Sei sulla pagina 1di 10

A Definition of Creative-Based Music Games

Thomas Studley Richard Vella


University of Newcastle University of Newcastle
Newcastle, 2300 Newcastle, 2300
NSW, Australia NSW, Australia
thomas.studley@uon.edu.au richard.vella@newcastle.edu.au

Nathan Scott Keith Nesbitt


University of Newcastle University of Newcastle
Newcastle, 2300 Callaghan, 2308
NSW, Australia NSW, Australia
nathan.scott@newcastle.edu.au keith.nesbitt@newcastle.edu.au

ABSTRACT
Growing interest in the study of video game music has led an Categories and Subject Descriptors
increasing base of scholars to pursue a multi-faceted
• Applied computing~Sound and music computing • Applied
investigation of music-based games. Within this domain, a
computing~Computer games
distinct subset of 'creative-based' music games are emerging as a
fertile new ground for the examination of music in interactive
gaming environments. This paper aims to analyse the nature of Keywords
these 'creative-based music games'. We review the current state Video Game Music; Music Games; Ludomusicology
of game music literature and show that music traditionally
occupies a 'supportive' role in games. The diverse genre of ACM Reference format:
'music-games' is then framed as a departure from this supportive Thomas Studley, Richard Vella, Nathan Scott and Keith Nesbitt. 2018. A
paradigm, introducing a further review covering the existing Definition of Creative-Based Music Games. In Proceedings of ACSW 2018,
classifications of 'music-games'. Discussion of the component Brisbane, Australia, January 30-February 2, 2018 (ACSW 2018), 10 pages.
DOI: 10.1145/3167918.3167921
elements in 'creative-based music games' provides a more formal
definition of this class of games. To illustrate this definition
further an early prototype for an original game design 1 INTRODUCTION
(‘EvoMusic’) is then described. The rules, mechanics, and
underlying concept of EvoMusic are examined in detail and then The expanding discipline of 'ludomusicology' is broadly
discussed in relation to a comparable game from the field concerned with any inquiry at the nexus of music and 'play'. The
(Soundrop). We conclude that the classification of ‘creative-based majority of this work centres on a multi-faceted investigation of
music games’ suggests key design dimensions that help the role of music in video games. In this core body of
distinguish games like EvoMusic from other closely related scholarship, music in video games is implicitly positioned as
modes of 'exploratory' musical interaction. Using this providing a supportive role. This is akin to the typical role of
classification there is the potential to explore, develop and music in film scores. A notable departure from this paradigm of
evaluate as yet untapped design features for musical games. 'music-as-support' can be found in the eclectic genre of 'music
games'. Such music games, particularly 'creative-based' ones
form the main focus of this paper. However, first we address the
current state of game music studies and the prevailing
perspectives on the role of game music.
Permission to make digital or hard copies of all or part of this work for personal or The field of game music studies has grown significantly in the
classroom use is granted without fee provided that copies are not made or
distributed for profit or commercial advantage and that copies bear this notice and past decade, marked notably by the emergence of
the full citation on the first page. Copyrights for components of this work owned 'ludomusicological' societies around the globe (such as the
by others than ACM must be honored. Abstracting with credit is permitted. To
copy otherwise, or republish, to post on servers or to redistribute to lists, requires Ludomusicology Society of Australia, est. 2017). Scholars such as
prior specific permission and/or a fee. Request permissions from Moseley observe that game 'soundtracks' are being analysed by
Permissions@acm.org.
an increasingly sophisticated music-theoretical apparatus [49].
ACSW 2018, January 30-February 2, 2018, Brisbane, QLD, Australia
© 2018 Association for Computing Machinery. Indeed, the recent diversification of methodological approaches -
ACM ISBN 978-1-4503-5436-3/18/01…$15.00
https://doi.org./10.1145/3167918.3167921
ACSW 2018, January 30-February 2, 2018, Brisbane, QLD, Australia Thomas Studley et al.

summarised by Summers [63] - denotes a maturation beyond Game music with an informative/functional role refers to the
strictly musicological readings, and warrants brief survey. use of music to support 'information' and 'playing' [19]. In this
Australian scholar Iain Hart has applied musical semiotics to role, music is apprehended as part of the game's feedback system
the analysis of interactive game music [34]. William Cheng's for providing critical information to the player about their
volume on meaning in game music unites hermeneutical, activities, goals, progress, and game state. Medina-Gray
philosophical, and anthropological perspectives in examining the describes this as the 'usability' function of game music [48].
socio-political 'stakes' of our engagement with game sound [11]. Informative/functional game music also intersects the domain of
Austin and others consider the inherent performativity of auditory display, which has examined the informative value of
interacting with digital games [3, 15, 26, 34], while Fritsch and game music as an 'earcon' [5, 53]. In fact, most game music
Collins have addressed game music in the wider cultural context scholars invoke the exemplar of music’s use as a signal for
of fan-created content and machinima [15, 27]. Summers' recent danger [42, 55, 63, 64, 69].
work has focused on apprehending the tools and sources of In both of these instances, game music assumes a subordinate
game music analysis [62, 63], and Moseley's centres on role. External to the prevailing paradigm of 'supportive' game
“enlightening historical ludomusical praxis” using digital game music is the diverse genre of 'music games'. Austin broadly
terminology [49]. defines music games as those in which the formal elements
Implicit throughout this discourse, if not all game music (rules, dynamics, etc.) are musical in nature [3]. The music in
scholarship, is the notion of 'immersion' [41]. This nebulous term such games departs from its traditional role by operating at the
has long been the subject of examination and debate within foreground of gameplay, and often as a goal. A taxonomy and
wider game studies, but remains a cornerstone of discussion ontology of music games will be discussed in the following
regarding the function of music in games [14, 55, 64, 69]. A section.
collection of quintessential theories relating to immersion [7, 10, Of prime interest to this paper is the small and scarcely
16, 20, 30] are pervasively cited in game music literature, and addressed subset of music games which Fleshner describes as
van Elferen even offers a holistic framework ('ALI Model') for 'creative-based' [24]. The existing corpus of music games is
analysing 'game musical immersion' [68, 69]. This paper does not presently dominated by performative music games [3, 23], for
intend to engage in debate on the use of 'immersion'. It hopes which the Guitar Hero series is a prototypical example. ‘Creative-
only to stress the phenomenon's significance to the lexicon of based music games’ (CBMG) are those in which the core musical
game music discourse so that perspectives on the role of game interaction involves the creation or 'making' [3] of music rather
music may be faithfully presented. than musical performance or 'matching' [3]. The classification of
Non-diegetic music is traditionally used in games to support CBMG is explored in Section 3 of this paper. The authors then
the core game activity and content. Within this paradigm the present a definition (Section 3.4) as a starting point for further
role of game music can be divided into two distinct categories: 1) inquiry into the nature of CBMG.
immersive/narrative, and 2) informative/functional. Various To further illustrate this concept, this paper also presents an
domains in wider game scholarship acknowledge this division, early prototype of an original game design ‘EvoMusic’. Following
from Juul's oft cited admission that games are comprised of 'real an explanation of the rules, mechanics and underlying game
rules' and 'fictional worlds' [26, 40, 42] to Ferreira & Falcão's concept, EvoMusic is evaluated against the proposed definition of
comparable division of the immersive experience into CBMG. The intention of this discussion is to elucidate the logic
'operational' and 'narrative' modes [22]. Work in the field of behind the definition and to generate further study of CBMG as
auditory display similarly suggests that game sound has both a novel genre for investigation within the domain of interactive
'informative' and 'immersive' uses [52]. Ekman identifies an media. The hope is that future evaluations of such games might
analogous division of game sound into 'narrative' and 'functional' unearth new understandings of their potential for use in
fit [19], which Fritsch later reconciles more directly with game education [12, 23, 47, 58], health [1], and other domains.
music [27]. Fritsch emphasises that these two musical roles
cannot be treated in isolation by example of the equally affective 2 MUSIC GAMES
and informative meanings of Mario's 'death cadence' [27, 53].
Music games (or 'music-based' games) are well covered in the
Game music with an immersive/narrative role refers to the
literature of game music studies. Collins' [14] early text on game
use of music to support 'storytelling' and 'emotion' [19]. It is
sound discusses the genesis of 'rhythm-action' games, and an
directly comparable to film music, which theorist Claudia
increasing base of scholars have sought to discern the nature of
Gorbman characterises as a 'signifier of emotion' and
music games and our interactions with them [3, 15, 24, 26, 43,
'interpreter' of narrative [29]. In this role, music is complicit in
56]. Existing approaches to the classification of music games can
constructing coherent, compelling environments and
be categorised as either broad or strict. In this paper, Austin's
encouraging the player's emotional engagement with game
inclusive typology of music game interactivity [3] is used to
characters and settings [14, 19, 55, 63]. Mouraviev links music,
represent a broad approach, while Kassabian & Jarman's
narrative, and emotion in games in what he considers the
definition [43] epitomizes a strict and discerning classification.
'synchretic network' [50], and various studies have affirmed the
Austin broadly defines music games as "those in which the
significance of music to game immersion [28, 39, 44, 51].
formal elements are musical in nature" [3]. Extending this,

2
A Definition of Creative-Based Music Games ACSW 2018, January 30-February 2, 2018, Brisbane, QLD, Australia

Austin posits that 'musicality' is apparent whenever a game's align with conventional understandings of 'game'.
"most meaningful interaction is musical" [3]. Such broad Understandably, this complicates efforts towards a
terminology suggests that interactions need only be symbolically comprehensive taxonomy.
related to music, and demonstrates the breadth of Austin's For Kassabian & Jarman in particular, this manifests in an
classification. After surveying the use of genre to classify games, attempt to prescribe a distinction between 'music games' and
Austin concludes that music games are often 'games from other 'music apps' [43]. They propose that 'music games' are 'virtual
genres with musical elements' and hence 'transcend one single worlds' with a telos established by a ‘prelusory goal’ [43, 61]. In
genre' [3]. Instead, Austin offers an inclusive typology of four contrast, 'music apps' offer tools to explore audiovisual
types of 'game music interactivity': matching, mixing, making, possibilities with minimal expertise and effort, and do not
and metonymy [3]. necessarily construct 'virtual worlds' [43]. Significantly, 'music
Matching games involve matching the rhythm (Guitar Hero apps' are inherently exploratory and preclude prelusory goals
[33]) or pitch (SingStar [59]) of provided music using some beyond 'enjoyment' [43]. 'Music games' represent ludus [9, 49],
performative action. This is by far the most common subgenre of or formal 'game' qualities, and the 'disciplinary' side of music (i.e.
music game [3, 23], and also includes title-/artist-matching technical mastery). 'Music apps' alternatively represent paidia [9,
'music quizzes' (SongPop [25]). Mixing games involve re- 49], or unstructured 'playfulness', and the 'liberatory' side of
arranging pre-packaged sounds (Chiptune Runner [21]), whereas music (i.e. creativity, exploration). 'Music apps' also encompass
making games enable a more complete creative agency to the saturated domain of virtual instruments and professional
influence core musical components such as pitch, rhythm, and music-making 'tools'. Kassabian & Jarman decidedly position
timbre (Soundrop [17], Seaquence [54]). Metonymy denotes such applications as external to 'games' [43].
gameplay in which the subject matter alludes to music or The construction of a 'virtual world' is a usefully discerning
musical culture, but engages little or no musical mechanics or distinction, and does much to elucidate Kassabian & Jarman's
decision-making processes (Brütal Legend [18], Music Inc. [66]). intentions. It seems they wish to reserve 'game' for musical
Austin stresses that this taxonomy should not be considered interactions within truly artificial gameworlds, which are
exhaustive as new platforms and control interfaces will continue 'entered', as distinct from utilitarian interactions with virtual
to challenge existing classification systems for music games [3]. instruments, which are 'used'. Issues remain, however, with their
Austin's broadly inclusive approach is by far the more use of 'disciplinary' and 'liberatory' modes of musical interaction
pervasive and aligns with general player perceptions and to distinguish music 'game' from music 'non-game'. Fleshner [23]
community resources like Wikipedia [43, 70]. In fact, some makes a compelling case for framing Soundrop, ostensibly a
classifications of music game qualities are even less discerning. 'music app' by Kassabian & Jarman's standards, as a
Reale devises a set of four salient criteria which, to summarise, pedagogically valuable addition to the genre of music games
requires only that a player is able to interact with a visual despite its "exploratory freedom". Blickhan [6] similarly offers an
representation of a musical objective [56]. Note that of Austin's interesting ludic interpretation of Björk's Biophilia, which is
taxonomy, 'music-making' games most accurately align with this marketed largely as an interactive music album. Though
paper's intention for the use of 'creative-based'. Kassabian & Jarman stress the significance of ‘prelusory goals’ to
Kassabian & Jarman [43] present a contrastingly strict their classification of 'music games', their own definition
definition of 'music game'. Where Austin acknowledges conversely suggests that formal measures of 'winning and losing'
'metonymy' in his taxonomy, Kassabian & Jarman reserve the are not necessitated [43]. This in turn allows for the qualification
term for games in which "the majority of gameplay or activity, of more 'liberatory' musical 'sand-box' games, so long as
and if applicable, winning and losing, are predicated on the gameplay is predicated on musical choice-making.
ability to make good musical choices" [43]. Their emphasis on Clearly, these definitional issues arise at the site of
'musical choice' is what distinguishes the two classifications. The 'exploratory' musical interactions. Such 'games', if they can be so
implication is that player actions should require some form of named, blur the boundaries between systems of gameplay
musical decision-making process. This contrasts with Austin, predicated on free musical creation and 'tools' for music-making
who would likely qualify non-musical game mechanics so long with inherent playful affordances. This emergent issue of music
as they 'resulted in' music or where 'about' music. Kassabian & 'game' versus 'tool' leads into this paper's discussion of 'creative-
Jarman use this to disqualify popular rail shooter Rez (typically based' music games.
considered a music game) because the player's shooting of
targets only 'results' in musical events rather than relying upon a 3 CREATIVE-BASED MUSIC GAMES
musical task (such as beat perception).
To the knowledge of the authors, there exists no widely-accepted
Austin and Kassabian & Jarman each allude to the troubled
definition of 'creative-based music game' at present. Terms like
ontology of 'play', 'game', and consequently 'music game' [3, 43].
'creative' are usually invoked comparatively: 'creative' may be
Both preface their discussions with a thorough examination of
used as a soft descriptor for music-games that offer an
'play' and 'game' [9, 36, 61] in an attempt to discern the nature of
uncharacteristically high degree of player control over musical
less 'prototypical' games that reside on the peripheries of their
production [23, 43], or to describe the novel pedagogical value of
respective definitions. Put simply, these are interactive
a particular music-game in developing student creativity [58].
experiences which are notably 'musical' but may not clearly

3
ACSW 2018, January 30-February 2, 2018, Brisbane, QLD, Australia Thomas Studley et al.

This section works towards a more concrete delimitation of The intent in using the prefix 'creative-based' is to denote a
'creative-based music games' as a distinguishable sub-genre of music game in which the core purpose and appeal of playing is
music game. The aim of developing a precise definition is to the creation of original music. As Fleshner [23] summarises, "the
provide a lens for exploring and evaluating uncharted design user’s role is reversed from reaction to a stimulus to the creation
potential. of the stimulus itself". Though ostensibly simple, this warrants
'Creative-based music game' (CBMG) is a loaded term and further clarification on the meaning of musical 'creation' in this
requires considerable unpacking if even a general definition is to context. Players of SingStar could well be understood to 'create'
be approached. This requires that agreeable conclusions be music. After all, their decision to vibrate their vocal cords has
reached on the nature of the components 'game', 'music', and called into being a sounding melody which did not exist
'creative-based' as they relate to the parent concept of a 'music moments earlier. Further, one might consider a Guitar Hero
game'. In this section, each component will be addressed performance to have 'created' music, as the sound is only
sequentially and accompanied by illustrative examples with the produced when a player willfully 'hits' the notes. One might
aim of better categorising the design space. think to invoke 'original' music as a distinction, but this invites a
postmodern critique on the meaning of originality and the
3.1 ‘Music’ 'location' of a 'musical work' [38, 49, 63]. Instead, the issue may
Two approaches for apprehending the nature of the 'music' in be negotiated by considering intent.
music games were presented earlier: Austin's broadly inclusive The intent in playing games that Austin would consider
taxonomy [3] and Kassabian & Jarman's strict classification 'music-matching' [3] has been described by Fleshner [23] and
system [43]. The purpose here is to determine which types of Auerbach [2] as 'mimicry'. In Guitar Hero and SingStar, the
musical interaction [3] qualify games as 'music games'. This intention is to mimic the performance of a pre-packaged, hard-
paper considers Kassabian & Jarman's definition, which asserts programmed song (i.e. written into the game). Further, the songs
that the majority of gameplay be predicated upon 'musical are typically established in popular musical culture and are likely
choice-making' [43], to be the most effective for building a well known to the player. Even without prior familiarity, the
definition of 'creative-based music game'. Acts of creation (e.g. player is still under no illusion that they have 'composed' the
composing music) necessitate agency and choice. Thus, a music song. Frustratingly, 'composing' can itself be a problematic
game could only be considered 'creative-based' if the player were metric as it engages issues of 'player-versus-system' authorship.
able to make and implement musical choices. Note that this does This paper proposes that a music game is 'creative-based' if the
not yet exclude prototypical rhythm-games like Guitar Hero, in player is able to mentally [31] frame their use of the mechanics
which players need to make 'good musical choices' [43] about as having created new music in all instances of play (or
timing, beat perception, and performative action in order to 'hit' 'playthroughs').
notes. Requiring that this 'mental model' [31] (i.e. using core
Kassabian & Jarman posit that music games under their mechanics to create music) remain consistent for all
definition must also allow players to influence the production of playthroughs allows games like Auditorium [13] to be
sound [43]. The authors similarly adopt this stance, as a player distinguished from CBMG. Auditorium is a 2D, web-based, visual
could not discernably create music through a game system if puzzle-solving game with a strong musical aesthetic. Players
they were unable to influence music production using its manipulate the path of light streams in order to fill 'musical
mechanics. Again this does not exclude Guitar Hero because the nodes'. Each node, when filled, contributes a layer to the heard
production of the music is contingent on player accuracy; music. The puzzle is solved when all nodes are filled
missing a note causes the sounding guitar track to be concurrently, thereby completing the song and unlocking the
momentarily replaced with an 'error' sound ('thunk'). Games like next stage. The 'song' for each level is hard-programmed. Though
Geometry Dash [57], however, are now exempt from this paper's the layers can be assembled in different orders - which Austin
definition. Players in this 2D-platformer can improve their would consider a 'music-mixing' game [3] - the final product is
navigation of difficult obstacles by performing actions in time set. The player's use of mechanics does not 'create' music so
with the background music (i.e. making musical choices). much as it 'reveals' the existing musical work, as if they 'earn'
Regardless, their interactions do not influence the production of the right to listen by completing the puzzle. Most importantly,
the background music (short of failing and restarting the level). the player is aware of this dynamic and does not consider
Two gameplay qualities are hence required to satisfy this themselves a 'creator'.
paper's consideration of the 'music' component of 'creative-based There is one further dimension to the 'creative-based'
music game'. First, the core gameplay activity must be predicated component as presented here. Like much of Kassabian &
on musical decision-making, implicit under which is the use of Jarman's classification [43] however, it operates on a concentric
some degree of musical skill and critical listening process. schema of 'central' and 'peripheral' examples rather than hard
Second, the player must be able to influence the production of distinctions. CBMG, if they have satisfied the criteria presented
music through the direct use of game mechanics. thus far, can also be classed as 'more' or 'less' creative according
to the number of musical modalities that the player is allowed to
3.2 ‘Creative-Based’ influence. Simply put, a music game that enables players to
manipulate the rhythm, pitch, and timbre of a musical output is

4
A Definition of Creative-Based Music Games ACSW 2018, January 30-February 2, 2018, Brisbane, QLD, Australia

closer to the 'centre' than a game which only allows rhythm blocks' of each song "in a tangible, malleable form" [6]. Like
manipulation. In this way, 'creative-based' is also an evaluative Soundrop, interaction in Biophilia certainly meets this paper's
measure. criteria for 'music' and 'creative-based', though Blickhan asserts
that the app can also be framed as a 'game'. She suggests that
3.3 ‘Game’ Juul’s [40] “quantifiable outcome” can exist as "a variety of
The weakness of this paper's classification thus far is that the musical and visual results from exploration within the apps,
criteria presented cannot yet differentiate between a CBMG and with positive or negative emotional recompense depending on
a 'virtual instrument'. Here we return to the thorny issue of a user’s interpretation of their own engagement" [6]. Further,
'game' versus 'tool'. Blickhan [6] suggests that useful distinctions Blickhan posits that the player's 'goal' is "merely to explore and
remain elusive because the two are not mutually exclusive. A create new sound" [6].
resolution may be found, however, in Fleshner's [23] The authors argue that creative music apps like Soundrop can
reformulation of the 'musical composition app' Soundrop as a satisfy Juul's definition of 'game' [40] if framed as a combination
pedagogically valuable music 'game'. of Fleshner's [23] self-imposed 'aesthetic goals', Blickhan's [6]
Soundrop is an iOS application in which the user draws position on 'emotional recompense', 'user interpretation' and
'sound bars' to manipulate the trajectory of an endless stream of 'exploration', and game designer Grip's [31] understanding of the
consistently falling balls. The balls are perpetually generated by a player's 'mental model'. Players do not 'win' or 'lose' in the
moveable 'node' and each produce a sounding pitch whenever traditional meaning as there is no way to be 'incorrect' [6]. Still,
they 'bounce' on the sound bars. Pitch is determined by the they 'exert effort' [40] to achieve a self-imposed 'aesthetic goal'
distance (on the y-axis) between the node and the contacted [23] of an 'exploratory' [6] nature, the 'value' [40] of which is
sound bar, and is restricted to the framework of a pentatonic mediated by their personal musical bias, and for which the
scale (e.g. C D E G A). Rhythm can be influenced by positioning emotional 'consequences' [6, 40] are both self-negotiated and
sound bars to shorten or lengthen the trajectory of the balls, and 'optional' [40].
players may also cycle a number of preset sound packs. Fleshner [24] lends further credence to this position in a
Fleshner [23] introduces Soundrop as what is seemingly a recent paper examining the ideas of 'game' and 'play' in Soundrop
'musical composition app', but asserts that "classroom usage and Seaquence, which he himself addresses as "creative-based
transforms it into a game with minimal effort". To summarise video games". Fleshner [4, 24] examines the two games in the
Fleshner's experiment, he proposes that multiple players be context of Suits' [61] renowned definition of game playing: "the
given iPads with Soundrop running. A 'judge' then provides a set voluntary attempt to overcome unnecessary obstacles".
of composition parameters or 'rules', following which the other Hearkening back to Kassabian & Jarman [43], Fleshner posits
players create musical compositions for anonymous critique by that 'winning' and 'losing' in the context of these creative-based
the judge. The judge selects whichever composition they feel games is predicated on the ability to make musical choices that
best satisfies their given rules, crowns the composer as the sound "good" [4, 24]. Fleshner then concludes that each player's
round's 'winner', and a new round commences. Most of the "standards of musical taste" provide the required 'obstacles'
composition rules imagined by Fleshner [23] relate specifically to which are not only 'unnecessary' [61] but self-imposed [4, 24].
the mechanics of Soundrop, such as "number of sound bars This paper's approach towards apprehending the nature of
allowed". More broadly applicable, however, is his suggestion 'game' in a creative and exploratory context has relied heavily on
that an abstract 'aesthetic goal' be given. Fleshner [23] offers the player's 'mental model' [31]. This is by no means unfounded,
several example 'goals' such as "a basketball game", "a knight as game designers Grip [32] and Sylvester [65] both assert that
rescuing a princess from a tower", or even "green". Players are games are not played on the 'screen' but 'in the player's head'
accordingly judged on how effectively their compositions using a 'mental model' that they construct. It must be
capture the abstract descriptor (at the judge's discretion). acknowledged however that this approach is incompatible with
Fleshner's introduction of compositional 'rules', a quantifiable framings of 'game' as an object. Qualities that the authors have
'winner', and 'aesthetic goals' reframes Soundrop as a 'game'. In relied upon to classify experiences like Soundrop as a 'game',
this form, Soundrop meets Kassabian & Jarman's exacting such as self-imposed 'aesthetic goals' [23], do not formally exist
requirement for a 'prelusory goal' [43, 61]. The authors argue within the game object at the 'system' level [31]. These qualities
here that Fleshner's reformulation of Soundrop as a music game are instead 'activated' by the player's interaction with the
is not contingent on the pedagogical classroom setting as he first designed system and mechanics; it is from the player's built
suggests, nor on the distribution of 'judge' and 'composer' roles 'mental model' of the formal components that the 'game' emerges
to separate, competitive thinking agents. Instead, Soundrop [32, 65]. Sylvester's "Player Model Principle" [65] espouses this
attains 'game' status as a result of imposing rule-driven 'goals', ontology of 'games' as residing in the player's mind, and
whether mechanic- or aesthetic-based, which can in turn be ludomusicologist Fritsch notably centres her investigation of
evaluated or 'judged'. Most significantly, this can all occur within 'music-based worlds' on a framing of 'games' as activity [26]. It is
the 'mental model' [31] of a single thinking player-agent. critical to this paper's classification of CBMG that 'game' be
Blickhan identifies a similar dynamic in her ludic framed as an activity [22, 26, 49] to be apprehended "in the
interpretation of Björk's interactive album Biophilia [6]. In the moment that the structure composed by rules and fiction
Biophilia app, users are invited to explore the musical 'building becomes available to players" [22].

5
ACSW 2018, January 30-February 2, 2018, Brisbane, QLD, Australia Thomas Studley et al.

A final issue yet remains with our classification of 'game'. The plausibly be able to mentally frame their use of the mechanics as
literature reviewed here [4, 6, 23, 24] suggests that a having created new music in all instances of play. For 'game', 4)
renegotiation of the player's creative musical exploration as a an 'unnecessary obstacle' must be enforced by an automated
'goal' with self-imposed 'consequences' mediated by their game mechanic, and 5) the player must 'exert effort' to achieve a
personal value-system is adequate to constitute a 'game'. This self-imposed 'aesthetic goal', the value of which is mediated by
framing however could just as easily be applied to virtual their personal music bias, and for which the emotional
instruments like MorphWiz [71]. Players could impose an 'consequences' are both self-negotiated and 'optional'. Finally, 6)
'aesthetic goal' (e.g. 'spooky') and 'rules' (e.g. can only use three the 'game' must be apprehended as an activity rather than an
notes), then evaluate the 'success' of their exploration according object.
to their own musical discretion. This shows that while our 'Creative-based music games' are a novel subject of inquiry. A
current approach now allows apps like Soundrop to be more concise definition is sorely needed to better categorise the
considered a 'game', it still does not distinguish between design space. This paper aims to further the work of Fleshner
'creative-based music games' and virtual instruments. Blickhan [23, 24], Blickhan [6] and others [3, 43] by offering the above
[6] suggests that 'games' and 'tools' can be differentiated on the definition as a starting point for further inquiry. It is intended
basis of their use for internal and external tasks respectively. that the original game design examined in the next section will
While this is useful in prototypical examples such as 'weather' serve to further elucidate the authors’ proposed classification.
apps, it is more difficult to determine if 'creative musical
exploration' serves as an internal or external task in light of the 4 ORIGINAL GAME DESIGN
framing of 'game' as activity [22, 26]. A distinction between
Here we present an early prototype for an original game design
'game' and 'tool' must be reconciled if CBMG are to be
‘EvoMusic’. The current design iteration can be described as a
apprehended.
‘musical biology game’ that allows players to influence the
This paper presents new criteria for the classification of
creation of generative music. EvoMusic is at an early concept
creative music apps as 'games' based on Suits' [61] notion of
stage and no ‘playable’ build has yet been developed. In this
"unnecessary obstacles". The authors argue that CBMG are
section the authors explain the rules, structure, and base
separable from virtual instruments because of the presence of
mechanics of EvoMusic. The original game is then positioned
automated mechanics which impose 'unnecessary obstacles'. In
within this paper’s definition of CBMG and compared to the
Soundrop, this obstacle is the continuous and inexorable
centric example of Soundrop. The intention is that an
generation of new 'balls'. Virtual instruments are typically
examination of EvoMusic will help to elucidate the definition
designed to be robust and useable, and would fundamentally
presented by the authors.
avoid placing obstacles in the path of the user. If Soundrop had
been designed as a virtual instrument, the player might have 4.1 ‘EvoMusic’
been allowed to stop the unrelenting flow of balls or even spawn
single balls on 'click', enabling the freedom to experiment with ‘EvoMusic’ is an original CBMG inspired by the principles of
different rhythms. Instead, the player adopts Suits' [61] 'lusory single cell biology and evolution. Our current design is a 2D,
attitude' and accepts the novel 'obstacle' that the relentless flow single-player game intended for mobile and PC platforms. The
of balls presents to their 'goal' of musical exploration - much as underlying game concept is that a player attempts to shape or
the 'pool' player accepts the obstacle of sinking balls with a cue 'curate' the evolutionary path of an ever-growing population of
rather than simply placing them in the pockets - so that a 'game' 'musical cells' in order to influence an emerging musical 'piece'.
can emerge. Upon creation, each 'cell' is assigned a single musical 'event'
The authors further argue that the mechanic must be using probabilistic processes. Examples of these single 'musical
automated so that the player's interactions cannot interfere with, events' include a lone piano pitch, a short hi-hat rhythm, a
nor are required to maintain, the 'obstacle'. This necessarily synthetic bass drone, or even 'sound effects' such as a creaking
presents the obstacle as 'non-negotiable', allowing the player to door. The cells intermittently produce their assigned musical
frame the mechanic as a 'challenge' to be negotiated on the 'event' while 'floating' around the display, thereby contributing
trajectory towards their self-imposed musical 'goal'. Thus, the to a global 'mix' which is interpreted by the player as a single
presence of an 'unnecessary obstacle' as enforced by an musical output (or 'piece'). This means that as the cell population
automated game 'mechanic' allows a creative-based music 'game' grows and more 'musical events' are contributed, an organic and
to emerge. continually-evolving musical composition will gradually emerge.
'Musical cells' are represented visually as floating, colour-
3.4 A ‘Definition’ coded orbs (see Fig. 1). The orb colour denotes the 'class' of the
cell, of which there are five: 'SFX' (blue), 'Percussion' (green),
This paper presents a definition of "creative-based music game"
'Pitch-short' (yellow), 'Pitch-long' (pink), and 'Bass' (red). The
founded on the development of criteria for each constituent
cell's class determines which type of musical event will be
component. For 'music', 1) the core gameplay activity must be
assigned to it upon creation (see Fig. 2). This design can easily be
predicated on musical decision-making and 2) the player must be
made colour accessible by instead using different cell 'shapes' to
able to influence the production of music through the direct use
denote class (see Fig. 2)
of game mechanics. For 'creative-based', 3) the player must
6
A Definition of Creative-Based Music Games ACSW 2018, January 30-February 2, 2018, Brisbane, QLD, Australia

EvoMusic begins with a single cell, the class of which is


chosen by the player. The cell then grows in size over a period of
10-15 seconds, intermittently emitting its assigned musical
'event' as it drifts around the display. After this time period the
cell pulsates briefly and 'divides', creating two daughter cells of
the same class (i.e. mitosis). One of the two cells keeps the
assigned musical event of the parent cell (e.g. an E-flat on piano)
while the other new cell is assigned a new event of the same
class (e.g. a B-flat on piano). This process of growth and division
repeats for the two daughter cells, then for the following four
daughter cells, and so on. With each division there is also a
chance (approx. 30%) that a 'mutation' will occur. 'Mutation' still
results in two daughter cells, but one of the two cells will now be
of a different class (selected at random). The 'non-mutated' cell
carries the musical 'event' of the parent cell; if a 'Percussion' cell
playing a hi-hat rhythm 'mutates' upon division, it will result in
one 'Percussion' cell with the same hi-hat rhythm and one cell of
Figure 1: Interface prototype for ‘EvoMusic’ a different class (e.g. a 'Bass' cell with a low E drone). It is
significant to note that the population of musical cells will grow
exponentially (i.e. 1, 2, 4, 8, 16, 32, 64, etc.).
The player is given three 'abilities': 'Lock', 'Mutate', and
'Destroy' (see Fig. 2). 'Lock' prevents a chosen cell from dividing
for a period of time (e.g. 30 seconds). 'Mutate' guarantees that the
next division of the chosen cell results in a mutation. 'Destroy'
permanently destroys a cell, removing its assigned musical event
from the mix. These abilities are the player's primary form of
interaction and function as the means by which they 'compose'
music: the player can remove cells (and hence musical events)
that they dislike, force a 'mutation' in the hopes of spawning a
desired cell class (e.g. 'I want more Percussion events'), or 'Lock'
a cell to reduce growth in a class (e.g. 'I have enough Percussion
cells for now'). The intention is that the player uses the abilities
to 'play God' with the musical population, altering the path of its
evolution in order to influence the musical outcome. The 'Lock'
and ' Destroy' abilities also serve the purpose of balancing the
exponential growth of the cell population. Use of the abilities,
Figure 2: Visualisation of ‘classes’ and ‘abilities’ however, is restricted by a 'power bar' (see Fig. 1) which
regenerates over time. Eventually, the musical population will be
'SFX' cells produce 'sound effects'; these can be either abstract duplicating faster than the player's limited resource pool allows
sounds (e.g. synthetic 'beeps' and 'clicks') or recognisable 'Foley' them to intervene. The result is that each play session follows a
sounds (e.g. glass breaking or doors creaking). 'Percussion' cells natural and inexorable progression towards 'musical chaos'
produce small rhythmic cells on either acoustic (e.g. snare, hi- which the player works against in pursuit of an 'ideal musical
hat, conga) or synthetic (e.g. drum machine) percussion goal'.
instruments. 'Pitch-short' cells produce short, single pitches on The player can also utilise 'dynamic mixing' in EvoMusic by
instruments with a quick 'attack' (e.g. 'plucked' or 'struck' moving the position of the 'camera' (on a 2D plane). As the cell
instruments like piano, harp, or guitar). 'Pitch-long' cells produce population grows larger, they begin to travel beyond the bounds
longer, sustained pitches on instruments that best facilitate of the initial field of view (see Fig. 1). The player is given control
sustained notes (e.g. strings, wind, synthesiser). Note that 'Pitch- of the camera so that they are able to move around the game
short' and 'Pitch-long' instruments can be either acoustic or space and observe the entire population. The volume of each
synthetic. 'Bass' cells produce low droning pitches (e.g. double cell's 'musical event' in the global 'mix' is determined by its
bass, synthesiser), though this does not preclude quicker proximity to the camera (positioned at the center of the screen):
rhythms or 'rests'. The 'sound pack' used for each class can be cells currently 'off-screen' have their volume reduced, while cells
chosen by the player before a play session (e.g. choosing 'harp' in the centre of the FOV are the loudest. This not only allows the
for 'Pitch-short'), with additional sound packs unlockable player to dynamically mix their 'composition', but is useful for
through in-game objectives (e.g. number of sessions played, discerning the location of particular cells based on the volume of
length of session, 'reach 50 percussion cells’). their sound (e.g. honing in on an unwanted sound).

7
ACSW 2018, January 30-February 2, 2018, Brisbane, QLD, Australia Thomas Studley et al.

Given the auditory primacy of EvoMusic, it is particularly (i.e. random nature of 'mutations' and probabilistic 'musical
critical that the visual display communicates information event' assignment), the lack of a pre-defined 'musical destination'
pertinent to the player's musical decision-making (i.e. the (e.g. like in Auditorium), and the player's agency to influence
gameplay). A musical cell will 'flash' or 'pulse' whenever its musical outcomes. Further, EvoMusic can be evaluated as 'highly'
musical 'event' is emitted so that the player is made aware of creative-based because the player can influence multiple musical
which event is assigned to each cell. This allows them to take an modalities such as pitch, rhythm, timbre, and dynamics (i.e.
appropriate musical action (e.g. 'Destroy' an unwanted harp through camera movement).
note). The player is also given a numerical indication of the To qualify as a 'game', our definition requires that an
quantity of active cells in each class (see Fig. 1). By allowing near 'unnecessary obstacle' be enforced by an automated game
instant approximation of the population's constitution, the mechanic. In EvoMusic, this mechanic is the perpetual division of
player is able to react more quickly than if they had depended the musical cells that underpins all gameplay. If EvoMusic were a
solely upon critical listening. This is because audio is a time- virtual instrument or strictly a musical 'tool', the player might be
based modality and takes longer to communicate such allowed to create and remove cells at their own discretion, halt
information. The 'power bar' display denotes how many abilities the process of cell division outright, or use 'abilities' freely
could currently be used, and symbolic representations of each without a resource-based restriction. Instead, cell division is
ability are placed on affected cells until the respective action has automated and non-negotiable, and players must use resource-
been executed (see Fig. 1). Finally, the player is given a 'timer' to restricted abilities to 'shape' the ever-growing musical
provide feedback on the length of their play session and musical population (rather than simply 'creating' new cells). The
composition. relentless 'cell division' mechanic gives rise to a dynamic [37] of
The music in EvoMusic will be organised by an integrated 'challenge': the player strains against the 'unnecessary obstacle'
generative music system. We use the term 'generative' here in of the population's exponential and inexorable growth in pursuit
the sense of the Wooller et al. [72] framework, which describes of a self-prescribed musical 'goal'. The comparable mechanic in
an algorithm whose output has a greater musical predisposition Soundrop is the unrelenting flow of 'balls' as discussed prior. In
and an increased data size as compared to the input. The both instances the player adopts Suits' 'lusory attitude' [61],
generative music system would track each cell and additionally accepting the 'unnecessary obstacle' so that a musical 'game' can
receive information on the quantity of cells within each class. emerge.
The system would then generate MIDI data to be processed by an Our definition of CBMG also requires that players 'exert
in-built library of virtual instruments. We propose to prototype effort' to achieve a self-imposed 'aesthetic goal'. In the context of
such a system using the visual programming language Max. Few EvoMusic, these 'goals' are able to manifest as either direct
mainstream video games have adopted procedural approaches to musical objectives or more abstract aesthetic descriptions. The
music, with notable exceptions in Spore and No Man's Sky. most immediate and conventional player goal is simply to create
Summers [63] cites difficulties with implementation and an music that they 'enjoy', as mediated by their personal musical
incompatibility with strong thematic identities as possible taste. Beyond this, the player may wish to explore the musical
causes. However, recent work in 'experience-based' music outcome of investing all effort into prohibiting the growth of a
generation shows promise in devising solutions to both of these particular cell class (e.g. using 'Destroy' on all 'Percussion' cells
issues [8, 45, 60]. that appear). In what could be considered 'reactionary play' [62,
63], the player might even allow the 'natural path' of the
4.2 Discussion population's evolution (and hence the music) to run its course by
EvoMusic represents a central example of CBMG as defined by refusing to use any 'abilities'. The player still 'exerts effort' in this
the authors. The gameplay is fundamentally predicated on instance because they invest time and cognitive load into the
'musical decision-making', as demonstrated by the player's use of observation and evaluation of their musical 'experiment' (e.g. 'if I
'abilities' to shape the musical cell population toward their start with a 'Bass' cell and do nothing else, where will the music
personal musical taste (or other experimental objective). Implicit end up?'). More abstract aesthetic goals include visually-driven
in this interaction is the use of musical evaluation and critical objectives related to 'colour' or 'spatial distribution'. For instance,
listening processes. Players are also able to influence the the player may inform their use of 'abilities' based on the self-
production of sound as similarly demonstrated by their use of imposed objective of creating the most 'colourful' visual display
'abilities' (e.g. removing musical events with 'Destroy', or possible. The player in turn discovers the musical outcome of
creating new events with 'Mutate'). their abstract goal.
EvoMusic is 'creative-based' because players can easily frame The player evaluates the 'success' of each imposed 'goal' using
their use of mechanics as having created 'new' music within their own musical value-system. This operates on two levels: the
their constructed 'mental model' [31] of the game. Note that the player first evaluates the extent to which they have achieved the
player's 'use of mechanics' includes both the use and 'non-use' of self-imposed 'goal', but also judges the 'value' of the goal 'choice'
the 'abilities', as well as the initial selection of the first cell's itself (e.g. 'did the design of this goal allow me to discover
'class', as each of these are conscious musical decisions which interesting music?'). Evaluation occurs at all stages of gameplay.
affect the musical outcome. This holds true for all play sessions This includes prior to gameplay during the formation of musical
as a result of the random processes inherent to the game design goals, throughout gameplay where progress is evaluated and

8
A Definition of Creative-Based Music Games ACSW 2018, January 30-February 2, 2018, Brisbane, QLD, Australia

goals are persistently updated, and after gameplay where the Acknowledgements
player passes a final musical 'judgement' to be referenced in This work was supported through an Australian Government
future play sessions. Because each goal is self-imposed and Research Training Program Scholarship.
'valued' by the player's own musical taste, the emotional
'consequences' of each musical 'outcome' are both self-negotiated REFERENCES
and optional. Finally, the 'game' of EvoMusic must be [1] Anders-Petter Andersson and Birgitta Cappelen. 2014. Musical Interaction
apprehended as an activity [22, 26, 49] that emerges in the for Health Improvement. In Karen Collins, Bill Kapralos, and Holly Tessler
moment when 1) the generated music becomes available to the (Eds.), The Oxford Handbook of Interactive Audio, 247-262. Oxford University
Press, New York, NY.
player and 2) they understand that their interactions can [2] Brent Auerbach. 2010. Pedagogical Applications of the Video Game Dance
influence the musical outcome. Dance Revolution to Aural Skills Instruction. Music Theory Online, 16 (1).
[3] Michael Austin. 2016. Introduction - Taking Note of Music Games. In
As shown, EvoMusic satisfies all components of the definition Michael Austin (Ed.), Music Video Games: Performance, Politics, and Play.
of "creative-based music games" presented here by the authors. Bloomsbury, New York, NY.
[4] Mark Benis. 2017. Conference Report: 2017 North American Conference on
EvoMusic can hence be positioned alongside Soundrop as a Video Game Music. Retrieved 24 July, 2017 from
‘central’ example of CBMG, and may be used to elucidate this http://gamemusicstudies.org/?p=84
paper's classification of the novel sub-genre. In the future, the [5] Meera M. Blattner, Denise A. Sumikawa, Robert M. Greenberg. 1989.
Earcons and icons: their structure and common design principles. Human
authors plan to prototype EvoMusic further and intend to Computer Interactive, 4(1), 11-14. DOI: 10.1207/s15327051hci0401_1
investigate the potential for translation into a three-dimensional, [6] Samantha Blickhan. 2016. "Listening" Through Digital Interaction in Björk's
Biophilia. In Michiel Kamp, Tim Summers, and Mark Sweeney (Eds.),
virtual reality game space. The aim in presenting a definition of Ludomusicology: Approaches to Video Game Music, 133-151. Equinox
CBMG is to better categorise the surrounding design space. The Publishing, Sheffield, UK.
definition offers a lens through which creative music games can [7] Emily Brown and Paul Cairns. 2004. A Grounded Investigation of Game
Immersion. Paper presented at the ACM SIGCHI Conference on Human
be compared, both to one another and to wider modes of related Factors in Computing Systems. Vienna, Austria.
musical interaction. In turn, this paper’s classification can be [8] Daniel Brown. 2012. Expressing Narrative Function In Adaptive, Computer-
Composed Music (Music Composition). Ph.D. Dissertation. University of
used to explore and evaluate uncharted design potential for California, Santa Cruz.
music games. At present, there are very few CBMG available for [9] Roger Caillois. 2001 [1958].Man, Play and Games (Meyer Barash, Trans.).
University of Illinois Press, Champaign, IL.
examination. A greater diversity of CBMG are needed to
[10] Gordon Calleja. 2011. In-Game: From Immersion to Incorporation. MIT Press,
evaluate the effectiveness of the authors' definition in discerning Cambridge, MA.
between different types of music-based interaction. Less 'central' [11] William Cheng. 2014. Sound Play: Video Games and the Musical Imagination.
Oxford University Press, New York, NY.
examples in particular are needed to challenge the boundaries of [12] Szu-Ming Chung and Chun-Tunsai Wu. 2017. Designing Music Games and
this paper's definition. Existing systems of classification for both Mobile Apps for Early Music Learning. In Minhua Ma and Andreas
Oikonomou (Eds.), Serious Games and Edutainment Applications: Volume II,
CBMG and 'music games' at large will need to be revised as the 57-76. Springer.
area becomes more populated. [13] Cipher Prime. 2008. Auditorium. Game [Web]. (April 2008). Cipher Prime,
Philadelphia, PA. Playable at
http://www.cipherprime.com/games/auditorium/
5 CONCLUSION [14] Karen Collins. 2008. Game Sound: An Introduction to the History, Theory, and
Practice of Video Game Music and Sound Design. MIT Press, Cambridge, MA.
The existing corpus of music games is dominated by [15] Karen Collins. 2013. Playing with Sound: A Theory of Interacting with Sound
performance-based, 'music-matching' [3] interaction. 'Creative- and Music in Video Games. MIT Press, Cambridge, MA.
[16] Mihaly Csíkszentmihályi. 1990. Flow: The Psychology of Optimal Experience.
based music games' (CBMG) are an emerging, yet scarcely Harper & Row, New York, NY.
examined subset of music games in which the core interaction [17] Develoe LLC. 2010. Soundrop. Game [iOS]. (1 April 2010). Develoe LLC.
involves the creation or 'making' [3] of music. This paper [18] Double Fine Productions. 2009. Brütal Legend. Game [Xbox 360]. (13 October
2009). Electronic Arts, CA.
proposes a definition of CBMG as a starting point for further [19] Inger Ekman. 2014. A Cognitive Approach to the Emotional Function of
inquiry into the novel sub-genre. The authors present an early Game Sound. In Karen Collins, Bill Kapralos, and Holly Tessler (Eds.), The
Oxford Handbook of Interactive Audio, 196-212. Oxford University Press, New
prototype for an original game design, 'EvoMusic', which is then York, NY.
positioned as a 'central' example of CBMG. The intention is that [20] Laura Ermi and Frans Mäyrä. 2005. Fundamental Components of the
Gameplay Experience: Analysing Immersion. Paper presented at the2005
this demonstrative example will help to elucidate the DiGRA Conference: Changing Views - Worlds in Play. Vancouver, Canada.
classification devised by the authors. [21] Evil Indie Games. 2013. Chiptune Runner. Game [iOS]. (26 September 2013).
The definition presented in this paper is an early effort to Evil Indie Games.
[22] Emmanoel Ferreira and Thiago Falcão. 2009. Through the Looking Glass:
better categorise the design space surrounding CBMG. Using this Weavings between the Magic Circle and Immersive Processes in Video
classification, there is the potential to explore, develop and Games. Paper presented at the 2009 DiGRA Conference: Breaking New Ground
- Innovation in Games, Play, Practice and Theory. West London, UK.
evaluate as yet untapped design features for musical games. A [23] Nathan Fleshner. 2016. Pitching the Rhythm: Music Games for the iPad. In
greater quantity and diversity of CBMG are needed to evaluate Michael Austin (Ed.), Music Video Games: Performance, Politics, and Play.
the effectiveness of this definition in discerning CBMG from Bloomsbury, New York, NY.
[24] Nathan Fleshner. 2017. The Ideas of Play and Game in Creative-Based Video
other closely related modes of 'exploratory' musical interaction. Games. Paper presented at the North American Conference on Video Game
Systems for classifying CBMG should be persistently revised as Music (NACVGM ‘2017), Austin, TX.
[25] FreshPlanet. 2012. SongPop. Game [iOS]. (May 2012). FreshPlanet, New York,
the catalogue of CBMG continues to expand. NY.
[26] Melanie Fritsch. 2014. Worlds of Music: Strategies for Creating Music-based
Experiences in Videogames. In Karen Collins, Bill Kapralos, and Holly
Tessler (Eds.), The Oxford Handbook of Interactive Audio, 167-177. Oxford

9
ACSW 2018, January 30-February 2, 2018, Brisbane, QLD, Australia Thomas Studley et al.

University Press, New York, NY. [54] Okaynokay. 2017. Seaquence. Game [iOS]. (14 March 2017). Gray Area
[27] Melanie Fritsch. 2016. "It's a-me, Mario!" Playing with Video Game Music. In Foundation For The Arts, San Francisco, CA.
Michiel Kamp, Tim Summers, and Mark Sweeney (Eds.), Ludomusicology: [55] Winifred Phillips. 2014. A Composer’s Guide to Game Music. MIT Press,
Approaches to Video Game Music, 92-115. Equinox Publishing, Sheffield, UK. Cambridge, MA.
[28] Hans-Peter Gasselseder. 2014. Re-scoring the Game's Score: Dynamic Music, [56] Steven B. Reale. 2014. Transcribing Musical Worlds; or, Is L.A. Noire a Music
Personality, and Immersion in the Ludonarrative. IADIS International Game? In K. J. Donnelly, William Gibbons, and Neil Lerner (Eds.), Music in
Journal, 12 (1), 17-34. Video Games: Studying Play. Routledge, New York, NY.
[29] Claudia Gorbman. 1987. Unheard Melodies: Narrative Film Music. Indiana [57] Robert Topala. 2013. Geometry Dash. Game [iOS]. (13 August 2013). RobTop
University Press, Bloomington, IN. Games.
[30] Oliver Grau. 2003. Visual Art: From Illusion to Immersion. MIT Press, [58] David Roesner, Anna Paisley, and Gianna Cassidy. 2016. Guitar Heroes in
Cambridge, MA. the Classroom: The Creative Potential of Music Games. In Michael Austin
[31] Thomas Grip. 2017. The SSM Framework of Game Design. Retrieved 17 June, (Ed.), Music Video Games: Performance, Politics, and Play. Bloomsbury, New
2017 from http://frictionalgames.blogspot.com.au/2017/05/the-ssm- York, NY.
framework-of-game-design.html [59] SCE London Studio. 2007. SingStar. Game [PS3]. (7 December 2007). Sony
[32] Thomas Grip. 2017. The Complexity Fallacy. Gamasutra. UBM Technology. Computer Entertainment.
Retrieved 6 July, 2017 from [60] Marco Scirea, Julian Togelius, Peter Eklund, and Sebastian Risi. 2016.
https://www.gamasutra.com/blogs/ThomasGrip/20170703/300916/The_Comp MetaCompose: A Compositional Evolutionary Music Composer. Paper
lexity_Fallacy.php presented at the 2016 International Conference on Evolutionary and
[33] Harmonix. 2005. Guitar Hero. Game [PS2]. (8 November 2005). RedOctane, Biologically Inspired Music, Sound, Art and Design (EvoMUSART ‘2016), Porto,
CA. Portugal.
[34] Iain Hart. 2014. Meaningful Play: Performativity, Interactivity and Semiotics [61] Bernard Suits. 2005. Grasshopper: Games, Life, and Utopia. Broadview Press,
in Video Game Music. Musicology Australia, 36 (2), 273-290. Peterborough, Ontario, Canada.
[35] Hello Games. 2016. No Man's Sky. Game [PS4]. (9 August 2016). Hello [62] Tim Summers. 2016. Analysing Video Game Music: Sources, Methods, and a
Games, Guildford, England. Case Study. In Michiel Kamp, Tim Summers, and Mark Sweeney (Eds.),
[36] Johann Huizinga. 1955. Homo Ludens: A Study of the Play Element in Culture. Ludomusicology: Approaches to Video Game Music, 8-31. Equinox Publishing,
Beacon Press, Boston, MA. Sheffield, UK.
[37] Robin Hunicke, Marc LeBlanc, and Robert Zubek. 2004. MDA: A Formal [63] Tim Summers. 2016. Understanding Video Game Music. Cambridge
Approach to Game Design and Game Research. Paper presented at the AAAI University Press, Cambridge, UK.
Workshop on Challenges in Game AI. [64] Michael Sweet. 2014. Writing Interactive Music for Video Games: A
http://www.aaai.org/Papers/Workshops/2004/WS-04-04/WS04-04-001.pdf Composer’s Guide (1st. ed.). Addison-Wesley, IN.
[38] Vladimir Jankélévitch. 2003. Music and the Ineffable (Carolyn Abbate, [65] Tynan Sylvester. 2013. The Simulation Dream. Gamasutra. UBM Technology.
Trans.). Princeton University Press, NJ. Retrieved 6 July, 2017 from
[39] Kristine Jørgensen. 2008. Left in the Dark: Playing Computer Games with http://www.gamasutra.com/blogs/TynanSylvester/20130602/193462/The_Sim
the Sound Turned Off. In Karen Collins (Ed.), From Pac-Man to Pop Music: ulation_Dream.php
Interactive Audio in Games and New Media, 163-167. Ashgate, Farnham, UK. [66] UK Music. 2014. Music Inc. Game [Android]. (February 2014). UK Music,
[40] Jesper Juul. 2005. Half-Real. Video Games between Real Rules and Fictional London, UK.
Worlds. MIT Press, Cambridge, MA. [67] United Game Artists. 2001. Rez. Game [PS2]. (22 November 2001). Sega,
[41] Michiel Kamp, Tim Summers, and Mark Sweeney (Eds.). 2016. Tokyo, Japan.
Ludomusicology: Approaches to Video Game Music. Equinox Publishing, [68] Isabella van Elferen. 2012. The ALI Model: Towards a Theory of Game
Sheffield, UK. Musical Immersion. Paper presented at Ludomusicology: Game Music
[42] Michiel Kamp. 2016. Suture and Peritexts: Music Beyond Gameplay and Research [Royal Musical Association Study Day], April 16, 2012, St
Diegesis. In Michiel Kamp, Tim Summers, and Mark Sweeney (Eds.), Catherine’s College, Oxford, UK.
Ludomusicology: Approaches to Video Game Music, 73-91. Equinox [69] Isabella van Elferen. 2016. Analysing Game Musical Immersion: The ALI
Publishing, Sheffield, UK. Model. In Michiel Kamp, Tim Summers, and Mark Sweeney (Eds.),
[43] Anahid Kassabian and Freya Jarman. 2016. Game and Play in Music Video Ludomusicology: Approaches to Video Game Music, 32-52. Equinox
Games. In Michiel Kamp, Tim Summers, and Mark Sweeney (Eds.), Publishing, Sheffield, UK.
Ludomusicology: Approaches to Video Game Music, 116-132. Equinox [70] Wikipedia [English Language]. 2017. “Music Video Game”. Wikipedia.org.
Publishing, Sheffield, UK. Retrieved 2 September, 2017 from
[44] Scott D. Lipscomb and Sean M. Zehnder. 2004. Immersion in the Virtual https://en.wikipedia.org/wiki/Music_video_game
Environment: The Effect of a Musical Score on the Video Gaming [71] Wizdom Music LLC. 2010. MorphWiz. App [iOS]. (6 July 2010). Wizdom
Experience. Journal of Physiological Anthropology and Applied Human Music LLC.
Science, 23, 337-343. [72] Renee Wooller, Andrew R. Brown, Eduardo Miranda, Rodney Berry, and
[45] Phil Lopes, Antonios Liapis, and Georgios N. Yannakakis. 2016. Framing Joachim Diederich. 2005. A framework for comparison of process in
Tension for Game Generation. Paper presented at the 7th International algorithmic music systems. In Generative Arts Practice (2005). Creativity and
Conference on Computational Creativity (ICCC ‘2016). Cognition Studio Press, Sydney, Australia, 109-124.
http://yannakakis.net/wp-content/uploads/2016/05/ICCC_2016_Framing.pdf
[46] Maxis. 2008. Spore. Game [Windows]. (7 September 2008). Electronic Arts,
CA.
[47] Kenneth B. McAlpine. 2017. Reappropriating Video Game Technologies for
the Enactive Learning of Music. In Minhua Ma and Andreas Oikonomou
(Eds.), Serious Games and Edutainment Applications: Volume II, 77-99.
Springer.
[48] Elizabeth Medina-Gray. 2016. Modularity in Video Game Music. In Michiel
Kamp, Tim Summers, and Mark Sweeney (Eds.), Ludomusicology: Approaches
to Video Game Music, 53-72. Equinox Publishing, Sheffield, UK.
[49] Roger Moseley. 2016. Keys to Play: Music as a Ludic Medium from Apollo to
Nintendo. University of California Press, Oakland, CA.
[50] Ivan Mouraviev. 2017. The Synchretic Network: Linking Music, Narrative,
and Emotion in the Video Game Journey. Nota Bene: Canadian
Undergraduate Journal of Musicology, 10 (1), 64-80.
[51] Lennart Nacke and Mark Grimshaw. 2010. Player-game Interaction through
Affective Sound. In Mark Grimshaw (Ed.), Game Sound Technology and
Player Interaction: Concepts and Developments, 264-285. IGI Global, Hershey,
PA.
[52] Patrick Ng and Keith Nesbitt. 2013 Informative Sound Design in Video
Games. In Proceedings of the 9th Australasian Conference on Interactive
Entertainment (IE ‘2013). ACM Press, New York, NY.
[53] Nintendo R&D4. 1985. Super Mario Brothers. Game [NES]. (13 September
1985). Nintendo, Kyoto, Japan.

10

Potrebbero piacerti anche