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Playing with Music History

Bibliographic Data

ID23469331
AuthorsWilliam Gibbons (0000-0002-2987-0187, corresponding author)
Year2018
Publication date2018-05-24
Open AccessNo
TypeBOOK
VenueUnlimited Replays (SOURCE_BOOK)
PublisherOxford University Press (PUBLISHER • GB)
DOI10.1093/oso/9780190265250.003.0003
OpenAlexW2803683139
ISBN9780190265250
LanguageEN

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

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