On Monday, October 19, 2009, Carnegie Hall held a panel discussion on "
The video game and music revolution." Panelists included founding father of hip-hop DJ Grandmaster Flash, Alex Rigopulos, the co-founder and CEO of Harmonix, which created the games
Guitar Hero and
RockBand, Christopher Tin, a composer for video games, film, and advertising, Meghan Asha, an on-air technologist specialist for NBC and Fox News, host of TMI weekly, and a tech-focused blogger, and Melissa Auf der Maur, a mixed-media artist who rose to prominence during the 1990s with stints in the bands The Smashing Pumpkis and Hole. The discussion was moderated by Pete Wentz, the bassist and lyricist of the multi-plantinum selling band Fall Out Boy.
During the event the positive assessment of video games and playing games like
Guitar Hero for music and music education was clear. The panelists loved the fact that
Guitar Hero was like a "virtual jukebox" introducing songs from older generations to today's children. Composer Christopher Tin has written pieces for video games that are now performed in the world tour of
Video Games Live, a touring show which uses local choruses and orchestras to play video game music, and which has successfully introduced many in the next generation to orchestral music.
Alex Rigopulos is the co-founder and CEO of Harmonix, which started as a music software company trying to provide a music playing experience. He said that the feeling of playing music is great, but the frustration of trying to play when you aren't very talented, or don't have the time, or patience can be "prohibitively difficult." Harmonix wanted to invent a new way for people to feel what it feels like to play music. Harmonix discovered several years into its existence that video games might be the way to achieve this, and could be a means to that end. Since
Guitar Hero was released, millions of people have had the experience of engaging and making music in a new way. It's clear to Rigopolus that
Guitar Hero has proven its use as "not an education tool, but an inspirational tool" since tons of new people are learning instruments, and they have heard from many teachers how many new students have come to them wanting to learn instruments. In
RockBand, by playing the various voices of a piece (drums, guitar, bass, voice) the player is able to learn the piece in a much deeper way: hear textures, voicing, instrumental lines, and structures that they may never have had the skills or interest to listen to before. What used to be a "wash of sound" to a person, can now be heard in the way a musician hears a piece. Its use as an educational tool to learn an instrument is limited to some extent: the guitar playing is a far off approximation of what it feels like to play guitar, but the singing is actual singing and the game does provide feedback on whether you are sharp or flat, and the drumming is an accurate simulation of drumming.
When I spoke with Alex Rigopulos following the discussion, he expanded on his ideas regarding
Guitar Hero,
RockBand, and music education:
EM: Do you have a music background?
AR: Yes, I was a composer in undergrad and was in the computer music program at MIT.
EM: What is the
RockBand Network that you mentioned this evening?
AR: The
RockBand Network will launch in a couple of months. It's a program that will enable anyone to turn their song into a song in
RockBand, downloadable by any player.
EM: There was such an interesting diversity in the panelists and music tonight.
AR: Well, the diversity of music in
RockBand is important because of the variety of tastes out there, you need to have that variety in order to reach out to the most people.
EM: Programs like Guitar Rising and Jam Sessions are similar to Guitar Hero but are much more directly aimed at education. Do you see the possibility of moving towards making more specifically educational tools?
AR: No, because as soon as you move towards an educational tool as opposed to entertainment, you are going to lose a lot of people. But to the extent that we can sneak in some education value into the game, then that's great.
EM: So you don't see
Guitar Hero being played in schools?
AR: No, but it's great if
Guitar Hero can bridge the divide between education and entertainment, especially as the education is being lost in schools.
EM: I know I personally felt lucky to have music education growing up, which is being cut all over the country.
AR: Yes it's tragic. That's why I'm here tonight, because I'm passionate about music education, which is what the Weill school provides.
EM: Do you see anymore instruments being added to the game in the future? Rock flute? Clarinet?
AR: Absolutely. This is just the beginning.
[NB: The Weill Music Institute at Carnegie Hall creates broad-reaching music education programs, playing a central role in Carnegie Hall's commitment to making great music accessible to as many people as possible through creative musical interaction and inspiring lifelong learning. The above is a summary of our conversation.]