When considering player voice in the context of game sound, existing examinations remain inconclusive. As player voice exists in a liminal position between reality and virtuality, some academics see them as sonic violations of the game space. Voice can convey information about identity, which may oppose our understanding of the avatars within the game world. Voice can facilitate social communication, which may remind us of the physical world outside the virtuality. Mediations of voice into the virtual world may introduce obstacles or inflections that interfere with our enjoyment of the virtual space. Alongside these concerns, however, we can also find virtual worlds that prioritize and privilege player voice. Player voice can become part of character identity. Gameworlds can encourage us to communicate ludically, without disrupting immersion. Interruptions and disruptions can be limited by players. Amongst others, the virtual world of the long-running MMORPG EVE Online demonstrates how voice can coexist with immersion. Marketing materials for the game now place player voice at the center of consumer focus. Including an interview with one of the videographers who placed player voice at the center of his fan videos, the article uses EVE Online as a case study for the integration of player voice into virtual worlds. By examining virtual worlds and the role of voice within them, this article develops a framework for understanding player voice in the context of game sound. This allows us to recognize how player voice, an often overlooked aspect of game sound, can function within virtual worlds.
The author discusses one of the first true multiplayer games in the Final Fantasy series. The chapter asks the question,“Given the importance of music and soundto audio-visual narrative, do musical cues and other audial information in Final Fantasy XIV (2010) present identically to all players, hence recognising the importance of shared narrative? Or does the sound design and music of FFXIV relegate other players to becoming side-characters through prioritising the specific player experience of the narrative in sound design?”
A common conclusion drawn from publicly available Higher Education Statistics Agency (HESA) data releases is that Higher Music Education (HME) courses have a predominantly male population. However, HESA data has key issues when examining HME courses: which courses are reported as ‘music’ courses to HESA; how do universities decide which courses are ‘music’ courses; how many different topics are contained within the umbrella of ‘music’ courses? To address questions of gender representation in HME, universities in the UK were approached with Freedom of Information Act requests for the gender demographics of student populations on “music-related” courses. Information was gained on 3456 courses populations between 2014 and 2020, which was categorised by the subject of study. Six core undergraduate topics were identified: generic music degrees (female bias), degrees combining music and technology (male bias), degrees combining music and business (no gender bias), degrees on popular music (male bias), degrees combining music and theatre (female bias) and major conservatoire courses (no gender bias). No area was accurately represented by HESA data, and gender representation varied significantly between areas. These findings have implications for discussions of gender representation in HME across the UK.
The mid-to-late 2010s saw a renewed interest in virtual reality technologies with the release of a wide selection of consumer VR headsets and glasses, and the increased power of smartphones to provide augmented reality experiences. While research on sound and music in these technologies has started to gather pace, practice and research continue to grapple with significant creative and practical questions. In addition, such discussions have tended to be limited within disciplinary or professional silos. The roundtable presented here was an effort to begin conversations across a variety of fields of research and practice. We shared perspectives and exchanged views informed by different disciplinary traditions and experiences. We also sought to identify key questions and issues regarding music and sound in VR/AR. Three main themes are presented here: 1) Spaces and musical performances, 2) Realities and realism, and 3) Movement, orientation, and disorientation.
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