skip to main content
research-article
Open access

Listening Space: An Exploratory Case Study on a Persuasive Game Designed to Enrich the Experience of Classical Music Concerts

Published: 29 September 2021 Publication History

Abstract

Classical music venues in the Netherlands and throughout the world are struggling to attract new audiences. Especially younger visitors are underrepresented. Previous research emphasizes the importance of providing new, potentially interested audiences with more means to consume the music. This paper presents an exploratory case study with the persuasive game Listening Space which we developed to help attract new audiences and thus preserve Western classical music heritage. In particular, we studied to what extent this game could promote more varied ways of listening to classical music and thus enrich the experience of visiting a classical music concert. We designed and executed a controlled randomized trial with surveys before and after the experiment as well as a series of in-depth interviews with participants after the experiment. Our treatment group consisted of 139 participants (both new and existing visitors). They played our digital game at their own convenience, followed by a visit to a concert in a renowned classical music concert hall. A control group of 165 participants only visited the concerts. We measured the effects of the game – changes in the ways participants listen to classical music – through self-report in questionnaires before and after the experiment. Results show that Listening Space seems most effective for new audiences: the game promoted more varied ways of listening in the treatment group and thus enriched their experience of visiting a classical music concert. The control group of new visitors did not show an effect and also no differences were found between the treatment and control groups of regular visitors of classical music concerts We employed regression analysis to identify predictors of the game's effect on listening styles: participants’ age and their level of appreciation of the classical music genre were negatively related to the effectiveness of the game. The way in which participants experienced the game also significantly influenced the effectiveness. This case study shows the potential of using games to promote classical music concerts: games seem to be valuable in attracting new, young audiences and, therefore, represent powerful instruments to help preserve Western classical music cultural heritage.

References

[1]
A. Bull. 2014. The musical body: How gender and class are reproduced among young people playing classical music in England. Goldsmiths, University of London.
[2]
C. Small. 1998. Musicking: The meanings of performing and listening. Middletown, CT: Wesleyan University Press.
[3]
T. DeNora. 2000. Music in everyday life. Cambridge: Cambridge University Press.
[4]
P. DiMaggio and T. Mukhtar. 2004. Arts participation as cultural capital in the United States, 1982–2002: Signs of decline? Poetics 32, 2 (2004), 169–194.
[5]
B. M. Kolb. 2001. The effect of generational change on classical music concert attendance and orchestras’ responses in the UK and US. Cultural Trends (Vol. 11). https://doi.org/10.1080/09548960109365147
[6]
A. Van Steen, M. Willekens, S. Beunen, J. Siongers, and J. Lievens. 2015. Evoluties in cultuurdeelname: trends over generaties en opleidingen heen. In J. Lievens, J. Siongers, & W. H. (Eds.), Participatie in Vlaanderen 2. Eerste Analyses van de Participatiesurvey (pp. 37–71). Leuven/Den Haag: Acco.
[7]
A. den Broek and Y. Gieles. 2018. Het culturele leven: 10 culturele domeinen bezien vanuit 14 kernthema's. Sociaal en Cultureel Planbureau. Den Haag.
[8]
J. Brachman. 2018. Klassische Musik ist tot? Von wegen ! Frankfurter Allgemeine. Retrieved from https://www.faz.net/aktuell/feuilleton/buehne-und-konzert/vielbeschworene-klassikkrise-gibt-es-gar-nicht-15684569.html#void.
[9]
J. De Haan and W. Knulst. 2000. Het bereik van de kunsten. Een onderzoek naar veranderingen in de belangstelling voor beeldende en podiumkunsten sinds de jaren zeventig. Sociaal en Cultureel Planbureau. Den Haag.
[10]
Mehr Besucher in klassischen Konzerten. 2011. Zeit Online. Retrieved from https://www.zeit.de/kultur/musik/2011- 09/kulturbarometer- zuschauer-oper-konzert.
[11]
D. Van Lent. 2016. Rode cijfers bij orkesten, opera, dans. NRC. Retrieved from https://www.nrc.nl/nieuws/2016/11/18/rode-cijfers-bij-orkesten-opera-dans-5331705-a1532458.
[12]
A. Tiessen-Raaphorst and A. van den Broek. 2016. Sport en cultuur: patronen in belangstelling en beoefening. Sociaal en Cultureel Planbureau. Den Haag.
[13]
S. Beunen, J. Siongers, M. Willekens, A. Van Steen, and J. Lievens. 2015. Waar is het water (nog steeds) te diep? De evolutie van drempels voor theaterbezoek (naargelang opleidingsniveau). In W. H. Lievens, J, Siongers, J (Ed.), Participatie in Vlaanderen 2. Eerste Analyses van de Participatiesurvey (pp. 107–133). Leuven/Den Haag: Acco.
[14]
M. C. Dobson and S. E. Pitts. 2011. Classical cult or learning community? Exploring new audience members’ social and musical responses to first-time concert attendance. Ethnomusicology Forum 20, 3 (2011), 353–383. https://doi.org/10.1080/17411912.2011.641717
[15]
B. M. Kolb. 2000. You call this fun? Reactions of young first-time attendees to a classical concert. Journal of the Music and Entertainment Industry Educators Association 1, 1 (2000), 13–28.
[16]
M. C. Dobson. 2010. New audiences for classical music: The experiences of non-attenders at live orchestral concerts. Journal of New Music Research 39, 2 (2010), 111–124. https://doi.org/10.1080/09298215.2010.489643
[17]
M. S. Melenhorst and C.C.S. Liem. 2015. Put the concert attendee in the spotlight. A user-centered design and development approach for classical concert applications 16th International Society for Music Information Retrieval Conference 2015.
[18]
I. Paliokas and S. Sylaiou. 2016. The use of serious games in museum visits and exhibitions: A systematic mapping study. In Proceedings of the 8th International Conference on Games and Virtual Worlds for Serious Applications.
[19]
M. Mortara, C. E. Catalano, F. Bellotti, G. Fiucci, M. Houry-Panchetti, and P. Petridis. 2014. Learning cultural heritage by serious games. Journal of Cultural Heritage 15, 3 (2014), 318–325.
[20]
M. Flanagan and H. Nissenbaum. 2015. Values at Play in Digital Games. MIT Press.
[21]
R. S. Jacobs. 2017. Play to Win Over: Effects of Persuasive Games. The Netherlands: Erasmus University Rotterdam.
[22]
J. H. G. Klabbers. 2018. On the architecture of game science. Simulation & Gaming 49 (2018), 207–245.
[23]
T. De la Hera Conde-Pumpido. 2013. A conceptual model for the study of persuasive games. In Proceedings of DiGRA 2013- DeFragging Game Studies: 1–15.
[24]
C. Harteveld. 2011. Triadic GAME DESIGN: Balancing Reality, Meaning and Play. London: Springer.
[25]
T. W. Adorno. 1956. Dissonanzen – Musik in der verwalteten Welt. Göttingen: Vandenhoeck & Ruprecht.
[26]
E. Clarke. 2005. Ways of Listening: An Ecological Approach to the Perception of Musical Meaning. Oxford University Press, USA
[27]
R. Orji, J. Vassileva, and R. L. Mandryk. 2014. Modeling the efficacy of persuasive strategies for different gamer types in serious games for health. User Modeling and User-Adapted Interaction 24 (2014), 453–498.
[28]
V. Visch, N. Vegt, H. Anderiesen, and K. van der Kooij. 2013. Persuasive Game Design: A model and its definitions. CHI’13. ACM, Paris.
[29]
M. J. L. Kors, E. D. van der Spek, and B. A. M. Schouten. 2015. A foundation for the persuasive gameplay experience. Proceedings of the 10th Annual Foundations of Digital Games Conference Foundations of Digital Games.
[30]
A. N. Antle, J. Tanenbaum, A. Macaranas, and J. Robinson. 2014. Games for Change: Looking at Models of Persuasion Through the Lens of Design. Gaming Media and Social Effects. Springer Science + Business Media. Singapore.
[31]
A. Yasin, L. Liu, T. Li, J. Wang, and D. Zowghi. 2018. Design and preliminary evaluation of a cyber-security requirements education game (SREG). Information and Software Technology 95 (2018), 179–200.
[32]
S. Sheng and B. Magnien. 2007. Anti-phishing phil: The design and evaluation of a game that teaches people not to fall for phish. In Proceedings of SOUPS 2007, 88–99.
[33]
H. Roose. 2008. Many-voiced or unisono? An inquiry into motives for attendance and aesthetic dispositions of the audience attending classical concerts. Acta Sociologica 51, 3 (2008), 237–253.
[34]
W. A. IJsselsteijn, Y. A. W. de Kort, and K. Poels. 2013. The Game Experience Questionnaire. Eindhoven: Technische Universiteit Eindhoven. Retrieved from https://pure.tue.nl/ws/files/21666907/Game_Experience_Questionnaire_English.pdf.

Cited By

View all

Index Terms

  1. Listening Space: An Exploratory Case Study on a Persuasive Game Designed to Enrich the Experience of Classical Music Concerts

    Recommendations

    Comments

    Information & Contributors

    Information

    Published In

    cover image Journal on Computing and Cultural Heritage
    Journal on Computing and Cultural Heritage   Volume 14, Issue 4
    December 2021
    328 pages
    ISSN:1556-4673
    EISSN:1556-4711
    DOI:10.1145/3476246
    Issue’s Table of Contents
    This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives International 4.0 License.

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 29 September 2021
    Accepted: 01 March 2021
    Revised: 01 March 2021
    Received: 01 March 2020
    Published in JOCCH Volume 14, Issue 4

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. Cultural heritage
    2. case study
    3. classical music
    4. digital game
    5. persuasive gaming

    Qualifiers

    • Research-article
    • Research
    • Refereed

    Funding Sources

    • NWO

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)304
    • Downloads (Last 6 weeks)42
    Reflects downloads up to 15 Jan 2025

    Other Metrics

    Citations

    Cited By

    View all

    View Options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    HTML Format

    View this article in HTML Format.

    HTML Format

    Login options

    Full Access

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media