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001 22915482
003 EG-ScBUE
005 20230907101159.0
008 230103s2023 nyua f b 001 0 eng d
020 _a9781032172224
040 _aDLC
_beng
_erda
_cDLC
_dEG-ScBUE
082 0 4 _a781.54
_222
_bINT
245 0 4 _aThe intersection of animation, video games, and music :
_bmaking movement sing /
_cedited by Lisa Scoggin and Dana Plank.
264 1 _aNew York ;
_aLondon :
_bRoutledge,
_c2023.
300 _axviii, 220 pages :
_billustrations ;
_c20 cm.
336 _atext
_btxt
_2rdacontent
337 _aunmediated
_bn
_2rdamedia
338 _avolume
_bnc
_2rdacarrier
490 0 _aRoutledge research in music
504 _aIncludes bibliographical references and index.
505 0 _aPart I. Adaptation and Comparative Usage. What is "Real?" Diegetic Spaces in Epic Mickey / Andrew S. Powell ; Rusted Red : Machinarium as Political Allegory /Tristan Kneschke ; A Watercolor that can be Played : Gris and the Appeal of Hand-Made Indie Games / María Lorenzo Hernández and Armando Bernabeu Lorenzo ; Building Worlds with Beethoven : Epistemic Roles of ("Classical") Music in Animated Films and Video Games / Reinke Schwinning ; The Pseudo-1930s World of Cuphead / Lisa Scoggin -- Part II. Gender, Sex, and Sexuality. Xandir P. Wifflebottom, Video Game Hero? / Karen M. Cook ; Who on Earth is Carmen Sandiego? : Two Case Studies in Aural Identity / T.J. Laws-Nicola and Brent Ferguson ; Into the Dragon's Lair : A Sonic Tapestry of Medievalism, Gender, and Sexuality / Dana Plank ; From Fantasy to Trauma : Sound and Sex in School Days / Ko On Chan -- Part III. Nostalgia. The Retrospective and Retrocursive Stances in Retro Game Aesthetics : How DuckTales Remastered Got the Last Quack / Dominic Arsenault ; (Re)creating the (Imagined) Past in Kingdom Hearts III / Ryan Thompson ; Chiptunes to Cartoons : Video Game Aesthetics in the Plot and Sound World of Adventure Time! / Matthew Ferrandino ; Rurouni Kenshin : Anime-driven Nostalgia in Gaming Soundscapes / Stacey Jocoy ; Looking Forward, Turning Back : Ni no Kuni as a Renegotiation of the Animēshon Concept / Jason Cody Douglass and Rayna Denison.
520 _a"In both video games and animated films, worlds are constructed through a combination of animation, which defines what players see on the screen, and music and sound, which provide essential cues to action, emotion, and narrative. This book offers a rich exploration of the intersections between animation, video games, and music and sound, bringing together a range of multidisciplinary lenses. In fourteen chapters, the contributors consider similarities and differences in how music and sound structure video games and animation, as well as the animation within video games, and explore core topics of nostalgia, adaptation, gender and sexuality. Offering fresh insights into the aesthetic interplay of animation, video games, and sound, this volume provides a gateway into new areas of study that will be of interest to scholars and students across musicology, animation studies, game studies, and media studies more broadly"--
_cProvided by publisher.
650 7 _aVideo game music
_xHistory and criticism.
_2BUEsh
650 7 _aVideo games
_xLiterary themes, motives.
_2BUEsh
650 7 _aVideo games
_xDesign.
_2BUEsh
650 7 _aSex in video games.
_2BUEsh
650 7 _aNostalgia in video games.
_2BUEsh
653 _bART
_2IA
655 _vReading book
700 1 _aScoggin, Lisa,
_eeditor.
700 1 _aPlank, Dana M.,
_eeditor.
776 0 8 _iOnline version:
_tIntersection of animation, video games, and music
_b[1.]
_dNew York : Routledge, 2023
_z9781032172231
_w(DLC) 2022051614
906 _a7
_bcbc
_corignew
_d1
_eecip
_f20
_gy-gencatlg
942 _2ddc
_cBB
999 _c30546
_d30517