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
Year CATS Level Semester CATS Value
Session 2023-24 Level 5 FHEQ First Semester 15

Aims

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

(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.

(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).

(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.

(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.

(S1) Communication skills.

(S2) Research skills.

(S3) Comprehension.

(S4) Critical thinking.

(S5) Writing skills.

(S6) Applied skills.

(S7) IT skills.


Syllabus

 

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

Teaching Method 1 - Workshop (interactive lecture)
Description: Presentation and discussion of core material

Teaching Method 2 - Tutorial
Description: Assumes 2x30-minute tutorials to discuss assessment plans

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)              
Private Study 101
TOTAL HOURS 150

Assessment

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    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    40       

Recommended Texts

Reading lists are managed at readinglists.liverpool.ac.uk. Click here to access the reading lists for this module.