Musical eclecticism emerges as an element capable of intertwining with numerous aspects of music production for video games, showcasing technological, industrial, transmedia, and cultural dynamics that enable a deeper understanding of certain stylistic peculiarities of the reference repertoire. Drawing on a neo-materialist approach integrated with concepts of semiotic and phenomenological origin, as well as tools from the digital humanities, this research work addresses the theme of ludomusical eclecticism (particularly timbral, and in its “vertical stateless” variant) along two guiding lines: one temporal and the other spatial. In the first case, emphasis is placed on the affordances of music production technologies –situated at the intersection of popular music and music for audiovisual media – and on their role in promoting (or discouraging) eclectic solutions. Within this framework, the study focuses on certain factors that may have crystallized specific arrangement practices suggested by the underlying technological configuration, as well as on some radical changes in ludomusical production that have produced the opposite effect, pushing video game music toward more conventional solutions, closely connected with film production. The second guiding line follows a path of comparison between American and Japanese ludomusical production, with particular attention devoted to the latter, due both to Japan’s central role in the history of video games and to the country’s distinctive geopolitical and cultural position in relation to the Western world. In particular, the work highlights practices rooted in an entertainment industry that is focused on the concept of transmediality on the one hand (the American one) and one that is focused on polymediality on the other (the Japanese one), analyzing how the relationships between video games, Hollywood cinema (on the Western front), and anime (on the Eastern front) may shape diverse forms of eclectic approaches. Both guiding lines are supported by case studies that illuminate possible outcomes of generational and transnational trajectories affecting the characteristics of eclecticism employed by the soundtracks of the examined products. This allows to observe mutational processes in eclectic aesthetics depending, on the one hand, on the modification of the ludomusical technologies involved, and, on the other, on the migration of works and franchises from the East to the West and vice versa. In conclusion, the research work provides conceptual tools that could be deemed useful for analyzing eclecticism across diverse repertoires, while simultaneously highlighting cultural tensions, production relationships, and industrial synergies within video game and cinematic production, using musical eclecticism as the unifying thread and interpretative key.
L’eclettismo musicale si configura come un elemento capace di intrecciarsi con tantissimi aspetti della produzione di musica per videogiochi, mettendone a nudo dinamiche tecnologiche, industriali, transmediali e culturali capaci di permettere una più profonda comprensione di alcune peculiarità stilistiche del repertorio di riferimento. Servendosi di un approccio neo-materialista integrato da concetti di matrice semiologica e fenomenologica e da strumenti propri delle digital humanities, il percorso di ricerca articolato nel presente lavoro affronta il tema dell’eclettismo ludomusicale (in particolare timbrico, e nella variante “verticale apolide”) seguendo due linee direttive: una temporale e l’altra spaziale. Nel primo caso, viene posta enfasi sulle affordance delle tecnologie di produzione musicale, a cavallo tra popular music e musica per audiovisivi, e sul loro peso nel promuovere (o scoraggiare) soluzioni eclettiche. In questo contesto, vengono messi a fuoco alcuni fattori che possono aver cristallizzato alcune pratiche singolari di arrangiamento a partire dal sostrato tecnologico implicato, ma anche alcuni cambiamenti radicali nella produzione ludmusicale che hanno sortito l’effetto opposto, spingendo la musica per videogiochi in direzione di soluzioni più convenzionali, a stretto contatto con la produzione cinematografica. La seconda linea direttiva si sviluppa invece mediante il confronto della produzione ludomusicale statunitense e nipponica, con particolare approfondimento di quest’ultima, per via della centralità del Giappone nella storia dei videogiochi ma anche della particolare posizione geopolitica e culturale del Paese stesso nei confronti del mondo occidentale. Vengono in particolare messe in luce pratiche radicate in un’industria dell’intrattenimento di tipo transmediale da un lato (americano) e polimediale dall’altro (giapponese), analizzando come i rapporti tra videogiochi, cinema hollywoodiano (sul fronte occidentale) e anime (sul fronte orientale) possano incidere sulle fattezze di approcci eclettici differenziati. Entrambe le linee direttive sono corredate da casi di studio che mettono in luce possibili risultati di traiettorie generazionali e transnazionali che influiscono sulle fattezze dell’eclettismo riscontrabile nella colonna sonora dei prodotti coinvolti. Diventa in questo modo possibile osservare dinamiche di mutamento dei linguaggi eclettici a seconda che si influisca sulle tecnologie ludomusicali coinvolte da un lato, e sul radicamento di opere e franchise in Oriente o in Occidente dall’altro. In conclusione, il lavoro di ricerca fornisce strumenti concettuali potenzialmente utili all’analisi dell’eclettismo all’interno di repertori diversificati, mettendo al contempo in evidenza tensioni culturali, rapporti produttivi e sinergie industriali nell’ambito della produzione videoludica e cinematografica, usando il filo rosso dell’eclettismo musicale come chiave di volta.
ECLETTISMO MUSICALE E INDUSTRIA VIDEOLUDICA: TRAIETTORIE GENERAZIONALI E TRANSNAZIONALI
MERLINI, MATTIA
2026
Abstract
Musical eclecticism emerges as an element capable of intertwining with numerous aspects of music production for video games, showcasing technological, industrial, transmedia, and cultural dynamics that enable a deeper understanding of certain stylistic peculiarities of the reference repertoire. Drawing on a neo-materialist approach integrated with concepts of semiotic and phenomenological origin, as well as tools from the digital humanities, this research work addresses the theme of ludomusical eclecticism (particularly timbral, and in its “vertical stateless” variant) along two guiding lines: one temporal and the other spatial. In the first case, emphasis is placed on the affordances of music production technologies –situated at the intersection of popular music and music for audiovisual media – and on their role in promoting (or discouraging) eclectic solutions. Within this framework, the study focuses on certain factors that may have crystallized specific arrangement practices suggested by the underlying technological configuration, as well as on some radical changes in ludomusical production that have produced the opposite effect, pushing video game music toward more conventional solutions, closely connected with film production. The second guiding line follows a path of comparison between American and Japanese ludomusical production, with particular attention devoted to the latter, due both to Japan’s central role in the history of video games and to the country’s distinctive geopolitical and cultural position in relation to the Western world. In particular, the work highlights practices rooted in an entertainment industry that is focused on the concept of transmediality on the one hand (the American one) and one that is focused on polymediality on the other (the Japanese one), analyzing how the relationships between video games, Hollywood cinema (on the Western front), and anime (on the Eastern front) may shape diverse forms of eclectic approaches. Both guiding lines are supported by case studies that illuminate possible outcomes of generational and transnational trajectories affecting the characteristics of eclecticism employed by the soundtracks of the examined products. This allows to observe mutational processes in eclectic aesthetics depending, on the one hand, on the modification of the ludomusical technologies involved, and, on the other, on the migration of works and franchises from the East to the West and vice versa. In conclusion, the research work provides conceptual tools that could be deemed useful for analyzing eclecticism across diverse repertoires, while simultaneously highlighting cultural tensions, production relationships, and industrial synergies within video game and cinematic production, using musical eclecticism as the unifying thread and interpretative key.| File | Dimensione | Formato | |
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https://hdl.handle.net/20.500.14242/356296
URN:NBN:IT:UNIMI-356296