- Accompanist (role)
- Ad libitum
- Agenda
- Aleatoricism
- Aspect
- Balance
- Bartle types
- BCG
- (Cognitive) flow
- Conductor (role)
- Constellation
- Constructor (role)
- Co-optionality
- Cue cards
- Dice
- Dimension
- Downbeat
- Downtime
- Elegant Game
- Emergence
- End Condition
- Event (musical event)
- Extended technique
- Facilitator
- Fighting
- Flow
- Found sound
- Gameplay flow
- Genre
- Heteronomous Music
- Horizon of intent
- Improvisation rite
- Insert game
- Inspire cards
- Instrument Preparation
- Judge (role)
- Karaoke
- King-making
- Learning curve
- Ludomusical dissonance
- Meaningful Choice
- Mechanic
- Music game
- Non-idiomatic music
- Notation Cards
- Open work
- Parameter
- Pervasive Game
- Player (role)
- Prompter (role)
- Psychographics
- Quarterbacking
- Rhythm cards
- Rhythm game
- Roles
- RPG
- Rule Cards
- Speedrun
- Stacking
- Trading
- Transition
- Upgrade
- Victory condition
- Xenochrony
- XP
- Yes, and...
This glossary entry is a draft. You can help by editing it or discussing in the comments
Situation when gaming incentives in a music game lead Players to play worse music.
The term is analogous to ludonarrative dissonance used in video games (for example when heroes go on a subquest of chasing critters despite the world being at the edge of destruction). The video game version refers to narrative plausability so it is not as subjective in nature as ludomusical dissonance is. It is nevertheless assumed, that designer/composer prefers some music to other and same can usually be said about players. It's always good to take into consideration how much tension there is between game and music in the music game.
Based on "Ludonarrative Dissonance in Bioshock":
https://clicknothing.typepad.com/click_nothing/2007/10/ludonarrative-d.html
If you think anything should be added to this subpage, please drop a hint or a link for future editors.