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  • Gameful Compositions in Interactive Computer Music

    Gameful Compositions in Interactive Computer Music by Turowski, Paul; Hutchinson, Simon; Fukuda, Takuto;

    Series: Springer Series on Cultural Computing;

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      • Publisher's listprice EUR 53.49
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        22 184 Ft (21 128 Ft + 5% VAT)
      • Discount 20% (cc. 4 437 Ft off)
      • Discounted price 17 748 Ft (16 902 Ft + 5% VAT)

    22 184 Ft

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    Product details:

    • Publisher Springer Nature Switzerland
    • Date of Publication 22 January 2026

    • ISBN 9783032126818
    • Binding Paperback
    • No. of pages90 pages
    • Size 235x155 mm
    • Language English
    • Illustrations XVIII, 90 p. 37 illus., 25 illus. in color.
    • 700

    Categories

    Long description:

    "

    This SpringerBrief introduces and examines “digital gameful compositions” (DGCs) in interactive computer music, i.e. interdisciplinary new media works that substantially integrate both digital games and music performance. DGCs are performative, interactive musical works structured by game mechanics, in which the music emerges through the dynamic engagement of the player-performer within the system.

    The book is organized into four chapters, exploring the conceptual, technical, and experiential dimensions of DGCs. Chapter 1 provides foundational context for understanding DGCs by tracing the historical and theoretical intersections of music and games. Next, chapter 2 focuses on the mechanics of DGCs and how these systems generate musical meaning. It examines how game mechanics can function as digital scores, musical instruments, and virtual performance spaces. Chapter 3 then explores the role of agency and experience in DGCs, focusing on how performers and audiences engage with these works. It applies semiotic frameworks to analyze how meaning emerges through interaction, and introduces concepts such as ergodicity, decision space, and the hierarchy of interactive forms. It also addresses the role of the audience, discussing transparency, participation, and the aesthetics of fun and play. Finally, chapter 4 looks toward the future of DGCs by examining how emerging technologies are reshaping the medium. It considers how these technologies expand the expressive potential of DGCs by enabling new forms of embodiment, interaction, and collaboration.

    "

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    Table of Contents:

    Background.- Game mechanics and music.- Agency and experience.- Emerging possibilities.

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