Skip to main content

Resourceful Frames and Sensory Functions – Musical Transformations from Game to Film in Silent Hill

  • Chapter
  • First Online:
Music and Game

Part of the book series: Musik und Medien ((MUME))

summary

While the two different media – film and video game – refer to the same continuum of three axes – moving image, sound a narration – there are striking differences in how people interact with these three levels. The intention of the following essay is to analyze the relations between the three concerning their reference to the same product, the Silent Hill game series (1999- ) and the film (2006). It is now commonplace that film music/film sound theory can only be partially projected onto the examination of games.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

Bibliography

  • Bessell, David (2002): What’s that Funny Noise? An Examination of the Role of Music in Cool Borders 2, Alien Trilogy and Medieval 2. In: King et. al. (2002): 136-144

    Google Scholar 

  • Boyd, Andrew (2003): When Worlds Collide: Sound and Music in Film and Games; http://www.gamasutra.com/view/feature/2901/when_worlds_collide_sound_and_.php [05/05/2012]

  • Collins, Karen (2007): An Introduction to the Participatory and Non-Linear Aspects of Video Game Audio. In: Hawkins et. al. (2007): 263‐298. http://www.gamessound.com/texts/interactive.pdf [05/05/2012]

  • Collins, Karen (2008): Game Sound. An introduction to the history, theory, and practice of video game music and sound design. Cambridge: MIT Press

    Google Scholar 

  • Ekman, Inger (2005): Meaningful Noise: Understanding Sound Effects in Computer Games. In: Proceedings of the Digital Arts and Cultures 2005, Copenhagen. http://www.uta.fi/cgi-bin/cgiwrap/ie60766/log-links.cgi? url=http://www.uta.fi/~ie60766/work/DAC2005_Ekman.pdf [05/05/2012]

  • Grimshaw, Mark/Schott, Gareth2007): A Conceptual Framework for the Design and Analysis of First-Person Shooter Audio. In: Proceedings: The Third International Conference on Games Research and Development: September 10-11, 2007, Manchester. http://www.hindawi.com/journals/ijcgt/2008/720280.html [05/05/2012]

  • Harvey, Dennis (2006): Silent Hill. In: Variety (6/21/2006). http://www.variety.com/review/VE1117930293/ [05/05/2012]

  • Hawkins, Stan/Richardson, John (eds.) (2007): Essays on Sound and Vision. Helsinki: University Press

    Google Scholar 

  • Kalabakov, Daniel (2002): Interview with Akira Yamaoka”. In: Spelmusik.net.http://www.spelmusik.net/intervjuer/akira_yamaoka_eng.html [05/05/2012]

  • King, Geoff/Krzywinska, Tanya (eds.) (2002): Screenplay: Cinema/Videogames/Interfaces. London http://www.gamasutra.com/features/20030204/boyd_01.shtml [05/05/2012]

  • Koebner, Thomas (2004): Musik zum Abschied. Zur Komposition von Melodramen. In: Augenblick 35: Musik und Film: 46-68

    Google Scholar 

  • Lange, Andreas (2005): Silent Hill 2 – Eine Einführung. In: Neitzel et. al. (2005): 15-19 Lissa, Zofia (1965): Ästhetik der Filmmusik, Berlin: Henschelverlag

    Google Scholar 

  • Moormann, Peter (2010): Spielberg-Variationen. Die Filmmusik von John Williams. Filmstudien. Band 57. Baden-Baden: Nomos

    Google Scholar 

  • Munday, Roy (2007): Music in Video Games. In: Sexton (2007): 51-67

    Google Scholar 

  • Neitzel, Britta/Nohr, Rolf F. /Bopp, Matthias (eds.) (2005): "See? I’m real…" Multidisziplinäre Zugänge zum Computerspiel am Beispiel von ’Silent Hill’. Münster: Lit

    Google Scholar 

  • Peirera, Mike (2006): Interview with Christophe Gans on making Silent Hill (2006). http://www.bloody-disgusting.com/interview/219 [05/05/2012]

  • Rautzenberg, Markus (2005): Vom Rausch(en) des Realen. Zur Geburt des Unheimlichen aus dem Geist des Mediums in Silent Hill 2. In: Neitzel et. al. (2005): 126-144

    Google Scholar 

  • Sexton, Jamie (ed.) (2007): Music, Sound and Multimedia: From the Live to the Virtual (Music and the Moving Image), Edinburgh: Edinburgh University Press

    Book  Google Scholar 

  • Solbach, Andreas (2004): Film und Musik: Ein klassifikatorischer Versuch in narratologischer Absicht. In: Augenblick 35: Musik und Film: 8-21

    Google Scholar 

  • Stockburger, Axel (2005): The Game Environment from an Auditive Perspective. http://www.audiogames.net/pics/upload/gameenvironment.htm [05/05/2012]

  • Wages, Richard/Grützmacher, Benno/Grünvogel, Stefan M. (2005): Benutzerführung und Strukturen nichtlinearer Geschichten. In: Neitzel et. al. (2005): 41-57

    Google Scholar 

  • Walz, Steffen P. (2005): Extreme Game Design. Spieltheoretische Überlegungen zur Methodik des Grauens. In: Neitzel et. al. (2005): 145-156

    Google Scholar 

  • Whalen, Zach (2004): Play Along: An Approach to Videogame Music. In: Game Studies: The International Journal of Computer Game Research. 4/1 (2004). http://www.gamestudies. org/0401/whalen [05/05/2012]

Other web resources

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2013 Springer Fachmedien Wiesbaden

About this chapter

Cite this chapter

Mundhenke, F. (2013). Resourceful Frames and Sensory Functions – Musical Transformations from Game to Film in Silent Hill . In: Moormann, P. (eds) Music and Game. Musik und Medien. Springer VS, Wiesbaden. https://doi.org/10.1007/978-3-531-18913-0_6

Download citation

Publish with us

Policies and ethics