Abstract
Virtuality has entered our lives making anything we desire possible. We are, as Gorillaz once sang, in an exciting age where 'the digital won't let [us] go…' Technology has revolutionized music, especially in the 21st century where the traditional rules and conventions of music creation, consumption, distribution, promotion, and performance have been erased and substituted with unthinkable and exciting methods in which absolutely anyone can explore, enjoy, and participate in creating and listening to music.
Virtual Music explores the interactive relationship of sound, music, and image, and its users (creators/musicians/performers/audience/consumers). Areas involving the historical, technological, and creative practices of virtual music are surveyed including its connection with creators, musicians, performers, audience, and consumers. Shara Rambarran looks at the fascination and innovations surrounding virtual music, and illustrates key artists (such as Grace Jones, The Weeknd), creators (such as King Tubby, Kraftwerk, MadVillain, Danger Mouse), audiovisuals in video games and performances (such as Cuphead and Gorillaz), audiences, and consumers that contribute in making this musical experience a phenomenon. Whether it is interrogating the (un)realness of performers, modified identities of artists, technological manipulation of the Internet, music industry and music production, or accessible opportunities in creativity, the book offers a fresh understanding of virtual music and appeals to readers who have an interest in this digital revolution.
Virtual Music explores the interactive relationship of sound, music, and image, and its users (creators/musicians/performers/audience/consumers). Areas involving the historical, technological, and creative practices of virtual music are surveyed including its connection with creators, musicians, performers, audience, and consumers. Shara Rambarran looks at the fascination and innovations surrounding virtual music, and illustrates key artists (such as Grace Jones, The Weeknd), creators (such as King Tubby, Kraftwerk, MadVillain, Danger Mouse), audiovisuals in video games and performances (such as Cuphead and Gorillaz), audiences, and consumers that contribute in making this musical experience a phenomenon. Whether it is interrogating the (un)realness of performers, modified identities of artists, technological manipulation of the Internet, music industry and music production, or accessible opportunities in creativity, the book offers a fresh understanding of virtual music and appeals to readers who have an interest in this digital revolution.
Original language | English |
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Place of Publication | New York |
Publisher | Bloomsbury |
ISBN (Electronic) | 9781501333613 |
ISBN (Print) | 9781501336379 |
Publication status | Published - 8 Apr 2021 |
Keywords
- Music
- Virtual reality
- Popular Music
- Sound
- Sound and image
- Image
- Sound Studies
- music composition
- music critic
- Music festivals
- Music industry
- Music industry, Pop music
- Music journalism
- Music press
- Music Production
- Music Video
- Music, artificial intelligence, computational creativity
- Musical Analyisis
- Musical creativity
- Musical instruments
- Musical Interfaces
- musical soundscapes
- Pop music
- Popular Culture
- Popular music studies
- Digital and Internet Cultures, Digital Books, Inter-Disciplinary Press.
- Digital
- technoculture
- technology
- Philosophy
- critical theory
- Cultural Theory
- Sampling
- Law
- Copyright
- Internet
- app
- performance analysis
- Performance
- audio
- Audio Visual
- Video & computer games
- Video Art
- Baudrillard
- Actor Network Theory
- Danger Mouse
- Damon Albarn
- The Weeknd
- Grace Jones
- Audience
- fan culture
- Fan Studies
- Media
- media analysis
- Social Media
- David Bowie
- Virality
- viral art
- digital images
- digital video
- Soundtrack
- Film
- DJ
- electronic
- Experimental Music
- Hip-Hop
- Crowdsourcing
- bit-coin
- AI
- Artificial intelligence
- Gorillaz
- Remix
- Remixology
- Digital Sampling
- Digital Age
- Digital Advertising
- Marketing
- Promotion