scholarly journals Analisis Komposisi Soundtrack dalam Video Game “Genshin Impact”

2021 ◽  
Vol 1 (2) ◽  
pp. 12-15
Author(s):  
Bethoven Kharisma

Role-playing games merupakan merupakan salah satu genre utama dari sebagian banyak game dan ada dalam bentuk dan format yang berbeda. Dalam sebuah game cenderung menggunakan musik cinematic yang mampu membawa suasana dan emosi kepada pemain game tersebut. Pemilihan soundtrack Genshin Impact pada “Main Theme: from The Wind and The Star Traveler” sebagai objek penelitian dikarenakan penataan musik cinematic yang megah. Penelitian kualitatif deskriptif ini memiliki tujuan untuk menganalisis teknik pengolahan komposisi dari soundtrack tersebut. Metode yang digunakan adalah studi diskografi, studi literatur, dan observasi. Hasil menunjukkan bahwa soundtrack “Main Theme” pada Genshin Impact dimainkan dakam tonalitas D Mayor dengan tempo 82 bpm. Dalam soundtrack Main Theme terdiri dari beberapa bagian yaitu, intro, verse, chorus, dan outro. Elemen musik pada soundtrack Main Theme juga diketahui berdasarkan ritme, dinamika, harmoni, tekstur, dan bentuk. Musik soundtrack tersebut mengandung suasana yang sederhana tapi megah dari penggunaan tonalitas mayor, poliritme, dan pengembangan motif utama yang memperkaya.  Role-playing games are one of the main genres of many games and come in many different forms and formats. A game tends to use cinematic music that can bring atmosphere and emotions to the game's players. The selection of the Genshin Impact soundtrack on "Main Theme: from The Wind and The Star Traveler" as the object of research is due to the magnificent cinematic music arrangement. This descriptive qualitative study aims to analyze the compositional processing techniques of the soundtrack. The method used is discography study, literature study, and observation. The results show that the “Main Theme” soundtrack on Genshin Impact is played in a D Major tonality with a tempo of 82 bpm. The Main Theme soundtrack consists of several parts: intro, verse, chorus, and outro. The musical elements in the Main Theme soundtrack are also known based on rhythm, dynamics, harmony, texture, and form. The soundtrack's music contains a simple but majestic atmosphere of the enriching use of major tonality, polyrhythm, and development of central motifs. 

2021 ◽  
pp. 146144482110547
Author(s):  
Henry Korkeila

This study explored how social capital has been utilized in video-game studies by conducting a scoping review. In total, 74 peer-reviewed publications were analysed from three different databases. The following aspects pertaining to social capital were analysed: definition, methodology, game or genre as stimulus, its utilization inside or outside the stimulus, whether it was the sole concept or variable, how it was utilized, whether social capital was used to predict variables or whether variables were used to predict it, and what where the predicted or predicting variables. The results of the analysis show that Putnam’s research, the quantitative method and Massively Multiplayer Online Role-Playing Games were most commonly combined. Social capital was predominantly utilized in binary form. It was utilized almost equally inside and outside the video games’ sphere of influence. The study then presents the main findings and discusses future research avenues.


Author(s):  
Nino Labartkava ◽  
Tamar Saginadze

In 2015, a school readiness program was created for children who will turn 5 before the start of the school year and will start studying at the first grade of school in September. The components of the school readiness program are: «School Readiness Educational Standard», a teacher’s guideline, a collection of activities describing specific activities and provided relevant supplements.The goals of the study are: Study of the course of school readiness program on the example of Tbilisi kindergartens; Based on the situation, developing methodology for effective implementation of school readiness program. The project was implemented in Tbilisi. The selection of experimental and controlled preschool institutions was based on the existence of similar infrastructure (newly built building, existence of a yard) and three or four large size school readiness groups in kindergartenAs a result of the works carried out, experimental preschool institutions have improved in the following directions: Educators conduct dialogue and ask children questions individually and in small groups; Children have the opportunity to engage in different types of activities and games (games with rules, role playing games, movable games, creative activities); Children can independently take and use learning and gaming resources; The group uses handmade and secondary resources; Group space is organized into thematic centers; The natural materials are used in the group; Children can independently take toys and resources; Educators have planned and prepared a wide variety of activities (activity, games with rules, role playing games, project) related to the topic; Educator observes children in order to evaluate them.


Author(s):  
Kevin Stewart

THE ZOMBIE AESTHETICS AND THE POST-APOCALYPTIC FRANCHISEON MARCH 22nd 1996, Japanese video game company Capcom Inc. released Biohazard, the first of their new immersive zombie survival-horror role playing games (RPGs) for the Sony PlayStation. Released in the West as Resident Evil, George A. Romero's model of the animated cadaver and Lucio Fulci's command of the atmospheric combined to provide the main inspiration for the game's visual and narrative aesthetic (Poole, 79): a complete and immersive reworking of the zombie genre by Tokyo based video game producer Shinji Mikami. Although not the first video game franchise to attain cult recognition or make a successful transfer to the big screen - Lara Croft and the Tomb Raider franchise come to mind - a determination, "to repackage the zombie as a mainstream monster and an icon of cool" (Russell, 171) clearly paid off: The Resident Evil games had succeeded...


2021 ◽  
pp. 122-151
Author(s):  
Sylvia Sierra

This chapter examines how Millennial friends in their late twenties appropriate texts from video games they have played to serve particular social interactive functions in their everyday face-to-face conversations. Speakers use references to the video games Papers, Please, The Oregon Trail, Minecraft, and Role Playing Games (RPGS) to shift the epistemic territories of conversations when they encounter interactional dilemmas. These epistemic shifts simultaneously rekey formerly problematic talk (on topics like rent, money, and injuries) to lighter, humorous talk, reframing these issues as being part of a lived video game experience. Overlapping game frames are laminated upon real-life frames and are strengthened by embedded frames containing constructed dialogue. This chapter contributes to understanding how epistemic shifts relying on intertextual ties can shift frames during interactional dilemmas in everyday conversation, which is ultimately conducive to group identity construction.


Author(s):  
А. Павлова ◽  
A. Pavlova

Role-playing games develop the ability to organize and implement educational and cognitive activities in the field of vocational education. The article defines the role-playing game, its scenario features, methodical orientation. It also reveals its difference from business games. The author provides a description and analysis of several role-playing games that can be carried out at an early stage of language learning for the purpose of language professionalization. The selection of material for games involves both lexical units necessary for linguo-cultural communication, and grammatical rules that can help the development of a given topic. To analyze the results, the author uses data from a survey conducted among students who participated in the game. On the basis of these data, the charts demonstrating the readiness of students to work with Italian partners and in a multicultural environment are constructed. The carts show an increase of students’ confidence in their business communication skills with foreign partners. Knowledge of professional discourse and the ability to deal with it relieves stress, contributes to personal development. At the end of the article the author concludes that the use of a role-playing game as a productive modern technology for training international economists in a foreign language at an early stage contributes to the development of professional competencies.


Author(s):  
Paal Fjeldvig Antonsen

Abstract The aim of this paper is to make sense of a characteristic feature of interactive fictions, such as video game fictions, adventure books and role playing games. In particular, I describe one important way consumers of interactive fiction ‘take on the role’ of a fictional character and are ‘involved’ in the story. I argue that appreciative engagement with such works requires imagining being someone else and imagining parts of the story in a self-locating manner. In short, consuming works of interactive fiction involves imagining the story from the protagonist’s perspective.


2021 ◽  
Vol 2021 ◽  
pp. 1-16
Author(s):  
Chaowanan Khundam ◽  
Frédéric Nöel

Virtual Reality (VR) technology has advanced forward in everyday life where virtual fitness is possible through physically moving around in the real world. Exergame is a video game for exercise aimed at making exercise more fun. VR exergame applies these trends together for virtual fitness with immersive game play. The VR locomotion is traveling in VR, which is commonly used in adventure role-playing games (RPG). Virtual running can be applied as a locomotion technique for VR exergames. The design of virtual running in VR exergames should be considered as an exercise for fitness and also for enjoyment. This paper proposed two motion-based locomotion techniques: ArmSwing and Squat for virtual running, which are considered as aerobic and strength exercise. These two postures were used to study how physical exertion affected players while interacting in the test scene. Usability, motion sickness, and enjoyment were assessed to analyze the differences of each posture. The results showed that motion sickness and enjoyment of ArmSwing and Squat were not different, while usability was different where ArmSwing was rated higher than Squat. The results from the interviews suggest that most players preferred aerobic exercise (ArmSwing) more than strength exercise (Squat) for a long period of exercise. However, for a short period of exercise, players preferred strength exercise more than aerobic exercise. The adventure-based RPG for exercise needs a solution design appropriate for virtual running in VR, and our results can be a guideline for developers in order to handle motion-based locomotion for VR exergames.


2019 ◽  
Vol 1 (1) ◽  
pp. 45-54
Author(s):  
Yosi Maeleona Passandaran

This study examines the symbolic representations of cultural meanings behind the traditional wedding procession in West Sumatra. This study is a descriptive qualitative study whose data were collected by literature study. The collected data were analyzed using a descriptive approach based on Roland Barthes’s theory of semiotics which includes the discussion on denotative and connotative meaning as well as myth. The results of the analysis were presented in the form of a description of Roland Barthes's semiotic symbols. By examining the marriage procession, there are two interesting topics that can be studied further more. Firstly, the wedding procession itself. Secondly, the variety of materials and objects which are used when performing the traditional wedding procession.


2018 ◽  
Vol 13 (1) ◽  
pp. 137-168
Author(s):  
Muhammad Amri

Attention to the Qur'anic word (mufradat al-Quran) is sufficient for a large portion of the Qur'anic Study. Whether in the form of detecting the correct selection of words in a verse, the study of repetition of words in the Qur'an, to the linkage of each word in a single verse of the Qur'an. It turns out that in the Qur'an there is a pair of words called the same number of repetitions that have not been explored more deeply by so many experts of Alqur'an. This study is a literature study in the form of descriptive qualitative research using approach 'Ulum al-Qur'a>n. This papar traces each pair of words that have the same number of repetitions in the Qur'an, the range of meanings of the repetitions in the Qur'an and than to further determines the munasabah (relation) between the pair of words. This study produces a table of pairs of words mentioned in the Qur'an with the same number, then produces a table of meaning ranges from those words in its repetition in the Qur'an which in turn gets some categories of linkages between the word pairs in the form of causal linkage, process-results, synonyms, antonyms, characters (characteristics), and functions. The results of this study are expected to bring up the other side of the miracles of the Qur'an from the point of the mufrada>t al-Qur'an. At the same time bring the hidden wisdom of the content of Alqur'an with the overall meaning and meaning of each Alqur'an word.


Author(s):  
Marco Greco

The use of Role-Playing is becoming prominent in Serious Games due to its positive effects on learning. In this chapter the author will provide a comprehensive definition of role-playing games, drawing inspiration from the many different definitions provided in the existing literature. Then, will propose a five-dimension taxonomy for Serious Role Playing Games, applying it to a small selection of successful Serious Games in five different domains. An overview of the literature will help the reader understand when Role-Playing should be used, and when it might be useless or detrimental. Finally, a brief analysis will be performed on the reviewed games, in order to point out the correlations among the taxonomy dimensions and the domains of application.


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