Tag Archive | history

Robin Williams and the Shazbot Over the First Podcast

Histories of technology have politics. The way we discuss the emergence and development of media technologies implicates the priorities and interests of those telling the story, and how we understand a technology’s meaning and potential. 

Among podcasters familiar with the history of the medium, Dave Winer– the developer behind the RSS feed –is usually credited as the progenitor of the form. This past summer, however, this narrative was challenged by Podnews editor James Cridland–(good naturedly, I presume)–who suggested that the comedian Robin Williams may actually have been the first podcaster, predating Winer’s RSS (“Rich Site Summary,” or “Really Simple Syndication”) distribution model by a few months. These origin stories have important technical differences that lead to political repercussions: the Winer narrative envisions podcasting as open and decentralized, and therefore theoretically an inherently emancipatory technology. The Williams narrative, in contrast, locates the birth of the medium within a closed, corporate-controlled platform – which just might mean there’s nothing inherrently open or democratic about internet-distributed audio content at all.

Though both perspectives are undoubtedly “great white man” visions of the medium’s history–or more precisely versions of Susan Douglas’s “inventor-hero”–what’s particularly interesting here is how both views implicate a politics of what podcasts are and what they ought to be. Although this quarrel was a dispute between colleagues that was ultimately abandoned, I argue it’s well worth a deeper examination, as the ideological conflict at its center isn’t just about the past, but rather competing visions of podcasting’s future – over the continued flourishing or gradual eclipse of RSS.

Indeed, debates over the technical definition of a podcast, and over who was—and who was not–the first podcaster based on that definition, reveal anxieties among long-time podcasters and developers about corporate consolidation in the industry as well as the apparent irrelevance of technical distinctions to listeners and creators who may not appreciate the way in which walled gardens negate the very thing that makes podcasting so special. Likewise, to suggest that podcasting may have first emerged as a proprietary form may retroactively justify corporate platform enclosures in the present. And, though I’m just as suspicious of corporate hegemony as the next person, nuancing the early history of the medium can help us think through the distinctions between technology and cultural form. 

In the consensus version of podcasting’s history, the emergence of the medium is typically traced to software developer Dave Winer’s publication – with significant contribution from the former MTV VJ and Internet entrepreneur Adam Curry– of RSS (“Rich Site Summary,” or “Really Simple Syndication”) version 0.92 in December 2000, which allowed for the distribution of digital audio files. The first podcast feed followed in January 2001, and, with the launch of Curry’s iPodder podcast aggregator and his program Daily Source Code in 2004podcasting began to coalesce as both technology and cultural form. In the 20-odd years since, the medium’s technical infrastructure has remained essentially unchanged: RSS continues to be the predominant format of podcast syndication.

Adam Curry. Photo Credit Kris Krug CC BY-SA 2.0

So this past July, when Podnews editor James Cridland cheekily suggested that it was not Dave Winer, nor “the podfather” Adam Curry, but comedian Robin Williams who had actually been the world’s first podcaster, industry graybeards were quick to push back on his claim.

Cridland’s argument went like this: As an early investor in Audible.com, Williams launched a bi-weekly talk show called RobinWilliams@Audible in early 2000 (several months before Winer’s pioneering RSS), which listeners could download onto their mp3 players. Subscribers who owned an Audible Mobile Player could even have RobinWilliams@Audible automatically pushed to their device. “Of course, that’s what the first podcast was, too,” Cridland noted, “something you downloaded to your computer, then synched to your mp3 player.”

The crucial distinction, however, was that RobinWilliams@Audible was not distributed via RSS. For some, this meant that the show was definitively not a podcast – and Cridland’s claim patently absurd.

On The New Media Show, for instance, Todd Cochrane, founder-CEO of Blubrry, and Rob Greenlee, VP of Libsyn, spent nearly eighteen minutes on the subject, recounting the early history of online file sharing and concluding that a podcast could only be a podcast if it used RSS. For Audible to suggest that they had been the first in podcasting (Cridland’s post relied in part on Audible founder Don Katz as a source) was ego-driven revisionism.

On Twitter (an ancient social media app where people used to go to eviscerate each other), Cridland’s article provoked a squall of exceptions, which generally argued that downloadable audio without RSS does not a podcast make; and though Audible’s platform may have been innovative, and even shared some characteristics with podcasting, the fact that its programs were limited to the company’s proprietary platform meant that they were definitively not podcasts.

Rob Greenlee, for example, replied to Cridland’s article by clarifying that Audible was a precursor platform for RSS, but that its audio programs were definitively not podcasting. When Cridland pushed back, noting the automatic download feature on Audible, Greenlee’s co-host Todd Cochrane replied that this feature still did not make RobinWilliams@Audiblea podcast; and he insisted that he wasn’t going to budge on this point. A minor flap ensued, which ended with Cridland resignedly saying that he wished he had never written the article in the first place.In the end, even Dave Winer got involved, arguing that a piece of downloadable audio media had to have an RSS feed and be open to anyone, using any client, to qualify as a podcast.

To get a sense of the response to Cridland’s article on Twitter, and to let participants speak for themselves, I have selected a sampling of replies to Cridland’s original tweet teasing the article and reproduced them below. The conversation is arranged roughly in chronological order.

Admittedly, this was a very niche dispute – a handful of predominantly white tech dudes arguing over which white dude(s) had been the first podcaster. After a day or two, they all moved on. 

But however minor (and however much Cridland may have wished he hadn’t written the article), the flap over RobinWilliams@Audible is a useful lens with which to understand contemporary debates over the future of podcasting: about whether the decentralized and open RSS-based ecosystem will long endure, or whether walled gardens“limited set[s] of technology or media information provided to users with the intention of creating a monopoly or secured information system“—will prevail.

To better understand, however, let’s back up a bit.

By the fall of 2000, Dave Winer had earned a reputation as a pioneer of web syndication – he had been credited with launching the first blog – and someone who, according to the podcaster and author Eric Nuzum, “believed in making systems open, democratic, and easily accessible,” pushing back against the trend toward centralization and proprietary control of Internet infrastructures.

David Winer. Photcredit: Joi Ito CC BY 2.0

On a trip to New York that October, Winer met up with Adam Curry, who had been closely following his work. Over several hours in Curry’s hotel room, the entrepreneur attempted to convince Winer that web syndication technologies could be leveraged to distribute audio and video files – a vision of the Internet as “Everyman’s broadcast medium” – if only the so-called “last yard” problem of slow DSL connections could be resolved. By his own admission, Winer at first didn’t quite understand what Curry had in mind, but he was open experimenting with using RSS as “virtual bandwidth” that could deliver large media files during off-peak hours. In January 2001, Winer successfully used an RSS enclosure tag to distribute a single Grateful Dead song (it was U.S. Blues), inaugurating the first podcast feed – though what he had created wouldn’t become known as a “podcast” for some time

Though interest in RSS-delivered audio files was slow to develop (indeed, even Winer and Curry pursued other projects for a time), “it was not lost on … early adopters,” as Andrew Bottomley has observed, adding “that the technology shifted power to the audience and also opened up opportunities for more democratized radio production” (111-112). The days of corporate gatekeepers exercising oligopolistic control over the production and distribution of audio content seemed numbered; no longer would broadcasting be subject to an economy of scarcity. Theoretically anyone with web hosting, a microphone, and an RSS feed could set themselves up in the radio business.

Since those early days, RSS has become “the currency of podcasting,” to borrow a phrase from Dave Jones, Adam Curry’s Podcasting 2.0 collaborator. Indeed, as Cridland himself wrote in his primer, “What is a Podcast?,” technically speaking, a “podcast” is comprised of an audio file, without DRM restrictions, that is available to download, and is “distributed via an RSS feed using an <enclosure> tag.”  

But RSS is not without its detractors. Last July, for instance, Anchor.fm co-founder Michael Mignano argued that while technical standards like RSS (or HTTP, or SMTP, or SMS) provide a “common language” that allows for the rapid spread of new technologies, standardization inevitably stifles growth. “The tradeoff,” he wrote, “is that a lower barrier to entry means more products get created in a category, causing market fragmentation and ultimately, a slow pace of innovation.” The consequence of this “Standards Innovation Paradox” is that even as podcast listening apps proliferate, because they must conform to the RSS standard, the differences between them are superficial. Proprietary systems, Mignano argued, offer an alternative, allowing developers the flexibility to build – and rapidly improve – dynamic user experiences. 

Naturally, Mignano pointed to Spotify – which acquired Anchor in 2019 – as an example of how closed systems could break the “curse” of standardization: When the company began to expand from music to other forms of audio content, he wrote, there was some speculation that the company would launch a dedicated podcast app. But, “if they had done so, they’d have to contend with the aforementioned ocean of podcast listening apps which were all offering users roughly the same features that were limited by the standard.” Instead, “Spotify used their existing music user base inside of the existing Spotify app to distribute podcasts to hundreds of millions of users.”

Image used for purposes of critique.

But this framing soft pedals Spotify’s aggressive attempts to steer podcasting away from RSS and toward platform enclosure. As John L. Sullivan argued in a 2019 paper, Spotify’s emphasis on exclusive releases (which has included the removal of content previously available via RSS, like The Joe Budden Podcast), and its $340 million acquisitions of Anchor and Gimlet are all part of an effort to control distribution and “maximize the ‘winner take all’ functions of platforms.” More recently, Anchor has stopped automatically generating an RSS feed at the time of publication, making it an opt-in function (meaning that creators have to know what RSS is to have their podcast distributed to directories otherthan Spotify). “We’ve been able to replace RSS for on-platform distribution,” noted one Spotify executive at a recent investor event, “which means that podcasts created on our platform are no longer held back by this outdated technology.”

Image used for purposes of critique.

Given the challenges that platform enclosure poses to RSS, its defenders’ insistence that “it’s not a podcast if it doesn’t have an RSS feed, and it’s not a podcast app if you can’t add your own RSS feeds,” as an episode title of Curry and Jones’s Podcasting 2.0 puts it, is understandable. Or, as Cochrane declared on The New Media Show, “until you tear my RSS feed through my dead hands, podcasts technically are podcasts that are delivered via RSS.”

And understandable, too, is the prickly reaction to Cridland’s alternate history: To claim that RobinWilliams@Audible may have been the first podcast is to suggest that RSS – and the open and democratic values which it represents – are inessential; and more troubling, that proprietary systems are deeply rooted in the history of the medium.  

Image used for purposes of critique.

Of course, there’s also the sticky fact that RobinWilliams@Audible premiered before the word “podcast” entered the lexicon. But even this history is messy. In his original coinage, the technologist Ben Hammersley applied the term to a variety of different forms of downloadable audio media, including Audible originals like In Bed with Susie Bright. According to this early conception, in other words, podcasting described a cultural practice rather than a specific distribution infrastructure. 

It is likely, too, that technological distinctions are irrelevant to listeners. Citing data from Edison Research showing that a significant percentage of listeners use Spotify and YouTube to access podcasts (even though content on these platforms don’t meet the strict technical definition of a “podcast”), Cridland has suggested that, for most people, podcasting is simply “on-demand audio. Like a radio show, but on-demand.”

Likewise, the question of whom the first podcaster was is of narrow interest. “Who cares?” an exasperated Cochrane finally concluded.

But reviewing the pre-2004 history of downloadable audio media can open up questions of the interpretive flexibility of technology (how technological artifacts come to have different meanings for different groups of users) and rhetorical closure (when the need for alternative designs diminish) that the late Trevor Pinch and Wiebe Bijker identified as key concepts in the Social Construction of Technology.

And so, rather than arguing about whether RobinWilliams@Audible – or, for that matter, Cochrane’s audio file sharing on FidoNet in the early 1990s – was the “first” podcast, further examination of this complex genealogy suggests the more interesting questions of how and why online distribution of audio files was such a desirable goal that there were severalpaths to its development.  

The flap over Robin Williams and the question of the first podcaster also gives us much needed insight into current discourse about corporate influence in the podcasting space. Also It provided a way for proponents of the decentralized Podcasting 2.0 movement to make a technological distinction between a desire for freedom and a desire for control. While the scuffle itself was short-lived, its dust is far from settling. 

Featured Image of Robin Williams (2008) by Flickr User Shameek  (CC BY-NC-ND 2.0)

Andrew J. Salvati is an adjunct professor in the Media and Communications program at Drew University, where he teaches courses on podcasting and television studies. His research interests include media and cultural memory, television history, and mediated masculinity. He is the co-founder and occasional co-host of Inside the Box: The TV History Podcast, and Drew Archives in 10.

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Beyond the Grave: The “Dies Irae” in Video Game Music

For those familiar with modern media, there are a number of short musical phrases that immediately trigger a particular emotional response. Think, for example, of the two-note theme that denotes the shark in Jaws, and see if you become just a little more tense or nervous. So too with the stabbing shriek of the violins from Psycho, or even the whirling four-note theme from The Twilight Zone. In each of these cases, the musical theme is short, memorable, and unalterably linked to one specific feeling: fear.

The first few notes of the “Dies Irae” chant, perhaps as recognizable as any of the other themes I mentioned already, are often used to provoke that same emotion.

Often, but not always. The “Dies Irae” has been associated with death since its creation in the thirteenth century, due to its use in the Requiem Mass for the dead until the Second Vatican Council (1962–65). Its text describes the Last Judgment, when all humanity will be sent to heaven or hell. But from the Renaissance to today, the “Dies Irae” has also come to symbolize everything from the medieval church and Catholic ritual to the sinister, superstitious, or supernatural, even violence and battle—and any combination of the above.

Because of its unique history not only within its original liturgical context but also within later musical genres, this chant has become largely divorced from its original purposes, at least in modern popular imagination. Instead, it now holds a multiplicity of meanings; composers manipulate these meanings by utilizing this chant in a new setting, and thus in turn continue to reinforce those meanings within modern media. Since its use within the Mass, concert music, and films has already been well documented, this blog post explores its presence in an as yet unexamined medium: video games.

By Willem Vrelant (Flemish, died 1481, active 1454 – 1481) 1481 – illuminator (Flemish) Details of artist on Google Art Project [Public domain], via Wikimedia Commons

Chant—monophonic music of the Western Christian tradition—is the largest surviving body of music from the medieval period. Although chant was not written down until the ninth century, it has been continuously sung for over two thousand years. Before the Reformation, chant permeated the musical landscape of Western Europe. But as John Haines points out, chant’s meanings changed in the sixteenth century; to Protestants, chant was a sign of superstitious, even sinister, ritual, whereas to Catholics it was a flawed but holy tradition (112). Chant became ever more confined to the Catholic liturgy; although composers continued to use chant in new compositions, by the late nineteenth century the only chant guaranteed to be recognized by a secular audience was the “Dies Irae.”

Beginning in the late eighteenth century, the text was set in Requiems for the secular stage by composers such as Mozart, Verdi, and Britten. But due to both its evocative text and its memorable melody (often just the first sixteen, eight, or even four notes), the “Dies Irae” chant soon was incorporated into secular instrumental works, where it signified the past, the supernatural, the oppressive, the demonic, and death. No work is more responsible for this than Hector Berlioz’s Symphonie Fantastique, where the chant symbolizes the composer’s own death and the depravity of the demons and witches who dance at his funeral.

The history of this chant, together with its use in film, has been explored by scholars such as Linda Schubert and John Haines. Because the “Dies Irae” was already a well-known symbol of the aforementioned characteristics, and because early silent film musicians borrowed musical ideas from previously composed works, the chant segued quickly into early film, where its symbolic possibilities were reinforced. Thus, even in newly composed soundtracks, composers utilized this chant as an aural shortcut to a host of emotional and psychological reactions, especially (as James Deaville and others discuss) within horror films. It appears in scenes depicting inner anguish, fear, the occult, evil, and imminent death in films from It’s a Wonderful Life, The Seventh Seal, and The Shining to Disney’s The Lion King and Star Wars, in musicals like Sweeney Todd, and in literary works such as Gaston Leroux’s The Phantom of the Opera, but it also symbolizes power and even heroism, such as in this Nike shoe commercial.

The “Dies Irae” appears analogously in video game soundtracks, where it communicates the same symbolic meanings that it does in film scores and concert music. Its recognizability also lends itself to parody, as it did in Monty Python and the Holy Grail. Yet, unlike in film music, the evolution of its use in game music speaks also to the evolution of game music technology.

In the earlier years of video games, technology could not create continuous soundtracks. The first such was in Space Invaders (1978), although it consisted only of four descending notes looped indefinitely. Additionally, while voice synthesis was used in game soundtracks as early as 1982, reproduction of musical voices was limited even into the 1990s. William Gibbons describes how early systems had a limited number of channels (40); as a result, Baroque-style counterpoint worked well texturally, and reproducing music from earlier composers such as Bach was not only permissible by copyright but also demonstrated the capabilities of their systems (201–204). As such, earlier games were less interested in a monophonic chant, although several (such as Fatal Fury) did use Mozart’s setting of the “Dies Irae.”

The “Dies Irae” chant is first used in game music in the late 1980s and early 1990s, by which point most systems had five or more channels, allowing for improved timbres and sound synthesis. The opening theme song to F-19 Stealth Fighter (1988–92, DOS/PC/Amiga/Atari) subtly references the first phrase of the chant. Composer Ken Lagace sets the first eight pitches evenly in the lower voice before moving them to a higher, rhythmicized register. The chant is accompanied by a consistent percussive element and several higher, chordal voices, which splinter off into fast arpeggios before restating the opening. There is as yet no action, nor is the plot either spiritual or supernatural, so the chant here actually works in a somewhat anomalous way. It heightens the player’s tension through its aural connotations of fear and death, thus setting the stage for the battles still to come in the game itself.

Indiana Jones and the Fate of Atlantis (1992, PC) is another early instance of the “Dies Irae,” which appears at the end, when Indiana and his companion Sophia confront the malevolent Doctor. The chant again increases tension but also indicates the presence of evil. Musically, the first two phrases of the chant appear in long, low tones, accompanied by several high, sustained, dissonant pitches. New voices enter, reminiscent of the opening phrase, before the chant returns in full in all registers. The system’s capability for thicker textures allowed the composers to stack the monophonic “Dies Irae” against itself, further emphasizing the threat of imminent danger in this final encounter.

The last of the early case studies is Zombies Ate My Neighbors (1993, SNES/Genesis). These systems featured multiple channels capable of emulating a variety of acoustical settings. The game is a parody of 1950s horror films; the protagonists race through standard horror settings such as malls and castles to rescue their neighbors from demonic babies, vampires, zombies, and other stock creatures. The soundtrack also mimics the musical tropes in such films: chant itself, especially the “Dies Irae,” but also timbres such as tremolo, stingers, extreme ranges, and dissonance. The track “Curse of the Tongue,” which plays upon encountering the final boss, Dr. Tongue’s Giant Head, emulates a Gothic pipe organ. The low organ drone sustains underneath the first sixteen notes of the chant, which sound in a shrieking, vibrato-heavy register. The voices then move in parallel fifths as in medieval polyphony. The “Dies Irae” here brings to mind an entire film genre while also overtly characterizing the final battle against the otherworldly, sinister, evil Head. In this case, the chant works literally to signify the current battle and threat of death, but also parodically to indicate the absurdity of the situation.

The development of video game audio technology allowed first for voice emulation, then voice reproduction. Vocal samples were used as early as the 1980s, but were often confined to theme songs. Yet even after voices were reproduced within soundtracks, it is the “Dies Irae” melody alone that is most frequently sampled, strikingly paralleling its earlier use in film and concert music. When the “Dies Irae” text is used, it is set to newly composed music or borrowed from the Mozart or Verdi Requiems. Moreover, as in earlier media, all that is needed as an aural mnemonic is the first phrase, even just the first four notes, of the chant melody.

For example, two games released for PC in 1999—Heroes of Might & Magic III and Gabriel Knight 3: Blood of the Sacred, Blood of the Damned—both use just the first portion of the “Dies Irae.” In “Burying the Manuscript” from Gabriel Knight, pizzicato violins first allude to the first four or five notes of the chant (1:25); the full first phrase is then presented in parallel motion in the brass. The remainder of this theme alludes to the first few notes, making the “Dies Irae” a constant presence here and underscoring the secrecy, even the occult nature, of the manuscript in this scene.

Heroes III uses even less melodic material. In the Necropolis, composer Paul Romero uses the first four notes of the “Dies Irae” to underpin the entire theme. The bass plays the first four notes in a low register before seguing into newly composed material, but the contour of that phrase returns throughout the theme. The full chant phrases do not appear until the very end. The chant hints constantly at the overwhelming metaphor of death in this area, as well as to the presence of supernatural creatures such as vampires, zombies, and wraiths.

Unusual for many reasons, then, is the last case study: the game Dante’s Inferno (2010, PS3/Xbox360). It is the sole example here to use voices, but the text appears to be newly composed. As John Haines noted, the presence of Latin or pseudo-Latin is in and of itself a trope of the diabolical or demonic, which adds further nuance to this scene (129). The familiar melody is presented by a choir of mixed voices, accompanied by a roar of low brass, ambient noise, and a descant voice singing on open vowels, all signifiers of horror or the medieval. Moreover, the “Dies Irae” is not reserved for a final battle, as in previous examples, nor does it characterize supernatural creatures. Rather, it is the first theme heard in the game, reinforcing not only the medieval setting and the constant presence of death but also the ultimate trajectory of Dante, and the gamer, into Hell.

While the “Dies Irae” has been well studied as an aural signifier within film and concert music, its use in video games has, before now, been largely ignored. As in earlier musical genres, this chant brings to games a host of culturally accepted, musically mediated meanings that allow composers to immediately flesh out a character or scene. In so doing, game composers acknowledge that sound is not just sound, but rather it is (to borrow a phrase from Elizabeth Randell Upton) “a complex interaction of experiences and expectations on the part of the audience.” These experiences are continuously shaped by new compositions, scores, and soundtracks, which in turn continuously shape the audience’s expectations for future works.

As such, game soundtracks, along with other kinds of media, continue to transform the “Dies Irae” out of its original context and into an ever-growing set of pop culture symbols. The chant now signifies everything from the medieval to the present day, from judgment, battle, and death to demons, witches, and the occult. Within games in particular, though, it acts as a “memento mori,” a reminder of the mortality that game characters, and thus game players, seek to avoid through play. As such, it may instill fear in a player, but also suspicion, alertness, tension, even excitement, spurring the player to react in whichever manner suits the individual game.

The iconic status of the opening phrases of the “Dies Irae” chant marks it as a particularly useful polyvalent symbol for composers. Yet the utilization of this well-known trope is not without its problems. As I discuss in a forthcoming article, this chant, and indeed all plainchant, originates in a particular sacred, liturgical tradition. When a chant such as “Dies Irae” is used as a signifier of a general sense of spirituality, or of the medieval, or even of horror, then by default those characteristics are reified, if subtly, as Christian. Moreover, linking a chant such as the “Dies Irae” to the supernatural or the occult serves to perpetuate early modern stereotypes of Catholicism as nothing more than superstitious magic; see, for example, the purported origins of the phrase “hocus pocus.” Such anachronistic uses further obfuscate chant’s continuous role within Catholic (and other) liturgy; it is both a historic and a very modern practice.

Given that the “Dies Irae” is certainly not the only musical means to the aforementioned symbolic ends, perhaps these concerns are not pressing. Still, as Anita Sarkeesian points out, we can enjoy modern media while simultaneously critiquing facets that are problematic. There is no clear-cut way, at this point, to overturn hundreds of years of accumulated symbolic meaning for a musical icon such as the “Dies Irae,” but it behooves us as participants in auditory culture to become better aware of the multiple, and occasionally challenging, meanings within what we hear.

[Other games that also use the “Dies Irae” chant include Gauntlet Legends (1999, N64/PS/Dreamcast), Final Fantasy IX (2000, PS), EverQuest II (2004, MMORPG), Heroes of Might and Magic V (2006, PC), Sam & Max: Season 2 (2007–8, Wii/PC/PS3/Xbox 360), Ace Combat: Assault Horizon (2011, PS3/Xbox 360), and Diablo 3 (2012–4, PC/PS3/Xbox/PS4). My thanks go to VGMdb and Overclocked Remix for bringing several of these games to my attention, and to Ryan Thompson and Dana Plank for comments.]

Featured Image: A mashup of the first lines of the Dies Irae and the Zombies Ate My Neighbors title screen. Remixed for purposes of critique.

Dr. Karen Cook specializes in medieval and Renaissance music theory, history, and performance. She is currently working on a monograph on the development of rhythmic notation in the fourteenth and early fifteenth centuries. She also maintains active research interests in popular and contemporary music, especially with regard to music and identity in television, film, and video games. She frequently links her areas of specialization together through a focus on medievalism, writ broadly, in contemporary culture. As such, some of her recent and forthcoming publications include articles on fourteenth-century theoretical treatises, biographies of lesser-known late medieval theorists, and the use of plainchant in video games, a book chapter on medievalist music in Harry Potter video games, and a forthcoming co-authored Oxford Bibliography on medievalism and music.

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