Interactive Corruption: Atonal Freedom and Narrative in Video Games
| dc.contributor.advisor | Boss, Jack | |
| dc.contributor.author | Ziegenhagel, Blaire | |
| dc.date.accessioned | 2025-08-22T20:27:04Z | |
| dc.date.issued | 2025-08-22 | |
| dc.description.abstract | Engagement 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.uri | https://hdl.handle.net/1794/31527 | |
| dc.language.iso | en_US | |
| dc.publisher | University of Oregon | |
| dc.rights | All Rights Reserved. | |
| dc.subject | atonality | en_US |
| dc.subject | ludomusicology | en_US |
| dc.subject | topic theory | en_US |
| dc.title | Interactive Corruption: Atonal Freedom and Narrative in Video Games | en_US |
| dc.type | Dissertation or thesis | |
| thesis.degree.discipline | School of Music and Dance | |
| thesis.degree.grantor | University of Oregon | |
| thesis.degree.level | doctoral | |
| thesis.degree.name | Ph.D. |