語系:
繁體中文
English
說明(常見問題)
回圖書館首頁
手機版館藏查詢
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
Music, sound and identity in video games
~
López Gómez, Lidia.
FindBook
Google Book
Amazon
博客來
Music, sound and identity in video games
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Music, sound and identity in video games/ edited by Lidia López Gómez.
其他作者:
López Gómez, Lidia.
出版者:
Cham :Springer Nature Switzerland : : 2025.,
面頁冊數:
xv, 290 p. :ill., digital ;24 cm.
內容註:
1. Introduction: Music, Sound and Identity in Video Games -- 2. "A Few Billion Timelines Might Take a While": Temporality, Disruption, Folklore and Fantasy in Assassin's Creed -- 3. Musical Representations of Tudor England in Video Games -- 4. Mixed identities: Picturing Spanish Music in World-travelling Games -- 5. Gaming the Lonely Road of Americana: Authenticity and Identity in Where the Water Tastes Like Wine -- 6. (Re)Packaging Japanese Musical Identity in Ghost of Tsushima, Genshin Impact and Ōkami -- 7. Immersive Environments in Video Games as a New Stage for Popular Music Performance -- 8. Spatializing Music in VR Experiences -- 9. Uncanny Landscapes and Cosy Dungeons: from Sonic Spaces to the Musical Narratives of Elden Ring and Dark Souls -- 10. Dehumanization through Sound: Musical Representations of Fantastic Cultures in World of Warcraft -- 11. Queering Cloud: Music, Gender and Sexuality in Video Games -- 12. Music and Masculinities in Game Space -- 13. Voice of the Fembot: An Analysis of the Subservient and Sinister Vocal Depictions of the Gynoid in Sci-Fi Games -- 14. "I'll Show You": K/DA and the Role of the Virtual Popstar in the Games Industry.
Contained By:
Springer Nature eBook
標題:
Music and identity politics. -
電子資源:
https://doi.org/10.1007/978-3-031-87507-6
ISBN:
9783031875076
Music, sound and identity in video games
Music, sound and identity in video games
[electronic resource] /edited by Lidia López Gómez. - Cham :Springer Nature Switzerland :2025. - xv, 290 p. :ill., digital ;24 cm. - Palgrave games in context,2731-5037. - Palgrave games in context..
1. Introduction: Music, Sound and Identity in Video Games -- 2. "A Few Billion Timelines Might Take a While": Temporality, Disruption, Folklore and Fantasy in Assassin's Creed -- 3. Musical Representations of Tudor England in Video Games -- 4. Mixed identities: Picturing Spanish Music in World-travelling Games -- 5. Gaming the Lonely Road of Americana: Authenticity and Identity in Where the Water Tastes Like Wine -- 6. (Re)Packaging Japanese Musical Identity in Ghost of Tsushima, Genshin Impact and Ōkami -- 7. Immersive Environments in Video Games as a New Stage for Popular Music Performance -- 8. Spatializing Music in VR Experiences -- 9. Uncanny Landscapes and Cosy Dungeons: from Sonic Spaces to the Musical Narratives of Elden Ring and Dark Souls -- 10. Dehumanization through Sound: Musical Representations of Fantastic Cultures in World of Warcraft -- 11. Queering Cloud: Music, Gender and Sexuality in Video Games -- 12. Music and Masculinities in Game Space -- 13. Voice of the Fembot: An Analysis of the Subservient and Sinister Vocal Depictions of the Gynoid in Sci-Fi Games -- 14. "I'll Show You": K/DA and the Role of the Virtual Popstar in the Games Industry.
This book offers a comprehensive overview of how video game sound and music represent cultures, spaces and personal identifications. Focusing on the concept of identity, the volume brings together issues as diverse as belonging to an ethnic or cultural group, identifying with certain sexualities or being able to deduce the historical or geographical context of a game. This volume explores whether the musical and sound identities linked to video games are based on clichés and stereotyped arrangements that span cultures and times. It includes case studies that analyse the mechanisms used by game producers, composers and sound designers to "characterise" and represent different identities to broad audiences of potential players, as well as how the players perceive these sonic inputs. The book is organized into three main sections, covering topics as the representation of historical periods, musical stereotypes of cultures from different geographic locations, representations of identity in fictional spaces and sonic depictions gender. Lidia López Gómez is a musicologist and violinist. She is Associate Lecturer at the Musicology Department of the Autonomous University of Barcelona (UAB). Her main fields of research and teaching are audiovisual analysis, film music and music in video games. She has published in journals such as Games and Culture and Twentieth-Century Music, and edited the book Popular Music in Spanish Cinema (Routledge, 2023).
ISBN: 9783031875076
Standard No.: 10.1007/978-3-031-87507-6doiSubjects--Topical Terms:
3788645
Music and identity politics.
LC Class. No.: ML3540.7
Dewey Class. No.: 781.54
Music, sound and identity in video games
LDR
:03686nmm a2200337 a 4500
001
2412929
003
DE-He213
005
20250806173725.0
006
m d
007
cr nn 008maaau
008
260204s2025 sz s 0 eng d
020
$a
9783031875076
$q
(electronic bk.)
020
$a
9783031875069
$q
(paper)
024
7
$a
10.1007/978-3-031-87507-6
$2
doi
035
$a
978-3-031-87507-6
040
$a
GP
$c
GP
041
0
$a
eng
050
4
$a
ML3540.7
072
7
$a
AV
$2
bicssc
072
7
$a
MUS000000
$2
bisacsh
072
7
$a
AV
$2
thema
082
0 4
$a
781.54
$2
23
090
$a
ML3540.7
$b
.M987 2025
245
0 0
$a
Music, sound and identity in video games
$h
[electronic resource] /
$c
edited by Lidia López Gómez.
260
$a
Cham :
$b
Springer Nature Switzerland :
$b
Imprint: Palgrave Macmillan,
$c
2025.
300
$a
xv, 290 p. :
$b
ill., digital ;
$c
24 cm.
490
1
$a
Palgrave games in context,
$x
2731-5037
505
0
$a
1. Introduction: Music, Sound and Identity in Video Games -- 2. "A Few Billion Timelines Might Take a While": Temporality, Disruption, Folklore and Fantasy in Assassin's Creed -- 3. Musical Representations of Tudor England in Video Games -- 4. Mixed identities: Picturing Spanish Music in World-travelling Games -- 5. Gaming the Lonely Road of Americana: Authenticity and Identity in Where the Water Tastes Like Wine -- 6. (Re)Packaging Japanese Musical Identity in Ghost of Tsushima, Genshin Impact and Ōkami -- 7. Immersive Environments in Video Games as a New Stage for Popular Music Performance -- 8. Spatializing Music in VR Experiences -- 9. Uncanny Landscapes and Cosy Dungeons: from Sonic Spaces to the Musical Narratives of Elden Ring and Dark Souls -- 10. Dehumanization through Sound: Musical Representations of Fantastic Cultures in World of Warcraft -- 11. Queering Cloud: Music, Gender and Sexuality in Video Games -- 12. Music and Masculinities in Game Space -- 13. Voice of the Fembot: An Analysis of the Subservient and Sinister Vocal Depictions of the Gynoid in Sci-Fi Games -- 14. "I'll Show You": K/DA and the Role of the Virtual Popstar in the Games Industry.
520
$a
This book offers a comprehensive overview of how video game sound and music represent cultures, spaces and personal identifications. Focusing on the concept of identity, the volume brings together issues as diverse as belonging to an ethnic or cultural group, identifying with certain sexualities or being able to deduce the historical or geographical context of a game. This volume explores whether the musical and sound identities linked to video games are based on clichés and stereotyped arrangements that span cultures and times. It includes case studies that analyse the mechanisms used by game producers, composers and sound designers to "characterise" and represent different identities to broad audiences of potential players, as well as how the players perceive these sonic inputs. The book is organized into three main sections, covering topics as the representation of historical periods, musical stereotypes of cultures from different geographic locations, representations of identity in fictional spaces and sonic depictions gender. Lidia López Gómez is a musicologist and violinist. She is Associate Lecturer at the Musicology Department of the Autonomous University of Barcelona (UAB). Her main fields of research and teaching are audiovisual analysis, film music and music in video games. She has published in journals such as Games and Culture and Twentieth-Century Music, and edited the book Popular Music in Spanish Cinema (Routledge, 2023).
650
0
$a
Music and identity politics.
$3
3788645
650
0
$a
Video game music.
$3
3301653
650
0
$a
Video games
$x
Sound effects.
$3
3301654
650
1 4
$a
Music.
$3
516178
650
2 4
$a
Popular Music.
$3
3538698
650
2 4
$a
Games Studies.
$3
3538728
700
1
$a
López Gómez, Lidia.
$3
3788644
710
2
$a
SpringerLink (Online service)
$3
836513
773
0
$t
Springer Nature eBook
830
0
$a
Palgrave games in context.
$3
3496095
856
4 0
$u
https://doi.org/10.1007/978-3-031-87507-6
950
$a
Literature, Cultural and Media Studies (SpringerNature-41173)
based on 0 review(s)
Location:
全部
電子資源
Year:
Volume Number:
Items
1 records • Pages 1 •
1
Inventory Number
Location Name
Item Class
Material type
Call number
Usage Class
Loan Status
No. of reservations
Opac note
Attachments
W9518427
電子資源
11.線上閱覽_V
電子書
EB ML3540.7
一般使用(Normal)
On shelf
0
1 records • Pages 1 •
1
Multimedia
Reviews
Add a review
and share your thoughts with other readers
Export
pickup library
Processing
...
Change password
Login