Tags

15 Cards
3-split
a4-room The Great Learning Orchestra
About G4M
Activity
Agents
Animal Sounds
Apocalypse
Articles
At Nook Nook school in Tokio in April
At Nook Nook school in Tokio in June
At Nook Nook school in Tokio in March
Attack of the Rhythm Dancer
Authenticity
B. Upton, Aesthetic Of Play
Bibliography
Board Game Mechanics for Music
Bobby McFerrin
Carl Bergstrøm-Nielsen
CCQR133
Circle of 5
CMH-CR135
Communication
Conducting
Conducting in Music Games
Conductor's Remote
Construction
Contact
Convergent Ostinato
Counterpoint Party
D. Bloomfield, Games and Puzzles for the Musical
Dance
Democratic Chord Writing
Dice Contract
Diced Events
Djent Game
Draw It Yourself
Economic
Emotions
Entitled Piece
European Intuitive Music Conference 2019, PL
Event Lists Game Template
Events
Evolution of music
Fairy Tale
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Games that might (or have to) be played in a common harmony context (traditionally Western).

Tagging Out. A transition done when one player (usually of his or her own initiative) swaps in for another player.
Genre. A conventional category that identifies some work (piece of music, game, etc.) as belonging to a shared tradition or set of conventions.
Constellation. A line-up for a single performance of improvised music.
Aspect. Any quality of musical material.
Aleatoricism. Using chance in music-making.
Win condition. Same as victory condition.
Goals. In games, goals are usually established by rules and are the main factor that differentiates games from other types of play.
Karaoke. Singing with the accompaniment from a machine/video game. The most popular form of amateur music performance.
Spike. plays for the challenge
Johnny. plays for self-expression
Timmy. plays for an unusual experience, see: psychographics
Quarterbacking issue. Same as leader problem

XP. "Experience points" that are gathered during the game to gain upgrades.
Rule Cards. Cards that provide instruction to players (usually in text).
Ad libitum. "As you like it", a score annotation that gives a level of freedom to the performer.
Segue. smooth transition
Dice. Throwable objects used for randomization.
Skill ceiling. see: Learning curve
Learning curve. Characterisation of progress of skill during the gaming experience.
RPG. Role-Playing Game, a game where main focus is assuming the role of a fictional character.

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