从特定地点采样到游戏化:对环境的表演参与的探索

IF 0.2 3区 艺术学 0 MUSIC
Martin K. Koszolko, Thomas Studley
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引用次数: 0

摘要

本文探讨了允许电子音乐表演者在共同创造的现场行为中吸引观众和环境的策略。我们根据特定地点的采样和数字移动技术概述了我们现有的音乐实践,这些技术已经在一系列参与式音乐表演中进行了测试。确定了这种性能环境中的突出挑战,并提出了几种工具和技术作为解决方案。然后,我们考虑如何通过游戏化策略扩展基于场景和基于样本的参与性表演。在探索了游戏体验的概念如何为观众参与的本质提供新的见解之后,我们提出了几种将游戏化元素引入表演音乐实践的方法,这些方法可以扩大观众参与的范围,同时保留使用音乐会现场录音和音乐即兴创作的关键方面。在提出未来研究方向之前,我们讨论了这些方法对表演者-观众关系的影响以及音乐与环境互动的前景。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
From Site-Specific Sampling to Gamification: An exploration of performative engagement with the environment
This article explores strategies that allow electronic music performers to engage their audiences and environments in live acts of co-creation. We outline our existing musical practice relying on site-specific sampling and digital mobile technologies that have been tested across a range of participatory music performances. Salient challenges within this performance context are identified and several tools and techniques are proposed as solutions. We then consider how setting-based and sample-based participatory performances can be expanded through gamification strategies. After exploring how notions of playful experience can offer new insights into the nature of audience engagement, we propose several approaches for introducing gamified elements into performative music practices that can expand the scope of audience participation while preserving key aspects of using concert location recordings and musical improvisation. We conclude by discussing the implications of these approaches for the performer–audience relationship and the prospect of musical engagement with the environment before suggesting directions for future research.
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来源期刊
CiteScore
1.20
自引率
16.70%
发文量
38
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