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Join Gretchen Jude as she performs a soundwalk of the Yoshiwara district in Tokyo. Throughout this soundwalk, Jude offers her thoughts on the history, materiality, and culture of the Yoshiwara, Tokyo’s red-light district. An itinerary is provided below for the curious, as well as a translation of the Ume wa saiti ka, intended to help orient listeners to the history of the Yoshiwara. What stories do the sounds of this district help to tell and can they help us to navigate its sordid history?
From the outer regions of the capital’s northwestern surburban sprawl to Ikebukuro Station (Tobu Tojo Line), transferring from Ikebukuro to Iidabashi (Yurakucho Line), from Iidabashi to Ueno-okachimachi (Oedo Line), from Naka-okachimachi to Minowa (Hibiya Line), then by foot from Minowa to Asakusa:
Due east, past Tōsen Elementary School
South on a nameless narrow lane parallel to Edomachi Street, with a short stop at Yoshiwara Park
Turning from Edomachi Street west onto Nakanomachi Street
Curving around to the south, just past the Kuritsu-taito Hospital and Senzoku Nursery School, with a long stop at Benzaiten Yoshiwara Shrine
Due south toward the throngs of tourists at the Sensō-ji Temple grounds, then across the Sumida River to my hauta teacher’s studio in a quiet residential neighborhood south of the Tokyo Sky Tree
Gretchen Jude is a PhD candidate in Performance Studies at the University of California Davis and a performing artist/composer based in the San Francisco Bay Area. Her doctoral research explores the intersections of voice and electronics in transcultural performance contexts, delving into such topics as presence and embodiment in computer music, language and cultural difference in vocal genres, and collaborative electroacoustic improvisation. Interaction with her immediate environment forms the core of Gretchen’s musical practice. Gretchen has been studying Japanese music since 2001 and holds multiple certifications in koto performance from the Sawai Koto Institute in Tokyo, as well as an MFA in Electronic Music and Recording Media from Mills College in Oakland, California. In the spring of 2015, a generous grant from the Pacific Rim Research Program supported Gretchen’s intensive study of hauta and jiuta singing styles in Tokyo. This podcast (as well as a chapter of her dissertation) are direct results of that support. Infinite thanks also to the gracious and generous assistance of Shibahime-sensei, Mako-chan and my many other friends and teachers in Japan.
All images used with permission by the author.
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“Why does it feel so good when someone else is touching you?” she asks, fluttering her fingers up her forearm in demonstration. The cheerful blond woman smiles brightly. “Is it because of the physical contact itself? Or is there something else going on?”
This YouTube celebrity is Olivia Kissper, and she is about to demonstrate 40 different sounds that act as “triggers” for ASMR, or Autonomous Sensory Meridian Response. ASMR is a term coined by the community of internet users who experience a particular tingling sensation in response to certain auditory, visual, or haptic stimuli. The sensation often originates in the scalp and travels down the spine and is reported to be immensely pleasurable, as well as relaxing. “ASMRtists” now flood YouTube with a steady stream of high definition videos designed to trigger this sensation for viewers, either by whispering or making other sounds with the mouth, by tapping, crinkling, or scratching various household objects, or through role-play scenarios (which often incorporate some or all of the above). In answer to Olivia’s question, I suggest that ASMR “feels so good” because the technology affords listener-viewers the opportunity to imagine alternative sexualities outside of the dominant Western paradigm of heterosexual, two-bodied, genital, orgasmic, reproductive intercourse.
However, the online ASMR community vehemently asserts that there is nothing sexual about ASMR. Of course, that is not to say that NSFW ASMR doesn’t have a strong following on Reddit, or that there haven’t been strident debates on the topic (such as the one sparked by comedian Russell Brand earlier this year). But it does mean that the vocal majority of ASMRtists and their listeners perceive this experience as intensely pleasurable, yet outside the regime of sexuality. It seems that positioning ASMR as distinct from sexual fetishes is an effort to destigmatize what may otherwise be viewed as deviant or unhealthy sexual behavior.
The problem at hand, then, is not that ASMR may in fact be sexual, but that pervasive definitions of sexuality pertain to very narrow set of actions and gestures among a very narrow set of bodies and pertaining to a very narrow set of moralistic qualities. I argue that ASMR videos broaden the scope of what we understand as “sexuality” and provide a means for bodies to gain access to certain other bodies in particular ways, and thus serve as an outlet for people to enjoy those (sexual) pleasures alongside of what is deemed appropriate in the mainstream. By analyzing this video phenomenon, specifically through the videos of ASMRtist Olivia Kissper, I consider what is “real” about this mediated intimacy, and how this mediated intimacy can help us to reimagine sexuality.
If ASMR is described by those who experience it as intensely pleasurable and relaxing, and if ASMRtists craft their videos with the deliberate intention of producing this automatic, visceral, pleasurable sensation, then it is indisputable that ASMR is, above all, concerned with the production of pleasure. In this way, it is not difficult to note the parallels between ASMR videos and pornography—another “body genre” (to borrow the term from Linda Williams) that employs genre-specific techniques with the intention of producing an automatic, visceral, pleasurable sensation in the viewer. Bearing this in mind, it should not be overlooked that most of the bodies interacting with the objects in these videos are young, conventionally attractive, white women. As art historian Joceline Andersen notes, ASMR often “relies on the heteronormative gender roles of care” (685). In other words, the popularity of an ASMRtist (with few exceptions) seems to be directly related to her sexual appeal and the degree to which she upholds Western standards of beauty.
Despite the fact that these videos may not be pornographic in the traditional sense, they are certainly sensual, if not sexual. This is exemplified by the way in which these ASMRtists attempt to evoke the sensation of contact with the viewer. ASMR is triggered not only by sound, but also by touch, and many ASMRtists strive to create perfect illusions of tactile sensation through the expert manipulation of visual and aural components. These are the kinds of videos that Olivia Kissper produces most often, such as “This FEELS SO REAL! Binaural ASMR SCALP MASSAGE with head massager, cicadas & WHISPERING.”
The tabloid-headline-esque style of the video’s title exemplifies the common practice of wordy titles for ASMR videos, so that viewers can tell at a glance if the video contains the specific triggers they are looking for, in this case tactile role-play and the auditory triggers of whispering and binaural recording. The quality of ASMR videos has steadily improved over the last couple of years, and most successful ASMRtists use high definition binaural microphones that record from two different “ear” locations, so that when the listener uses headphones, it produces the immersive effect of “3D” sound.
At the beginning of this video, Olivia asks, “are you ready for the most blissful experience?” then leans in close to whisper: “Are you ready to treat your senses a little bit today?” She speaks very softly and slowly, her voice intonated by her Czech accent. She punctuates her speech with graceful, twirling hand movements, and she shows off her long fingers and perfectly groomed fingernails as she displays the head massager and taps on the different materials it is made of in order to display its texture.
As a rule, ASMR videos deliberately engage with texture: if not of objects, then of the voice and the mouth, sibilance and saliva amplified sensuously through binaural recording. ASMR, then, is exemplary of Eve Kosofsky Sedgwick’s claim in Touching Feeling that, “what [texture and affect] have in common is that at whatever scale they are attended to, both are irreducibly phenomenological” (21). Here, the pleasurable affect manifests in the phenomenological tingles across the listener-viewer’s skin as Olivia taps her fingers along “your” hairline, runs her fingers through your hair, massages your scalp with her fingertips, and pushes the tines of the wire head massager down your head. If all goes well, you will feel like Kissper really is touching, stroking, and caressing you, and the experience will trigger “the tingles.” Performances such as Kissper’s produce the sensation of proximity, and are able to do so specifically through the digital technology that allows for the perfect storm of amplified aural, visual, and haptic stimulation. Here, the ASMRtist’s performance evinces the sensation of proximity and even direct contact with another body. As sound studies scholar Joshua Hudelson has described, in ASMR media, “sound is transduced into touch, and the taut membranes of the listener’s headphones become coterminous with his own skin.” The pleasure of these role-play videos derives not only from the physiological response to the mediated contact, but from the “personal attention” trigger (one of the top five most popular ASMR triggers according to a recent survey), as established through the use of second-person address. The demand for this element of intimacy is also growing in porn, according to Ela Darling, whose new website vrtube.xxx (NSFW) features virtual, one-on-one 3D cam sessions.
Mediated intimacy is at play in all ASMR videos, in the sense that they are produced for personal use. ASMR videos that use binaural recording techniques must be listened to with headphones, which means that each individual among the hundreds of thousands of viewers of these performances experiences an intimate encounter with the ASMRtist. But that intimacy is turned up even higher in role-play scenarios, as in one of Olivia’s earliest videos, “❀ Whispering, HAIR BRUSHING, Braiding & card reading ASMR ❀.”
This video takes place in a softly lit bedroom, with eye level low enough to suggest that the viewer-listener is sitting on the bed. Olivia is dressed casually in a plaid shirt, which is, not incidentally, unbuttoned rather low. She begins the video by addressing the viewer-listener directly as “friend,” and providing some expository dialogue indicating that the relationship is one of good friends who have not seen each other for a long time. She tells the viewer-listener she wants to braid her hair, but before she does that, she wants to:
start with acknowledging you because I’ve realized recently that I don’t tell you certain things and I just don’t want to put it off anymore. And I’m gonna whisper it to you, um, because it is really important for me that you really get that, yeah?
However, despite the platonic relationship established in the expository introduction, the boundary-crossing proximity of Olivia’s neck and hair in the viewer-listener’s field of vision erotically charges the banal acknowledgements she whispers.
It is clear that the intimacy that I experienced with Olivia is mediated—the hair she is braiding is not my own, for example, I cannot actually touch the objects she offers me, nor would she recognize me if I met her walking down the street—but does mediation necessarily imply inauthenticity? If intimacy is affective (pleasurable) and phenomenological (tingly), then doesn’t my experience with the mediated Olivia count as “real” intimacy? Dominic Pettman has suggested that love itself is a technology in “Love in the Time of Tamagotchi,” and points to the fact that intimacy is often done better through digital simulation:
[W]ith the current technology, simultaneous eye-contact is not possible. […] The video-chatter has the choice of staring at the image of their interlocutor, or straight into the camera, but not both at the same time. […] In 2012, simulated avatars already have an advantage over other humans on video-chat, since they can better simulate such a vital interactional presence, precisely by better simulating this eye-to-eye event (110).
Although Pettman provides the example of a digital avatar in a game, I think the same could be said of ASMR videos, and that Olivia’s eye contact is equally effective and affective. Olivia herself believes this to be true, asserting on her personal website that, “Because of our emphatic [sic] human connection and mirror neurons, our brain cannot tell the difference between a face-to-face interaction and online roleplay.”
The authenticity of the encounter between the ASMRtist and her listener-viewer is paramount in Olivia’s work, especially when it comes to the concept of healing. It is no coincidence that spa treatments and medical exams are two of the most popular genres of ASMR role-play: both appeal to the pleasure of being cared for. Indeed, for Olivia, her videos are not just about producing pleasure for her viewers, but about healing them. This has become more evident in her recent videos, which belie her interest in science fiction, Eastern medicine and spirituality, New Age and metaphysical therapies, and what she calls “transpersonal healing.” One of her more unique videos, “FUTURISTIC TINGLES! Binaural ASMR exam and transpersonal healing role play with binaural beats,” exemplifies this philosophy. “FUTURISTIC TINGLES!” is quite different from the typical ASMR video in that it is less about stimulating particular senses or simulating particular experiences, and much closer to the abstraction of meditation exercises. It is not realistic, nor is it trying to be. But it is still acutely concerned with the phenomenological effect on the listener-viewer’s body.
This unique video, replete with computerized special effects, opens with a quote that draws connections between the placebo effect and the role of “caring attention” in healing. The viewer-listener is then led through a complex scenario in which Olivia, as a virtual cyborg healer, examines them through their computer screen, and then leads them through a healing meditation involving trippy visual sequences and binaural beats intended to trigger different, relaxing brain wave states. While the medical tests conducted in the first half of the video set the scene (and appeal to popular tropes within the ASMR genre at large), the second half is intended to produce actual healing effects within the body, not just simulate them. Olivia’s point is not that alternative therapies such as binaural beats and ASMR could be supported by Western research if only the scientists would study them; on the contrary, her performances embrace the healing potential of those phenomena that cannot be substantiated by Western research.
But although Olivia advocates for the alternative healing qualities of ASMR, her most popular videos are still about spas and medical offices, not reiki, palm reading, or ayahuasca, although she does have videos on all of those topics. The reason these two scenarios—doctor’s offices and salons—are so much more popular than, say, scenes in which the viewer is ill or tired and being cared for by a lover or a parent is because we are more likely to already have access to those forms of intimacy in our day-to-day lives. But although our doctors and aestheticians may know our bodies more intimately than most people in our lives, they are still considered strangers, and interactions with them must therefore follow strict protocol, particularly regarding sexual encounter. We may not articulate the pleasures we enjoy at the doctor or the salon because sexuality is understood as necessarily genital, and definitively relegated to specific relationships only. Similar to Anderson’s point that ASMR videos are productive of a “queer intimacy” (697), this essay shows how ASMR videos exemplify that there are alternative pleasures in these caring intimacies, and provide an outlet for enjoying those intimacies alongside of what is deemed appropriate in the mainstream.
Bearing these three components of Olivia’s videos in mind—pleasure, intimacy, and care—what interests me about ASMR is that they really do touch us: the mediation of the digital recording allows the vibrations produced by Olivia’s vocal cords and finger nails to literally penetrate my ear and resonate within my body. In this way, the technological mediation of ASMR videos facilitates, rather than hinders, contact between the performer and the viewer-listener, a point that speaks to the appeal of ASMR role-play videos in particular. ASMR refers not just to “the tingles” but to the affective conglomeration of physiological tingles and psychical pleasure and relaxation, as produced by the touch of the ASMRtist. And similarly, as Teresa Brennan suggests in The Transmission of Affect, even my internal chemistry may literally be affected by “body movements and gestures, particularly through the imitation of rhythms (effected by sight, touch, and hearing)” (70). While the sexuality of this resonance is implied by the (problematically) gendered performances of ASMRtists such as Olivia Kissper, I suggest, somewhat provocatively, that ASMR is not just like sex, but is sex.
As “sex” is increasingly acknowledged as referring to a wide range of activities outside of penetrative, heterosexual, genital intercourse, it seems inevitable that its bounds will continue to expand, blur, and reconstitute themselves. Sexuality, therefore, should not be defined by the concrete gestures that constitute “sex” in a given time and place. Rather, sex could be understood as any embodied technique of pleasure, intimacy, and care, while sexuality could refer to an infinite scope of techniques within that category. In this way, by asking what sex does to the body rather than what it means for the subject, we may be able to cast aside sexuality’s moralistic conundrums and better attend to its affective aspects. What the current, dominant, Western definitions of sexuality often restrict, are the socially sanctioned opportunities for certain bodies to touch other bodies and, it follows, the ability to see the benefit of a multiplicity of intimacies. ASMR performances may be one means of transgressing the interdictions on when and how bodies may access one another, sowing the seeds for cultivating alternative, pleasurable, intimate, and caring modes of life.
Image “In the Pink” by Koppenbadger @Flickr CC BY-NC-ND.
Emma Leigh Waldron is a Ph.D. student in the Performance Studies Graduate Group at the University of California, Davis and a graduate of the MA Performance Research program at the University of Bristol. She is also Co-Editor-in-Chief at the online journal, Analog Game Studies.
Emma’s research focuses on affective communities that coalesce around intimate performances of touch. She is currently researching the mediated intimacy of ASMR videos on YouTube, and how sex is represented in larp (live-action role-playing games). She is especially interested in how definitions and manifestations of sexuality are negotiated, reified, and transformed through these practices. Her work lies at the intersection of performance studies and media studies, and questions the role of embodiment in sexuality, intimacy, and touch. Her work is informed by feminist theory, queer theory, affect studies, and phenomenology. You can find Emma online at www.emmaleighwaldron.com.
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Live Through This: Sonic Affect, Queerness, and the Trembling Body — Airek Beauchamp
CLICK HERE TO DOWNLOAD: Sound and Sexuality in Video Games
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This week’s podcast questions how identity is coded into the battle cries shouted by characters in video games. By exploring the tools that sound studies provides to understand the various dynamics of identity, this podcast aims to provoke a conversation about how identity is encoded within the design of games. The all too invisible intersection between sound, identity, and code reveals the ways that sound can help explain the interior logic of the games and other digital systems. Here, Milena Droumeva and Aaron Trammell discuss how femininity and sexuality have been coded within game sounds and consider the degree to which these repetitive and objectifying tropes can be resisted by players and designers alike.
Milena Droumeva is an Assistant Professor of Communication at Simon Fraser University specializing in mobile technologies, sound studies and multimodal ethnography, with a long-standing interest in game cultures. She has worked extensively in educational research on game-based learning, as well as in interaction design for responsive environments. Milena is a sound studies scholar, a multimodal ethnographer, and a soundwalking enthusiast, published widely in the areas of acoustic ecology, media and game studies, design and technology. You can find her musings on sound and other material goodies at http://natuaural.com.
Aaron Trammell is a Provost Postdoctoral Scholar for Faculty Diversity in Informatics and Digital Knowledge at the Annenberg School for Communication and Journalism at the University of Southern California. He earned his doctorate from the Rutgers University School of Communication and Information in 2015. Aaron’s research is focused on revealing historical connections between games, play, and the United States military-industrial complex. He is interested in how military ideologies become integrated into game design and how these perspectives are negotiated within the imaginations of players. He is the Co-Editor-in-Chief of the journal Analog Game Studies and the Multimedia Editor of Sounding Out!
Featured image borrowed from Geralt @Pixabay CC BY.
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Video Gaming and the Sonic Feedback of Surveillance – Aaron Trammell
It’s an all too familiar movie trope. A bug hidden in a flower jar. A figure in shadows crouched listening at a door. The tape recording that no one knew existed, revealed at the most decisive of moments. Even the abrupt disconnection of a phone call manages to arouse the suspicion that we are never as alone as we may think. And although surveillance derives its meaning the latin “vigilare” (to watch) and French “sur-“ (over), its deep connotations of listening have all but obliterated that distinction.
This month, SO! Multimedia Editor Aaron Trammell curates a forum on Sound and Surveillance, featuring the work of Robin James and Kathleen Battles. And so it begins, with Aaron asking. . .”Want to Play a Game?” –JS
It’s eleven o’clock on a Sunday night and I’m in the back room of a comic book store in Scotch Plains, NJ. Game night is wrapping up. Just as I’m about to leave, someone suggests that we play Pit, a classic game about trading stocks in the early 20th century. Because the game is short, I decide to give it a go and pull a chair up to the table. In Pit, players are given a hand of nine cards of various farm-related suits and frantically trade cards with other players until their entire hand matches the same suit. As play proceeds, players hold up a set of similar cards they are willing to trade and shout, “one, one, one!,” “two, two, two!,” “three, three, three!,” until another player is willing to trade them an equivalent amount of cards in a different suit. The game only gets louder as the shouting escalates and builds to a cacophony.
As I drove home that night, I came to the uncomfortable realization that maybe the game was playing me. I and the rest of the players had adopted similar dispositions over the course of the play. As we fervently shouted to one another trying to trade between sets of indistinguishable commodities, we took on similar, intense, and excited mannerisms. Players who would not scream, who would not participate in the reproduction of the game’s sonic environment, simply lost the game, faded out. As for the rest of us, we became like one another, cookie-cutter reproductions of enthusiastic, stressed, and aggravated stock traders, getting louder as we cornered the market on various goods.
We were caught in a cybernetic-loop, one that encouraged us to take on the characteristics of stock traders. And, for that brief period of time, we succumbed to systems of control with far reaching implications. As I’ve argued before, games are cybernetic mechanisms that facilitate particular modes of feedback between players and the game state. Sound is one of the channels through which this feedback is processed. In a game like Pit, players both listen to other players for cues regarding their best move and shout numbers to the table representing potential trades. In other games, such as Monopoly, players must announce when they wish to buy properties. Although it is no secret that understanding sound is essential to good game design, it is less clear how sound defines the contours of power relationships in these games. This essay offers two games, Mafia, and Escape: The Curse of the Temple as case studies for the ways in which sound is used in the most basic of games, board games. By fostering environments that encourage both mimetic control and affective conditioning game sound draws players into the devious logic of cybernetic systems.
Understanding the various ways that sound is implemented in games is essential to understanding the ways that game sound operates as both a form of mimetic control and affective conditioning. Mimetic control is, at its most simple, the power of imitation. It is the degree to which we become alike when we play games. Mostly, it happens because the rules invoke a variety of protocols which encourage players to interact according to a particular standard of communication. The mood set by game sound is the power of affective conditioning. Because we decide what we interact with on account of our moods, moments of affective conditioning prime players to feel things (such as pleasure), which can encourage players to interact in compulsive, excited, subdued, or frenetic ways with game systems.
A game where sound plays a central and important role is Mafia (which has a number of other variants like Werewolf and The Resistance). In Mafia, some players take the secret role of mafia members who choose players to “kill” at night, while the eyes of the others are closed. Because mafia-team players shuffle around during the game and point to others in order to indicate which players to eliminate while the eyes of the other players are closed, the rules of the game suggest that players tap on things, whistle, chirp, and make other ambient noises while everyone’s eyes are closed. This allows for the mafia-team players to conduct their business secretly, as their motions are well below the din created by the other players. Once players open their eyes, they must work together to deduce which players are part of the mafia, and then vote on who to eliminate from the game. Here players are, in a sense, controlled by the game to provide a soundtrack. What’s more, the eeriness of the sounds produced by the players only accentuate the paranoia players feel when taking part in what’s essentially a lynch-mob.
The ambient sounds produced by players of Mafia have overtones of mimetic control. Protocols governing the use of game audio as a form of communication between bodies and other bodies, or bodies and machines, require that we communicate in particular ways at set intervals. Different than the brutal and martial forms of discipline that drove disciplinary apparatuses like Bentham’s panopticon, the form of control exerted through interactive game audio relies on precisely the opposite premise. What is often termed “The Magic Circle of Play” is suspect here as it promises players a space that is safe and fundamentally separate from events in the outside world. Within this space somewhat hypnotic behavior-patterns take place under the auspices of being just fun, or mere play. Players who refuse to play by the rules are often exiled from this space, as they refuse to enter into this contract of soft social norms with others.
Escape: The Curse of the Temple relies on sound to set a game mood that governs the ways that players interact with each other. In Escape, players have ten minutes (of real time) where they must work together to navigate a maze of cardboard tiles. Over the course of the game there are two moments when players must return to the tile that they started the game on, and these are announced by a CD playing in the background of the room. When this occurs, a gong rings on the CD and rhythms of percussion mount in intensity until players hear a door slam. At this point, if players haven’t returned to their starting tile, they are limited in the actions they can take for the rest of the game. In the moments of calm before players make a mad dash for the entrance, the soundtrack waxes ambient. It offers the sounds of howling-winds, rattling chimes, and yawning corridors.
The game is spooky, overall. The combination of haunting ambient sounds and moments where gameplay is rushed and timed, makes for an adrenaline-fueled experience contained and produced by the game’s ambient soundtrack. The game’s most interesting moments come from points where one player is trapped and players must decide whether they should help their friend or help themselves. The tense, haunting, soundtrack evokes feelings of high-stakes immersion. The game is fun because it produces a tight, stressful, and highly interactive experience. It conditions its players through the clever use of its soundtrack to feel the game in an embodied and visceral way. Like the ways that horror movies have used ambient sounds to a great effect in producing tension in audiences (pp.26-27), Escape: The Curse of the Temple encourages players to immerse themselves in the game world by playing upon the tried and true affective techniques that films have used for years. Immersed players feel an increased sense of engagement with the game and because of this they are willingly primed to engage in the mimetic interactive behaviors that engage them within the game’s cybernetic logic.
These two forms of power, mimetic control and affective conditioning, often overlap and coalesce in games. Sometimes, they meet in the middle during games that offer a more or less adaptive form of sound, like Mafia. Players work together and mimic each other when reproducing the ambient forms of quiet that constitute the atmosphere of terror that permeates the game space. Even the roar of bids which occurs in Pit constitutes a form of affective conditioning that encourages players to buy, buy, buy as fast as possible. Effectively simulating the pressure of The Stock Exchange.
Although there is now a growing discipline around the production of game audio, there is relatively little discourse that attempts to understand how the implementation of sound in games functions as a mode of social control. By looking at the ways that sound is implemented in board and card games, we can gain insight of the ways in which it is implemented in larger technical systems (such as computer games), larger aesthetic systems (such as performance art), economic systems (like casinos and the stock market), and even social systems (like parties). Furthermore, it is easy to describe more clearly the ways in which game audio functions as a form of soft power through techniques of mimetic control and affective conditioning. It is only by understanding how these techniques affect our bodies that we can begin to recognize our interactions with large-scale cybernetic systems that have effects reaching beyond the game itself.
Aaron Trammell is co-founder and Multimedia Editor of Sounding Out! He is also a Media Studies PhD candidate at Rutgers University. His dissertation explores the fanzines and politics of underground wargame communities in Cold War America. You can learn more about his work at aarontrammell.com.
Featured image “Psychedelic Icon,” by Gwendal Uguen CC BY-NC-SA.
Papa Sangre and the Construction of Immersion in Audio Games- Enongo Lumumba-Kasongo