Fantasias on a Theme by Walt Disney

Author(s):  
Tim Summers

This chapter investigates listening to music in video games by proposing a model of “playful listening” to show how music creates domains of musical play. The chapter uses case studies of three games all based on Walt Disney’s Fantasia (1940/1999) films: Atari 2600 (1983), Sega Mega Drive/Genesis (1991), Microsoft Xbox Kinect (2014). Each Fantasia game highlights these fields of musical play in different ways. Games like the Fantasia titles make obvious how listening to music can be playful (even outside games). When we listen for how music “plays out,” we are engaging with the implied possibilities of the music, its “potential to be otherwise”; the music generates a field of potential sounding forms, only one of which is realized and fulfilled in performance. Games, and these games in particular, encourage us to listen playfully, and to enjoy the dynamic relationships of listening, in-game and outside, on-screen and off.

2020 ◽  
Vol 4 (Supplement_1) ◽  
pp. 559-559
Author(s):  
Sara Freed ◽  
Briana Sprague ◽  
Lesley Ross

Abstract Interventions using exercise video games, or exergames, have shown short-term cognitive and physical benefits to older adults, though long-term effects are less promising. Enjoyment of exergames may promote exergame use after the intervention period, though little work has examined older adults’ views of exergames before and after gameplay experience. We invited 20 older adults between 65 and 84 years of age (M=73.30, SD=5.95) to play two Xbox Kinect games, Just Dance and Kinect Sports Rivals, for twenty minutes. In our presentation, we will present qualitative and quantitative findings of this pilot study, including findings that older adults reported that they were not likely to play similar exergames in the future and that they did not find the exergames to be more fun compared to other ways of exercising. We will discuss implications for game design and research relevant to game developers, manufacturers, and researchers. Part of a symposium sponsored by Technology and Aging Interest Group.


Author(s):  
Nathan Sepich ◽  
Michael C. Dorneich ◽  
Stephen Gilbert

This research details the development of a human-agent team (HAT) analysis framework specifically aimed at video games. The framework identifies different dimensions of interest related to humans and software agents working together. Video games have a variety of user-tested interaction paradigms that may offer useful insights into HAT dynamics, but it can be difficult for researchers to know which games are relevant to their research without a systematic method of characterizing HAT relationships. The framework was developed based on previous literature and gameplay analysis. This paper offers three case studies, applying the framework to the games Madden 21, Call to Arms, and Civilization V. Possible trends related to agent intelligence, team structures, and interdependence are discussed.


Author(s):  
Maria Katsaridou ◽  
Mattia Thibault

Even though literary genres are instrumental for the study and analysis of video games, we should also take into consideration that, nowadays, the boundaries of literature have been crossed and we have to deal with a broader transmedia reality. Approaching it can be quite challenging and, in addition to the already existing genre theory, it requires the implementation of appropriate analytic tools, both adaptable to different languages and media and able to reconstruct and motivate the isotopies woven into the net. In the authors' opinion, semiotics is particularly suitable for this task, for many reasons. The aim of this chapter, then, is to propose a semiotic methodology, oriented toward the analysis of the architextual aspects of video games. Two case studies will be taken into consideration, in order to shed some light on the inner working of architexts featuring video games, as one of their most relevant components: the horror genre and the high fantasy genre.


Author(s):  
Cristina Comeras-Chueca ◽  
Lorena Villalba-Heredia ◽  
Marcos Pérez-Llera ◽  
Gabriel Lozano-Berges ◽  
Jorge Marín-Puyalto ◽  
...  

(1) Background: Childhood obesity has become a main global health problem and active video games (AVG) could be used to increase energy expenditure. The aim of this study was to investigate the energy expenditure during an AVG intervention combined with exercise, differentiating by gender. (2) Methods: A total of 45 children with overweight or obesity (19 girls) performed an AVG intervention combined with exercise. The AVG used were the Xbox Kinect, Nintendo Wii, dance mats, BKOOL cycling simulator, and Nintendo Switch. The energy expenditure was estimated from the heart rate recorded during the sessions and the data from the individual maximal tests. (3) Results: The mean energy expenditure was 315.1 kilocalories in a one-hour session. Participants spent the most energy on BKOOL, followed by Ring Fit Adventures, Dance Mats, Xbox Kinect, and the Nintendo Wii, with significant differences between BKOOL and the Nintendo Wii. Significant differences between boys and girls were found, but were partially due to the difference in weight, VO2max, and fat-free mass. (4) Conclusions: The energy expenditure with AVG combined with multi-component exercise was 5.68 kcal/min in boys and 4.66 kcal/min in girls with overweight and obesity. AVG could be an effective strategy to increase energy expenditure in children and adolescents with overweight and obesity.


2016 ◽  
pp. 178-200
Author(s):  
Tim Summers ◽  
James Hannigan
Keyword(s):  

2016 ◽  
Vol 14 (2) ◽  
pp. 256 ◽  
Author(s):  
Ana Sebastián Morillas ◽  
Marian Núñez Cansado ◽  
Daniel Muñoz Sastre

The article aims the advertising efficiency video games have in Spain, which is of the<br />utmost importance considering results from latest studies on effectiveness. Video games<br />have become one of the most valuable platforms used by advertisers when looking for<br />new ways to reinforce brand awareness. This study seeks to explain the reasons why<br />brands are using the advergaming and ingame advertising in order to have their advertising<br />messages being effectively reached by the target audience. The topic proposed<br />in this paper deploys a qualitative research methodology focused on a bibliographic<br />review, in-depth interviews and the analysis of several case studies. Results obtained by<br />this research may help companies to develop effective marketing and communication<br />strategies.


2016 ◽  
Vol 3 (1) ◽  
Author(s):  
Marta Tymińska

Due to the growing popularity of video games, gaming itself has become a shared experience among media audiences worldwide. The phenomenon of avatar-based games has led to the emergence of new storytelling practices. The paper proposes a typology of tropes in these avatar-based narratives focusing on non-game case studies. Suggested tropes are also confronted with the latest research on avatars in the area of game studies and current knowledge of the issues concerning the player-avatar relationship. Some of the most popular misconceptions regarding the gameplay experience and its representation in non-game media are exposed as a result of this analysis. The research confirms that popular culture perceives gaming experience as closely related to the player identity, as the latter inspires new genres of non-game narratives.


Author(s):  
William Gibbons

This chapter considers video games that feature classical music and musicians as part of their narrative. In that setting, musicians often act as stand-ins both for art as a whole and for its cultural roles. Case studies include two very different musicians: in Fallout 3, the gentle violinist Agatha, for whom the player tries to retrieve a family heirloom, a Stradivarius violin; and in BioShock, the psychopathic composer Sander Cohen, an artist driven mad by his pursuit of artistic perfection. Finally, the chapter turns to Mozart: Le Dernier secret as an example of the unique challenges of including real-world classical musicians in metafictional narratives.


Author(s):  
Suchada Vichitvanichphong ◽  
Amir Talaei-Khoei ◽  
Donald Kerr ◽  
Amir Hossein Ghapanchi ◽  
Bridie Scott-Parker

In many situations, driving is essential for senior citizens to maintain their independent lifestyle. A systematic literature review was conducted that summarized the age-related physical, visual and cognitive functional declines and their associated risk to driving. Based on these findings, we explored whether the skills required in playing Xbox Kinect video games were correlated with measures of driving performance among older drivers. Fifty-two participants, 65 years of age or older (Mean = 72; SD = 3.84; range 65 – 85 years; 29 males) who have access to a car and drive frequently were invited to play Just dance, Table Tennis (ping pong), Bowling, and Dr Kawashima’s Brain Training Exercises on an Xbox Kinect 360. Participants also completed a 25-minute on-road driving task along a predetermined route to assess and identify critical driving errors using a similar instrument as that used by a driving license tester. Bivariate correlation examined the relationship between game scores and these objective driving skills. There was a significant correlation between the Xbox Kinect video games and on-road driving scores (r = 0.861, p <0.001), indicating that ‘good gamers are good drivers’. This was correlation was significant for the males (r = 0.864, p <0.001) as well as for the females (r = 0.878, p <0.001). We suggest that performance on Xbox games may be a suitable, cost-effective and less-risky indicator of on-road driving skills for older drivers, particularly in jurisdictions in which mandatory testing of older citizens has been introduced or is being considered as a requirement in the driver licensing process.


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