Tuesday, June 16, 2026

How to teach ludomusicology analysis to college freshmen and sophomores

 Perfect—that actually makes this easier, because freshmen and sophomores are ideal for conceptual, observational ludomusicology rather than technical theory. 

Below is a college-level but accessible approach, framed the way I’d expect to see it in a humanities or English-adjacent course. 



How to Teach Basic Ludomusicology to College Freshmen & Sophomores


Pedagogical goal (for you)


Students should be able to: 

  • Observe how game music interacts with gameplay


  • Use evidence from specific moments


  • Make an interpretive claim (not just description)


This mirrors skills they already use in literary and film analysis. 



1. Position ludomusicology as interpretive analysis, not music theory


I’d be explicit on day one: 


You are not analyzing notes, chords, or harmony.
You are analyzing
function, meaning, and player experience.


That reassurance removes a lot of anxiety. 

You can frame games as: 

  • Procedural texts


  • Interactive narratives


  • Multimodal arguments




2. Give them a college-appropriate analytical lens


For this level, I recommend a three-part lens they can apply repeatedly: 

Lens 1: Structure


How is the music organized in relation to play? 

  • Loops


  • Layers


  • Transitions


  • Silence


Questions: 

  • Does the music repeat until something changes?


  • Does it build or strip away layers?


  • Is silence used deliberately?




Lens 2: Agency


How does the player affect the music? 

  • Directly (actions trigger changes)


  • Indirectly (game state changes music)


  • Not at all (fixed music)


Key question: 


Would the music be the same if the player behaved differently?


This gets them thinking in ludic terms. 



Lens 3: Meaning


What interpretation does the music push the player toward? 

  • Emotional framing


  • Moral tone


  • Narrative emphasis


  • Irony or contrast


This is where their English skills shine. 



3. Core vocabulary (just enough to sound scholarly)


Introduce these after examples, not before: 

  • Adaptive music – changes in response to gameplay


  • Dynamic music – continuously shifting layers or intensity


  • Cue – music triggered by a game event


  • Loop-based structure


  • Player feedback


Optional, if relevant: 

  • Diegetic vs. non-diegetic


  • Ludonarrative alignment




4. In-class activity that works well at this level


Activity: Guided Ludomusicological Analysis (30–40 minutes)


Step 1: Short gameplay clip (3–5 minutes)
Choose something with obvious musical changes: 

  • Celeste


  • Undertale


  • Hades


  • Breath of the Wild


  • Dark Souls (boss entrance)


Step 2: Small groups answer these prompts 

  1. When does the music change?


  1. What caused that change?


  1. What does the music communicate to the player?


  1. How would the scene feel without the music?


Step 3: Whole-class discussion You can steer them toward: 

  • Music as feedback


  • Music as emotional instruction


  • Music as narrative pacing




5. Writing assignment that fits freshmen/sophomores


Short Analytical Essay (2–3 pages)


Prompt (you can use this verbatim): 


Analyze how music functions in one video game scene. Rather than focusing on musical technique, focus on how the music interacts with gameplay. Consider:

  • What triggers the music
  • How it responds to player actions
  • What it communicates to the player
  • How it shapes the meaning of the scene



Requirements: 

  • Specific moments cited


  • Clear interpretive claim


  • No music theory required




6. How to assess (rubric logic)


You’re not grading musical knowledge. You’re grading: 

  • Observation – do they notice change?


  • Specificity – do they reference moments?


  • Interpretation – do they explain why it matters?


  • Connection – do they link music to player experience?


This aligns nicely with composition and literary analysis outcomes. 



7. Common misconception to head off early


Students often say: 


“The music just sets the mood.”


You can push them further with: 


“How does the game ensure you feel that mood?”


That’s the move from description → ludomusicology. 



8. Big idea to leave them with


For college-level students, this is the conceptual takeaway: 


In video games, music is not only expressive—it is procedural, rhetorical, and interactive.


That sentence alone often clicks for them. 



If you want, I can: 

  • Build a full 75-minute lesson plan


  • Adapt this for a composition or rhetoric course


  • Create a sample student paragraph (strong vs. weak)


  • Recommend specific games that work well with limited class time


What kind of course is this embedded in—literature, comp, media studies, or a special topics class?