Person: Stoppe, Sebastian
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- ArticleOriginal Soundtrack. On the Meaning and Significance of Film Music AlbumsStoppe, Sebastian (2021)Despite a gradual, albeit still hesitant turnaround in music and film studies, film music is considered a musical genre that, for a long time, was not seen without the associated medium of film. Film music was thus regarded as an accompaniment to the film narrative, more or less inseparably connected with it and not appreciated as a separate work of art. Nevertheless, with the spread of sound storage media such as the gramophone record, albums came onto the market on which “only” film music could be heard. Today, film music on CDs or as digital releases is an integral part of the distribution chain of film studios and is usually commercially available. In a niche segment, labels have also specialized in releasing film music outside of mainstream cinema or in completing film music that has only been released incompletely and bringing it back onto the market in a remastered version. In addition, there are numerous releases where film music is not released as original recordings but as re-recordings, sometimes in the form of suites or new arrangements. The paper would like to argue that through this work of labels and releases, film music is held in high esteem, which goes far beyond viewing film music as a mere accompaniment or underscore to the accompanying film. Instead, albums enable the listener to perceive film music independently of the film, which corresponds not least to the performance of film music in concert halls. In this paper, a few examples will be worked out and interviews with producers and label managers will help to find out to what extent film music can be regarded as independent works (which, like program music, are based on an extra-musical idea) and what advantages or disadvantages the tendency from CD to digital releases has.
- Book partZukunft im Spiel. Utopische Spielwelten bei Star TrekStoppe, Sebastian (2020)Bei Star Trek mag man zunächst an die Fernsehserien und Kinofilme denken, jedoch nehmen auch Computerspiele einen nicht unerheblichen Raum in diesem Medienfranchise ein. Der Beitrag möchte anhand von drei Fallbeispielen kurz aufzeigen, wie sich das Serien
- Review
- ReviewVincent Fröhlich, Sophie G. Einwächter, Maren Scheurer, Vera Cuntz-Leng (Hg.): SerienfragmenteStoppe, Sebastian (2021)
- VideoMerging of Realities. The ‚Non‘-America in Roman Polanski’s The Ghost WriterStoppe, Sebastian (2023)
- ReviewGuido Heldt, Tarek Krohn, Peter Moormann, Willem Strank (Hg.): FilmMusik: Musik im VorspannStoppe, Sebastian (2020)
- Review
- Book part„Wreck It! Break It!“ Überlegungen zu Arcade-Spielen als konstruierte Weltenräume und deren filmischer UmsetzungStoppe, Sebastian (2022)Der Beitrag untersucht anhand der beiden Filme Wreck-It Ralph und Ralph Breaks the Internet, wie Räume im Film und im Computerspiel konstruiert und dargestellt werden. Beide Filme zeigen virtuelle Welten wie Arcade-Spiele oder das Internet und postulieren
- ReviewJonas Hoppe: 007 Video Games Are Forever: Die virtuellen Abenteuer des James BondStoppe, Sebastian (2022)
- ArticleMerging of Realities: The 'Non'-America in Roman Polanski’s The Ghost WriterStoppe, Sebastian (2023)Most of the plot of the 2010 film The Ghost Writer by Roman Polanski takes place on the island of Martha’s Vineyard, Massachusetts. However, the film was largely shot on the German islands of Sylt and Usedom, respectively. By comparing the film with the actual locations, this essay aims to show how Polanski constructs a ‘Non’-America that is simply imagined through the addition, rearrangement, or removal of various cultural artifacts.