Virtual and Visceral Experience in Music-Oriented Video Games

Author(s):  
Kiri Miller

This article appears in the Oxford Handbook of Sound and Image in Digital Media edited by Carol Vernallis, Amy Herzog, and John Richardson. This chapter investigates the digital games Guitar Hero, Rock Band, and DJ Hero, all of which aim to integrate kinesthetic engagement with audiovisual experience. Game designers have long understood that mutually reinforcing audio and visual stimuli set the stage for immersive gameplay. These music-oriented games go a step further by making physical engagement with the game controller meaningful and viscerally persuasive: whereas most games draw players into the on-screen gameworld, allowing them to master and forget the controller in their hands, these games draw attention to the controller as instrument and the living room as performance space. Through a comparative analysis of game reception, this essay shows how compelling gameplay experiences rely on prior musical and cultural knowledge.

Animation ◽  
2021 ◽  
Vol 16 (1-2) ◽  
pp. 83-95
Author(s):  
Raz Greenberg

Produced throughout the 1980s using the company’s Adventure Game Interpreter engine, the digital adventure games created by American software publisher Sierra On-Line played an important and largely overlooked role in the development of animation as an integral part of the digital gaming experience. While the little historical and theoretical discussion of the company’s games of the era focuses on their genre, it ignores these games’ contribution to the relationship between the animated avatars and the gamers that control them – a relationship that, as argued in this article, in essence turns gamers into animators. If we consider Chris Pallant’s (2019) argument in ‘Video games and animation’ that animation is essential to the sense of immersion within a digital game, then the great freedom provided to the gamers in animating their avatars within Sierra On-Line’s adventure games paved the way to the same sense of immersion in digital. And, if we refer to Gonzalo Frasca’s (1999) divide of digital games to narrative-led or free-play (ludus versus paidea) in ‘Ludology meets narratology: Similitude and differences between (video) games and narrative’, then the company’s adventure games served as an important early example of balance between the two elements through the gamers’ ability to animate their avatars. Furthermore, Sierra On-Line’s adventure games have tapped into the traditional tension between the animator and the character it animated, as observed by Scott Bukatman in ‘The poetics of Slumberland: Animated spirits and the animated spirit (2012), when he challenged the traditional divide between animators, the characters they animate and the audience. All these contributions, as this articles aims to demonstrate, continue to influence the role of animation in digital games to this very day.


2014 ◽  
Vol 39 (1) ◽  
Author(s):  
Bob De Schutter ◽  
Steven Malliet

AbstractThe current study aims to integrate the findings of previous research on the use of video games by older adults by applying the Uses & Gratifications (U&GT) paradigm (Blumler and Katz, 1974). A qualitative study was performed with 35 participants aged between 50 and 74, who were selected from a larger sample of 213. Based upon their primary playing motives and the gratifications they obtain from digital game play, a classification was developed, resulting in five categories of older adults who actively play games: “time wasters”, “freedom fighters”, “compensators”, “value seekers” and “ludophiles”.


2018 ◽  
Vol 4 (1) ◽  
pp. 201-214 ◽  
Author(s):  
Sonia Fizek

Abstract Automation of play has become an ever more noticeable phenomenon in the domain of video games, expressed by self-playing game worlds, self-acting characters, and non-human agents traversing multiplayer spaces. This article proposes to look at AI-driven non-human play and, what follows, rethink digital games, taking into consideration their cybernetic nature, thus departing from the anthropocentric perspectives dominating the field of Game Studies. A decentralised posthumanist reading, as the author argues, not only allows to rethink digital games and play, but is a necessary condition to critically reflect AI, which due to the fictional character of video games, often plays by very different rules than the so-called “true” AI.


2020 ◽  
pp. 58-86
Author(s):  
Semjon F. Adlaj ◽  
◽  
Sergey N. Pozdniakov ◽  

This article is devoted to a comparative analysis of the results of the ReMath project (Representing Mathematics with digital media), devoted to the study of digital representations of mathematical concepts. The theoretical provisions and conclusions of this project will be analyzed based on the theory of the information environment [1], developed with the participation of one of the authors of this article. The analysis performed in this work partially coincides with the conclusions of the ReMath project, but uses a different research basis, based mainly on the work of Russian scientists. It is of interest to analyze the work of the ReMath project from the conceptual positions set forth in this monograph and to establish links between concepts and differences in understanding the impact of computer tools (artifacts) on the process of teaching mathematics. At the same time, the authors dispute the interpretation of some issues in Vygotsky’s works by foreign researchers and give their views on the types and functions of digital artifacts in teaching mathematics.


2021 ◽  
Vol 3 (1) ◽  
Author(s):  
Saima Jamshaid ◽  
Raja Nasim Akhtar

The paper provides new insight into the analysis of exocentric compounds in English and Punjabi by introducing a new step-by-step mechanism devised with the help of cognitive and cultural linguistics. The main purpose of the study is to show that exocentric compounds are very productive in the Indo -European languages. The current study claims that every exocentric compound is metaphoric in nature. Every constituent in an exocentric compound carries several  interpretations based on specific metonymic relations and  cultural knowledge. The meaning of one constituent aids and activates the interpretation of another constituent.   In this paper*, only four examples of NN compounds are discussed in detail. Although the study is not a comparative analysis in actual sense, however, the formations of such compounds in English  are also analyzed to show the applicability of the mechanism in other languages as well. The results revealed that the above mechanism is equally applicable in both the languages and supports the metaphoric interpretation in exocentric compounds. The study also nullifies the claims about the non-productivity and unpredictability of the exocentric compounds.     


2018 ◽  
Vol 7 ◽  
pp. 172-177
Author(s):  
Łukasz Tyburcy ◽  
Małgorzata Plechawska-Wójcik

The paper describes results of comparison of reactions times to visual and auditory stimuli using EEG evoked potentials. Two experiments were used to applied. The first one explored reaction times to visual stimulus and the second one to auditory stimulus. After conducting an analysis of data, received results enable determining that visual stimuli evoke faster reactions than auditory stimuli.


Author(s):  
Kristen B. Miller

This chapter reports the findings of two surveys taken by players of the video game Rock Band. The purpose of the surveys was to determine what differences, if any, exist between the ways that males and females learn to play the game, are motivated to improve, interact with other players both online and in real life, and interact with other players in online communities for the game. This study suggests that while females do not appear to learn to play this game much differently from males, they are motivated differently and interact with other players differently, and ultimately they have a harder time than males finding a place in the affinity groups that exist for the game, and these findings provide starting points for teachers who intend to use video games and virtual worlds for educational purposes in guarding against creating a “gender gap” between males and females.


2018 ◽  
pp. 554-582
Author(s):  
Sam von Gillern

This chapter explores how educators can use games and their embodied learning principles as a source for student learning, motivation, and engagement. It begins by highlighting important educational issues, such as lack of motivation and how technology has affected students and communication (Prensky, 2005). It then illustrates how digital games can address these issues and support learning and foster meaningful engagement by exploring Gee's (2007) learning principles and Prensky's (2005) activities and learning techniques. Each learning principle and activity is addressed with a summary of the concept, an example of how video games exemplify the concept, and practical methods for integrating the idea into classroom instruction through games and activities. The chapter concludes with an overview of main concepts and highlights future directions for research connecting learning theories to digital games.


Author(s):  
Aditya Budi ◽  
Mi Wang ◽  
Tianyuan Wang

In today’s increasingly competitive market, marketing a product or a service is getting tougher than before, especially in the industry domain of interaction digital media (IDM), which produces completely different types of digital goods. Knowing the key differences between them is vital, as it will allow IDM companies to position resources more effectively. Moreover, it will help get more profits from investments. Unfortunately, research done on this topic is still rare and inadequate. This chapter aims to give a comparative analysis between the digital products and services study from the perspective of marketing, in a bid to better understand their differences and similarities. The comparative analysis is divided into different stages according to the new digital goods development process. We use two case studies to support the points of view: WSJ.com and PayPal. Directions for future research are discussed at the end of this chapter.


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