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Covers fandom and music videos, including anime and fan video practices; examines music in video games with comparative cases; discusses performance and presentation through sound art and pop-multimedia live practice; and addresses production and consumption via website design, youth media habits, and the iPod’s development. Written with academic case studies and contributor insights.",{"@graph":69,"@context":123},[70,84,106],{"@type":71,"itemListElement":72},"BreadcrumbList",[73,77,79,82],{"item":74,"name":75,"@type":76,"position":8},"https://docshare.wps.com","Home","ListItem",{"item":78,"name":9,"@type":76,"position":14},"https://docshare.wps.com/document/",{"item":80,"name":40,"@type":76,"position":81},"https://docshare.wps.com/document/research-report/",3,{"item":83,"name":65,"@type":76,"position":19},"https://docshare.wps.com/document/music-sound-and-multimedia-from-the-live-to-the-virtual/153357/",{"url":83,"name":65,"@type":85,"image":86,"author":91,"headline":65,"publisher":94,"fileFormat":97,"inLanguage":63,"description":67,"dateModified":98,"datePublished":99,"encodingFormat":97,"isAccessibleForFree":100,"interactionStatistic":101},"DigitalDocument",{"url":87,"@type":88,"width":89,"height":90},"https://docshare.wps.com/thumbnails/music-sound-and-multimedia-from-the-live-to-the-virtual/153357.png","ImageObject",300,407,{"name":92,"@type":93},"Himbo","Person",{"url":74,"name":95,"@type":96},"DocShare","Organization","application/pdf","2026-10-27","2026-08-27",true,{"@type":102,"interactionType":103,"userInteractionCount":105},"InteractionCounter",{"@type":104},"ViewAction",21,{"@type":107,"mainEntity":108},"FAQPage",[109,115,119],{"name":110,"@type":111,"acceptedAnswer":112},"What themes does the book address about music and multimedia?","Question",{"text":113,"@type":114},"It examines connections among music, sound, and moving images across fandom, digital media, performance, and production contexts, emphasizing the shift from live to virtual experiences.","Answer",{"name":116,"@type":111,"acceptedAnswer":117},"Which topics are covered in Section One?",{"text":118,"@type":114},"Section One focuses on fandom and music videos, including reframing fan videos and a case study on anime music videos.",{"name":120,"@type":111,"acceptedAnswer":121},"How does the book treat production and consumption?",{"text":122,"@type":114},"Section Four analyzes how sound and music operate in website design and in young people’s everyday lives, and it includes a case study on the development of the Apple iPod.","https://schema.org",{"og:url":83,"og:type":125,"og:title":65,"og:site_name":95,"og:description":67},"article",{"robots":127,"canonical":83},"index,follow",{"doc_id":129,"site_id":62},153357,1787874206,{"code":4,"msg":5,"data":132},{"doc_id":129,"user_id":133,"nickname":92,"user_avatar":134,"doc_module":4,"category_id":39,"category_name":40,"doc_title":65,"doc_description":67,"doc_content":135,"file_id":136,"file_url":137,"file_type":138,"file_size":139,"view_count":105,"is_deleted":4,"is_public":8,"is_downloadable":8,"audit_status":8,"page_count":140,"language":141,"language_code":63,"site_id":62,"html_lang":63,"table_of_contents":142,"faqs":143,"seo_title":144,"seo_description":67,"update_tm":130,"read_time":145,"preview_page_count":4},687197100911,"https://ap-avatar.wpscdn.com/avatar/a000239b6f1da00475?x-image-process=image/resize,m_fixed,w_180,h_180&k=1785132997149421697","MUSIC, SOUND and MULTIMEDIA From the Live to the Virtual  \nEdited by  \nJamie Sexton  \nMUSIC & THE MOVING IMAGE SERIES  \nMUSIC, SOUND AND MULTIMEDIA  \nMusic and the Moving Image  \nSeries Editor Kevin Donnelly  \nTitles in the series include:  \nFilm’s Musical Moments  \nby Ian Conrich and Estella Tincknell (eds)  \nMusic and the Moving Image: A Reader by Kevin Donnelly (ed.)  \nMusic, Sound and Multimedia by Jamie Sexton (ed.)  \nMusic Video and the Politics of Representation by Diane Railton and Paul Watson  \nMUSIC, SOUND AND MULTIMEDIA From the Live to the Virtual  \nEdited by  \nJamie Sexton  \nEDINBURGH UNIVERSITY PRESS  \n© in this edition Edinburgh University Press, 2007  \n© in the individual contributions is retained by the authors  \nEdinburgh University Press Ltd  \n22 George Square, Edinburgh  \nTypeset in 10/12.5 Adobe Sabon by Servis Filmsetting Ltd, Manchester, and printed and bound in Great Britain by Antony Rowe Ltd, Chippenham, Wilts  \nA CIP record for this book is available from the British Library ISBN 978 0 7486 2533 8 (hardback)  \nISBN 978 0 7486 2534 5 (paperback)  \nThe right of the contributors  \nto be identiﬁed as authors of this work has been asserted in accordance with the Copyright, Designs and Patents Act 1988.  \nCONTENTS  \nAcknowledgements vii  \nList of Illustrations viii  \nNotes on Contributors ix  \nIntroduction 1  \nSECTION ONE: FANDOM AND MUSIC VIDEOS  \n1. Reframing Fan Videos 17 Angelina I. Karpovich  \n2. Case Study: Anime Music Videos 29 Dana Milstein  \nSECTION TWO: VIDEO-GAME MUSIC  \n3. Music in Video games 51 Rod Munday  \n4. Case Study: Film Music vs. Video-Game Music: The Case of Silent Hill 68 Zach Whalen  \nSECTION THREE: PERFORMANCE AND PRESENTATION  \n5. Reﬂections on Sound Art 85 Jamie Sexton  \n6. Pop Music, Multimedia and Live Performance Jem Kelly  \n7. Case Study: Film Sound, Acoustic Ecology and Performance in Electroacoustic Music Randolph Jordan  \nSECTION FOUR: PRODUCTION AND CONSUMPTION  \n8. Sound and Music in Website Design Lee Tsang  \n9. Music Media in Young People’s Everyday Lives Dan Laughey  \n10. Case Study: The Development of the Apple iPod Kieran Kelly  \nIndex  \n105  \n121  \n145  \n172  \n188  \n201  \nACKNOWLEDGEMENTS  \nI would like to thank: Kevin Donnelly for encouraging me to edit this volume and for advising on certain issues along the way; Sarah Edwards for a lot of good advice and for being a helpful editor; Kay Dickinson for suggesting that I should edit this volume; and Kate Egan for being generally supportive during the process of editing and writing.  \nILLUSTRATIONS  \nFigure 1 Image of Asuka Langley 37  \nFigure 2 Participants using magnetic headphones in one of Christina Kubitsch’s Electrical Walks – Magnetic Forest, Kyoto, 1991 92  \nFigure 3 Relationship between complexity/familiarity and  \npreference 150  \nFigure 4 Estell et al.’s Velocity (2006) from London Sinfonietta’s sub-website ‘Andreissen-online’ 163  \nFigure 5 Stills from ‘3d music’ by Braunarts and London  \nSinfonietta (2007) 164  \nNOTES ON CONTRIBUTORS  \nRandolph Jordan holds an MA in ﬁlm studies from the Mel Hoppenheim School of Cinema at Concordia University in Montreal, Canada, and is currently a doctoral candidate in Concordia’s Interdisciplinary PhD Humanities programme. His research focuses on the intersections between ﬁlm sound theory, electroacoustic music and acoustic ecology. His dissertation examines ﬁlms which express ecological concern through creative approaches to the relationship between sound and image on screen. For more information, visit [www.randolphjordan.com](www.randolphjordan.com).  \nAngelina I. Karpovich is a lecturer in multimedia technology and design at Brunel University. Her research concerns media fandom, the social signiﬁcance of media texts, and the varying uses of media technologies by professionals and non-professionals.  \nJem Kelly is senior lecturer and research coordinator in the Department of Performing Arts, University of Chichester. Jem’s academic writing includes Auditory Space: Em","cbCaip1StHSm6gvf","https://ap.wps.com/l/cbCaip1StHSm6gvf","pdf",738518,225,"English","# Introduction\n## Section One: Fandom and Music Videos\n## Section Two: Video-Game Music\n## Section Three: Performance and Presentation\n## Section Four: Production and Consumption\n## Index","[{\"question\":\"What themes does the book address about music and multimedia?\",\"answer\":\"It examines connections among music, sound, and moving images across fandom, digital media, performance, and production contexts, emphasizing the shift from live to virtual experiences.\"},{\"question\":\"Which topics are covered in Section One?\",\"answer\":\"Section One focuses on fandom and music videos, including reframing fan videos and a case study on anime music videos.\"},{\"question\":\"How does the book treat production and consumption?\",\"answer\":\"Section Four analyzes how sound and music operate in website design and in young people’s everyday lives, and it includes a case study on the development of the Apple iPod.\"}]","Music, Sound and Multimedia - From the Live to the Virtual | PDF",567]