Abstract
In a chapter on ambient ecologies of music in video games, Michiel Kamp argues for including nondynamic musical cues as part of the ecology of the game. Such music, unlike the dynamic music that is typically the subject of much academic discourse and media attention, provides no ludic signals about the gameplay state; it is an ambient cue that is “just there.” Kamp argues that, far from being dismissed as mere background music, this ambient music is a key part of the ecology of the game, providing stability and persistence and a space within which to achieve the game’s goals.
Original language | English |
---|---|
Title of host publication | The Oxford Handbook of Video Game Music and Sound |
Editors | William Gibbons, Mark Grimshaw-Aagaard |
Place of Publication | New York |
Publisher | Oxford University Press |
Chapter | 39 |
Pages | 770-786 |
Number of pages | 17 |
ISBN (Electronic) | 9780197556191 |
ISBN (Print) | 9780197556160 |
DOIs | |
Publication status | Published - 20 Jun 2024 |
Keywords
- acoustic ecology
- ecological perception
- ambient music
- background music
- video game music