Over the last decades, video game music has gained notable academic consideration. However, ethnomusicological studies examining the intersection of sound and culture in video games remain limited. Additionally, the complex and accelerating processes of globalisation and homogenisation influence both the creative strategies and the reception of video game music. Recognising that video games primarily operate under the principle of fiction, and that all fiction can be understood as an alteration of reality, this chapter outlines a methodological approach to explore how fantastic cultures are sonically represented through a fusion of truncated elements from real-world cultures. It will be examined how the representation of the (de)humanisation of the characters is depicted: Western sounds are commonly associated to the human—and good—characters, while non-Western music is applied to non-human creatures, which are also usually evil. The music of World of Warcraft exemplifies this dynamic, blending musical cues and fragments from diverse cultures in ways that hint at the cultural and ideological background influencing composers, developers and players. Thus, this chapter explores the musical and sonic portrayal of World of Warcraft characters, highlighting the relationship between culture and fantasy.

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Dehumanisation Through Sound: Musical Representation of Fantastic Cultures in World of Warcraft

  • Gabriel Guirao,
  • Jordi Roquer

摘要

Over the last decades, video game music has gained notable academic consideration. However, ethnomusicological studies examining the intersection of sound and culture in video games remain limited. Additionally, the complex and accelerating processes of globalisation and homogenisation influence both the creative strategies and the reception of video game music. Recognising that video games primarily operate under the principle of fiction, and that all fiction can be understood as an alteration of reality, this chapter outlines a methodological approach to explore how fantastic cultures are sonically represented through a fusion of truncated elements from real-world cultures. It will be examined how the representation of the (de)humanisation of the characters is depicted: Western sounds are commonly associated to the human—and good—characters, while non-Western music is applied to non-human creatures, which are also usually evil. The music of World of Warcraft exemplifies this dynamic, blending musical cues and fragments from diverse cultures in ways that hint at the cultural and ideological background influencing composers, developers and players. Thus, this chapter explores the musical and sonic portrayal of World of Warcraft characters, highlighting the relationship between culture and fantasy.