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dc.contributor.authorKirke, Alexis
dc.date.accessioned2018-10-03T15:36:52Z
dc.date.available2018-10-03T15:36:52Z
dc.date.issued2018-02-09
dc.identifier.isbn9783319722719
dc.identifier.urihttp://hdl.handle.net/10026.1/12447
dc.description.abstract

There has been an increasing popularity in audio-only games, particularly for mobile devices. These are usually based on spoken-word, sound-effect scene setting, or DJ/musical-instrument simulation. This chapter surveys the field and discusses the concept of games which are entirely abstract musical experiences, presenting a first example based on Minecraft and music memory games: Musicraft. The comparisons with Minecraft can be extended into the idea of a creative mode: a quite natural approach in music-only games which has not generally been considered in audiogame research.

dc.format.extent65-83
dc.language.isoen
dc.publisherSpringer International Publishing
dc.relation.ispartofEmotion in Video Game Soundtracking
dc.subjectComplementary and Integrative Health
dc.subjectClinical Research
dc.titleWhen the Soundtrack Is the Game: From Audio-Games to Gaming the Music
dc.typechapter
plymouth.publication-statusPublished
dc.identifier.doi10.1007/978-3-319-72272-6_7
plymouth.organisational-group/Plymouth
plymouth.organisational-group/Plymouth/Faculty of Arts, Humanities and Business
plymouth.organisational-group/Plymouth/Faculty of Arts, Humanities and Business/School of Society and Culture
plymouth.organisational-group/Plymouth/REF 2021 Researchers by UoA
plymouth.organisational-group/Plymouth/REF 2021 Researchers by UoA/UoA33 Music, Drama, Dance, Performing Arts, Film and Screen Studies
plymouth.organisational-group/Plymouth/Users by role
plymouth.organisational-group/Plymouth/Users by role/Academics
dc.rights.embargoperiodNot known
rioxxterms.versionofrecord10.1007/978-3-319-72272-6_7
rioxxterms.licenseref.urihttp://www.rioxx.net/licenses/all-rights-reserved
rioxxterms.typeBook chapter


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