager, to accept the software once it is completed. Rob Cimperman offers an informal explanation of testing, software development, and project management to equip business testers with both theory and practical examples, without the overwhelming details often associated with books written for "professional" testers. Rather than simply explaining what to do, this resource is the only one that explains why and how to do it by addressing this market segment in simple, actionable language. Throughout the author’s considerable experience coordinating UAT and guiding business testers, he has learned precisely what testers do and do not intuitively understand about the software development process. UAT Defined informs the reader about the unfamiliar political landscape they will encounter. Giving the UAT team the tools they need to comprehend the process on their own saves the IT staff from having to explain test management from the beginning. The result is a practice that increases productivity and eliminates the costs associated with unnecessary mistakes, tedious rework, and avoidable delays. Chapter 1 Introduction Chapter 2 Defining UAT–What It Is...and What It Is Not Chapter 3 Test Planning–Setting the Stage for UAT Success Chapter 4 Building the Team–Transforming Users into Testers Chapter 5 Executing UAT–Tracking and Reporting Chapter 6 Mitigating Risk–Your Primary Responsibility
Download or read book Music Video Games written by Michael Austin and published by Bloomsbury Publishing USA. This book was released on 2016-07-28 with total page 354 pages. Available in PDF, EPUB and Kindle. Book excerpt: Music Video Games takes a look (and listen) at the popular genre of music games – video games in which music is at the forefront of player interaction and gameplay. With chapters on a wide variety of music games, ranging from well-known console games such as Guitar Hero and Rock Band to new, emerging games for smartphones and tablets, scholars from diverse disciplines and backgrounds discuss the history, development, and cultural impact of music games. Each chapter investigates important themes surrounding the ways in which we play music and play with music in video games. Starting with the precursors to music games - including Simon, the hand-held electronic music game from the 1980s, Michael Austin's collection goes on to discuss issues in musicianship and performance, authenticity and “selling out,” and composing, creating, and learning music with video games. Including a glossary and detailed indices, Austin and his team shine a much needed light on the often overlooked subject of music video games.
Download or read book Game Sound Technology and Player Interaction Concepts and Developments written by Grimshaw, Mark and published by IGI Global. This book was released on 2010-09-30 with total page 503 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game Sound Technology and Player Interaction: Concepts and Developments researches both how game sound affects a player psychologically, emotionally, and physiologically, and how this relationship itself impacts the design of computer game sound and the development of technology. This compilation also applies beyond the realm of video games to other types of immersive sound, such as soundscape design, gambling machines, emotive and fantastical sound to name a few. The application for this research is wide-ranging, interdisciplinary, and of primary importance for academics and practitioners searching for the right sounds.
Download or read book Unlimited Replays written by William Gibbons and published by Oxford University Press. This book was released on 2018-04-02 with total page 209 pages. Available in PDF, EPUB and Kindle. Book excerpt: Classical music is everywhere in video games. Works by composers like Bach and Mozart fill the soundtracks of games ranging from arcade classics, to indie titles, to major franchises like BioShock, Civilization, and Fallout. Children can learn about classical works and their histories from interactive iPad games. World-renowned classical orchestras frequently perform concerts of game music to sold-out audiences. But what do such combinations of art and entertainment reveal about the cultural value we place on these media? Can classical music ever be video game music, and can game music ever be classical? Delving into the shifting and often contradictory cultural definitions that emerge when classical music meets video games, Unlimited Replays offers a new perspective on the possibilities and challenges of trying to distinguish between art and pop culture in contemporary society.
Download or read book Game Sound written by Karen Collins and published by MIT Press. This book was released on 2008 with total page 213 pages. Available in PDF, EPUB and Kindle. Book excerpt: A distinguishing feature of video games is their interactivity, and sound plays an important role in this: a player's actions can trigger dialogue, sound effects, ambient sound, and music. This book introduces readers to the various aspects of game audio, from its development in early games to theoretical discussions of immersion and realism.
Download or read book The Game Audio Strategy Guide written by Gina Zdanowicz and published by Routledge. This book was released on 2019-12-10 with total page 354 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Game Audio Strategy Guide is a comprehensive text designed to turn both novices and experienced audio designers into technical game audio pros. Providing both a theoretical foundation and practical insights, The Game Audio Strategy Guide offers a thorough look at the tools and methods needed to create industry-quality music and sound design for games. The text is supported by an extensive companion website, featuring numerous practical tutorials and exercises, which allows the reader to gain hands-on experience creating and implementing audio assets for games. The Game Audio Strategy Guide is the essential manual for anyone interested in creating audio for games, inside or outside the classroom.
Download or read book Remixing Music Studies written by Ananay Aguilar and published by Routledge. This book was released on 2020-07-30 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: Where is the academic study of music today, and what paths should it take into the future? Should we be looking at how music relates to society and constructs meaning through it, rather than how it transcends the social? Can we ‘remix’ our discipline and attempt to address all musics on an equal basis, without splitting ourselves in advance into subgroups of ‘musicologists’, ‘theorists’, and ‘ethnomusicologists’? These are some of the crucial issues that Nicholas Cook has raised since he emerged in the 1990s as one of the UK’s leading and most widely read voices in critical musicology. In this book, collaborators and former students of Cook pursue these questions and others raised by his work—from notation, historiography, and performance to the place of music in multimedia forms such as virtual reality and video games, analysing both how it can bring people together and the ways in which it has failed to do so.
Download or read book Popular Music in the Nostalgia Video Game written by Andra Ivănescu and published by Springer. This book was released on 2019-01-11 with total page 173 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Download or read book The Oxford Handbook of Music and Medievalism written by Stephen C. Meyer and published by Oxford University Press. This book was released on 2020-03-02 with total page 844 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Oxford Handbook of Music and Medievalism provides a snapshot of the diverse ways in which medievalism--the retrospective immersion in the images, sounds, narratives, and ideologies of the European Middle Ages--powerfully transforms many of the varied musical traditions of the last two centuries. Thirty-three chapters from an international group of scholars explore topics ranging from the representation of the Middle Ages in nineteenth-century opera to medievalism in contemporary video game music, thereby connecting disparate musical forms across typical musicological boundaries of chronology and geography. While some chapters focus on key medievalist works such as Orff's Carmina Burana or Peter Jackson's Lord of the Rings films, others explore medievalism in the oeuvre of a single composer (e.g. Richard Wagner or Arvo Pärt) or musical group (e.g. Led Zeppelin). The topics of the individual chapters include both well-known works such as John Boorman's film Excalibur and also less familiar examples such as Eduard Lalo's Le Roi d'Ys. The authors of the chapters approach their material from a wide array of disciplinary perspectives, including historical musicology, popular music studies, music theory, and film studies, examining the intersections of medievalism with nationalism, romanticism, ideology, nature, feminism, or spiritualism. Taken together, the contents of the Handbook develop new critical insights that venture outside traditional methodological constraints and provide a capstone and point of departure for future scholarship on music and medievalism.
Download or read book Recomposing the Past Representations of Early Music on Stage and Screen written by James Cook and published by Routledge. This book was released on 2018-02-01 with total page 449 pages. Available in PDF, EPUB and Kindle. Book excerpt: Recomposing the Past is a book concerned with the complex but important ways in which we engage with the past in modern times. Contributors examine how media on stage and screen uses music, and in particular early music, to evoke and recompose a distant past. Culture, popular and otherwise, is awash with a stylise - sometimes contradictory - musical history. And yet for all its complexities, these representations of the past through music are integral to how our contemporary and collective imaginations understand history. More importantly, they offer a valuable insight into how we understand our musical present. Such representative strategies, the book argues, cross generic boundaries, and as such it brings together a range of multimedia discussion on the subjects of film (Lord of the Rings, Dangerous Liasions), television (Game of Thrones, The Borgias), videogame (Dragon Warrior, Gauntlet), and opera (Written on Skin, Taverner, English ‘dramatick opera’). This collection constitutes a significant, and interdisciplinary, contribution to a growing literature which is unpacking our ongoing creative dialogue with the past. Divided into three complementary sections, grouped not by genre or media but by theme, it considers: ‘Authenticity, Appropriateness, and Recomposing the Past’, ‘Music, Space, and Place: Geography as History’, and ‘Presentness and the Past: Dialogues between Old and New’. Like the musical collage that is our shared multimedia historical soundscape, it is hoped that this collection is, in its eclecticism, more than the sum of its parts.