Interactive Corruption: Atonal Freedom and Narrative in Video Games

dc.contributor.advisorBoss, Jack
dc.contributor.authorZiegenhagel, Blaire
dc.date.accessioned2025-08-22T20:27:04Z
dc.date.issued2025-08-22
dc.description.abstractEngagement in rigorous pitch analysis of dissonant media music is remarkably infrequent; I attribute this reluctance to the (perfectly valid) reason of horrific music often being difficult to transcribe and/or using non-discrete pitches. As a result, such music is often viewed through an affective or topical lens. I acknowledge that both of these factors are important to the listening experience; as such, I view atonality (and the analysis thereof) as a sort of topic in and of itself. When a dissonant piece does utilize discrete pitches, however, analyzing its pitch content with greater specificity than has been historically applied offers rich information about a game's story, its world, and its characters. My choice to use video game music is purposeful: ludomusicology is a field that is, perhaps more than any other discipline, chiefly concerned with media immersion. My study, then, adds a pitch-narrative dimension to ludomusicological analyses of horror and horror-adjacent music. In this dissertation, I apply relatively basic post-tonal analytical techniques to video game music tracks that may be considered “atonal” or otherwise dissonant. Following Gassi (2019), I contend that composers set significant atonal relationships using other musical parameters to increase their audibility to the audience, even if subconsciously. In doing so, I elucidate otherwise latent narrative information that arises from the relationships discovered in those analyses. In total, I do not only conclude that post-tonal analysis can reveal dormant conflict narratives in video game music. I also argue that video game music tells us a great deal about post-tonal analysis at large, that when it is applied to a medium that necessitates audience input, it inherently flirts with an interpretive dimension beyond merely pitch and narrative: other musical parameters such as rhythm, timbre, and dynamics become analogous to active agents in both the subconscious and perceivable realization of narrative.en_US
dc.identifier.urihttps://hdl.handle.net/1794/31527
dc.language.isoen_US
dc.publisherUniversity of Oregon
dc.rightsAll Rights Reserved.
dc.subjectatonalityen_US
dc.subjectludomusicologyen_US
dc.subjecttopic theoryen_US
dc.titleInteractive Corruption: Atonal Freedom and Narrative in Video Gamesen_US
dc.typeDissertation or thesis
thesis.degree.disciplineSchool of Music and Dance
thesis.degree.grantorUniversity of Oregon
thesis.degree.leveldoctoral
thesis.degree.namePh.D.

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