

Each author considers an aspect of canonization and argues for a wider purview. The four authors in this colloquy interrogate issues of canons relating to video game music and sound from a variety of perspectives. Here, music plays an important role in terms of environmental storytelling, both as semiotic shorthand, and as a reflection of the affordances available to the inhabitants of the city.Ĭanons-of music, video games, or people-can provide a shared pool of resources for scholars, practitioners, and fans but the formation of canons can also lead to an obscuring or devaluing of materials and people outside of a canon. This article draws connections between these two underexplored areas and analyses the musical characterisation of class in the 1994 cyberpunk adventure game, which takes places largely in a literally stratified metropolis where the three levels of the city act as representations of the three social classes. Furthermore, the relationship between video game music and socio-cultural aspects of video game studies is also rarely examined beyond issues of race, ethnicity, and cultural appropriation.

While other issues of representation have been studied extensively within game studies (gender representation in particular), the representation of class remains an underexplored area.

This article proposes Revolution Software’s Beneath a Steel Sky (1994) as a starting point for the analysis of the relationship between music and social class in video games.
