Module Details |
The information contained in this module specification was correct at the time of publication but may be subject to change, either during the session because of unforeseen circumstances, or following review of the module at the end of the session. Queries about the module should be directed to the member of staff with responsibility for the module. |
Title | MUSIC IN GAMING | ||
Code | MUSI273 | ||
Coordinator |
Dr GC Hooper Music Giles.Hooper@liverpool.ac.uk |
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Year | CATS Level | Semester | CATS Value |
Session 2022-23 | Level 5 FHEQ | First Semester | 15 |
Aims |
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To provide students with an overview of technological development and a basic (non-technical) appreciation of how sound and music are generated via gaming software/hardware; and to understand the role of the former in determining compositional design across different 'generations' of gaming hardware. To provide students with an understanding of the relationship between music and gaming contexts (e.g. genre, narrative function, immersion, emotion, and character portrayal). To provide students with an understanding of the relationship between game-music and other forms of music (eg orchestral styles, film music, popular music in compiled tracks). |
Learning Outcomes |
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(LO1) Students will be able to demonstrate knowledge and understanding of the development of gaming hardware/software and the extent to which this determines, by limiting or affording, the incorporation of sound/music. |
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(LO2) Students will be able to demonstrate knowledge and understanding of the relationship between music in gaming and other gameplay factors (such as narrative, immersion, game-cues). |
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(LO3) Students will be able to demonstrate an awareness of broader critical, cultural, and ludomusicological issues, as presented and discussed in both historical and contemporary scholarship. |
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(LO4) Students will be able to be able to apply knowledge, understanding, and awareness (as described in the prior learning outcomes) to original case-study examples. |
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(S1) Communication skills. |
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(S2) Research skills. |
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(S3) Comprehension. |
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(S4) Critical thinking. |
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(S5) Writing skills. |
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(S6) Applied skills. |
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(S7) IT skills. |
Syllabus |
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The module consists of two main themes: an overview of historical development, focusing on style, compositional design, and technological determinants; a review of critical issues and debates relevant to understanding and interpreting the role and function of game-music. Key topics/subjects covered include: Introduction to technology and technological development (including an overview of 'hardware generations' and their sound/music capabilities). Sound and music in the early arcade and console era (1970s) (e.g. Atari). The 8-bit and 16-bit console era (c.1980-c.1995) (e.g. NES, SNES, Sega Megadrive). The first CD-ROM era (c.1995-c.2005) (e.g. PS1, PS2, Xbox) The later-gen to the present era (c.2005 - present) (e.g. PS3, PS4, Xbox 360, Xbox One). PCs and mobile devices. Technical limitations, challenges, and potentials (e.g. 'chip-music', '8-bit looping', 'dynamic scoring', 'procedural music '). Music, style, and game genre. Music and function (e.g. narrative, immersion, game-cues etc). Influences and approaches (eg composed and compiled; Western and Japanese styles). Interactive music games (e.g. Singstar, Rock Band, rhythm-action games). Note: the above is not a list of lectures. While organised in a broadly chronological manner, each week will focus on a particular era, selected hardware systems, selected case-studies, and a relevant issue/theme. Most resources will be made available via VITAL (e.g. reading-lists, e-texts, PowerPoints etc). Direct analysis of case-studies will be available via the Department of Music's AV and Tech rooms. Most weeks will require students to read one or more set-texts and to study/analyse the use of music in one or more identified games. |
Teaching and Learning Strategies |
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Teaching Method 1 - Workshop (interactive lecture) Teaching Method 2 - Tutorial The majority of teaching will be delivered face-to-face on campus. Online delivery will be used to complement the on-campus delivery and where technology affords a better learning experience. |
Teaching Schedule |
Lectures | Seminars | Tutorials | Lab Practicals | Fieldwork Placement | Other | TOTAL | |
Study Hours |
1 |
48 |
49 | ||||
Timetable (if known) |
30 mins X 1 totaling 1
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120 mins X 2 totaling 48
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Private Study | 101 | ||||||
TOTAL HOURS | 150 |
Assessment |
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EXAM | Duration | Timing (Semester) |
% of final mark |
Resit/resubmission opportunity |
Penalty for late submission |
Notes |
CONTINUOUS | Duration | Timing (Semester) |
% of final mark |
Resit/resubmission opportunity |
Penalty for late submission |
Notes |
Assessment 2 There is a resit opportunity. Standard UoL penalty applies for late submission. This is an anonymous assessment. Assessment Schedule (When): Semester 2 | 0 | 60 | ||||
Assessment 1 There is a resit opportunity. Standard UoL penalty applies for late submission. This is an anonymous assessment. Assessment Schedule (When): Semester 2 | 0 | 40 |
Recommended Texts |
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Reading lists are managed at readinglists.liverpool.ac.uk. Click here to access the reading lists for this module. |