Playing with Music History
Bibliographic Data
| ID | 23469331 |
|---|---|
| Authors | William Gibbons (0000-0002-2987-0187, corresponding author) |
| Year | 2018 |
| Publication date | 2018-05-24 |
| Open Access | No |
| Type | BOOK |
| Venue | Unlimited Replays (SOURCE_BOOK) |
| Publisher | Oxford University Press (PUBLISHER • GB) |
| DOI | 10.1093/oso/9780190265250.003.0003 |
| OpenAlex | W2803683139 |
| ISBN | 9780190265250 |
| Language | EN |
This chapter traces how classical music works can create a sense of time and place in video games. Beginning with a case study of how music establishes the eighteenth-century setting of Assassin’s Creed III , it then explores both how games build on frameworks of musical signification established in early cinema. It identifies games, such as Punch-Out!! , which use classical works to indicate a specific nation, as well as those that do the same for chronological setting, such as Versailles 1685 . The chapter culminates in a study of games in which the music is misleading, suggesting the “wrong” time or place.
Art · Art history · Creed · Literature · Musical · Visual arts · Digital Games and Media · Digital Humanities and Scholarship · Folklore, Mythology, and Literature Studies · Philosophy
| Highly cited | No |
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