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November 2015 London Sinfonietta: Steve Reich’s Clapping Music Research & Development Report Andrew Burke Chief Executive, London Sinfonietta Barbara Palczynski Project Manager, London Sinfonietta Marcus Pearce / Sam Duffy Research Lead / Research Assistant, Queen Mary University of London Alan Martyn Producer, Touchpress

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November 2015

London Sinfonietta: Steve Reich’s Clapping Music Research & Development Report

Andrew  Burke  Chief  Executive,  London  Sinfonietta    Barbara  Palczynski  Project  Manager,  London  Sinfonietta    Marcus  Pearce  /  Sam  Duffy  Research  Lead  /  Research  Assistant,  Queen  Mary  University  of  London    Alan  Martyn  Producer,  Touchpress  

 

Digital  R&D  Fund  for  the  Arts  

The  Digital  R&D  Fund  for  the  Arts  is  a  £7  million  fund  that  supports  collaboration  between  organisations  with  arts  projects,  technology  providers,  and  researchers.  The  Digital  R&D  Fund  is  supported  by  Nesta,  Arts  and  Humanities  Research  Council  and  public  funding  by  the  National  Lottery  through  Arts  Council  England.  

For  more  information  about  its  projects  and  digital  R&D  stories  from  around  the  world,  visit  Native:  Magazine  of  the  Digital  R&D  Fund  for  the  Arts  at  artsdigitalrnd.org.uk  or  connect  with  us  on  Twitter  @digitalrnd  or  using  the  hashtag  #artsdigital.  

 

    Steve  Reich’s  Clapping  Music   3  

Contents  

Executive  Summary   4  

Background   6  

The  Project   11  

Research   27  

Insights   55  

Future   59  

Appendix:  Marketing  Plan  Responsibilities   61  

Further  Resources   62  

Bibliography   63  

Glossary  &  Abbreviations   64  

Acknowledgements   65  

4   Steve  Reich’s  Clapping  Music  

Executive Summary Steve  Reich’s  Clapping  Music  was  part  of  the  fifth  and  final  cohort  of  projects  funded  by  the  Digital  R&D  fund,  provided  by  Nesta,  The  Arts  Council  of  England  and  the  Arts  and  Humanities  Research  Council.    The  project  was  conceived  by  lead  arts  partner,  the  London  Sinfonietta,  and  produced  in  partnership  with  Touchpress  (the  technology  partner)  and  Queen  Mary  University  of  London  (the  research  partner).      

The  project  had  two  main  aims;  firstly,  to  examine  whether  a  game  based  smartphone  application  (the  ‘App’)  could  motivate  users  to  engage  with,  and  learn  to  perform,  a  challenging  contemporary  classical  music  piece  by  the  composer  Steve  Reich,  called  Clapping  Music.    Secondly,  to  see  if  engagement  with  the  App  could  lead  to  further  and  deeper  engagement  with  Steve  Reich’s  music,  or  new  music  in  general.    The  two  research  questions  posed  were:  what  are  the  factors  that  enhance  the  acquisition  of  musical  skills  in  the  context  of  a  game-­‐based  app,  and  can  game-­‐based  musical  skill  acquisition  in  an  app  enhance  engagement  with  the  arts?  

The  App  Steve  Reich’s  Clapping  Music  was  launched  on  July  9th,  2015.    By  August  24th,  2015,  just  6  weeks  after  launch,  the  App  had  been  downloaded  over  58,000  times  in  93  different  countries  around  the  world.    There  has  been  extensive  media  coverage  in  the  press,  online  and  on  national  radio  (BBC  Radio  3  and  4)  and  the  App  maintains  strong  community  engagement  through  social  media.    Evidence  suggests  that  the  App  is  being  used  by  a  wide  audience,  including  professional  and  amateur  musicians,  teachers,  young  people  and  novices  alike,  but  with  a  bias  towards  musicians  and  Steve  Reich  followers  in  the  US.    

Feedback  from  the  research  focus  group  suggests  that  the  App  was  successful  in  increasing  familiarity  with  the  piece  and  the  composer,  but  less  so  with  the  genres  of  Minimalism  and  Contemporary  Music  generally.    However,  the  difficulties  in  recruiting  participants  prior  to  App  launch  meant  that  many  people  were  recruited  post  App  launch,  after  seeing  the  research  project  mentioned  in  the  App.  As  a  result,  they  were  more  likely  to  already  have  an  interest  in  Contemporary  Music  and  a  higher  than  average  level  of  musical  skills  and  sophistication.  Nonetheless,  overall,  the  group  enjoyed  the  game,  shared  their  experiences  with  family  and  friends  through  conversation  and  social  media,  and  were  motivated  to  progress  through  the  game,  to  the  next  pattern.    

    Steve  Reich’s  Clapping  Music   5  

They  also  reported  a  belief  that  playing  the  game  had  improved  their  rhythmic  skills.  A  small  subset  emerged  of  musically  experienced  users  who  played  the  game  very  competitively,  and  one  focus  group  member  was  even  featured  on  the  final  High  Score  Competition  leader  board.  However,  another  small  subset  reported  being  frustrated  by  their  lack  of  progress  in  the  game,  and  became  bored.      

There  were  many  learning  insights  throughout  the  journey.  Key  insights  included:  

• The  importance  of  developing  a  culture  of  working  together  in  an  interdisciplinary  team    

• The  difficulty  in  estimating  precise  launch  dates  for  the  iterative  development  of  a  digital  product,  and  the  challenge  this  poses  for  research  in  an  end-­‐loaded  project  

• Not  underestimating  the  time  it  takes  to  administer  engagement  with  the  public,  and  to  work  with  a  global  community  

• The  importance  of  setting  clear  objectives  and  staying  focussed,  whilst  remaining  flexible  in  your  thinking.  

The  project  offers  several  immediate  routes  for  future  development,  including  outreach  in  schools,  growing  the  community  of  world-­‐wide  users,  further  research  using  the  existing  data  collected,  additional  studies  with  the  App,  and  new  apps  based  on  the  same  concept,  but  applied  to  different  music,  or  even  different  art  forms.      

 

6   Steve  Reich’s  Clapping  Music  

Background At  the  heart  of  this  project  was  the  desire  to  explore  new  ways  to  engage  with  the  public  through  a  game-­‐based  smartphone  application.  Arts  organisations  are  required  to  advance  their  engagement  with  their  audiences  through  digital  technology,  but  the  challenge  is  also  to  create  meaningful  arts  and  learning  experiences  through  such  projects.  Our  aim  was,  therefore,  not  only  to  study  the  extent  to  which  we  could  engage  our  audience  through  this  medium,  but  also  the  degree  to  which  we  could  improve  their  rhythm  and  increase  their  engagement  with  a  particular  new  music  genre  at  the  same  time.  

The  current  generation  has  grown  up  with  digital  technology,  of  which  computer  and  video  games  are  a  major  part,  and  has  a  fundamentally  different  way  of  thinking  and  processing  information.  Consciously  designing  games  that  can  function  as  a  vehicle  for  learning  "serious"  (i.e.  nongame)  content  motivates  learners  in  new  ways  (Prensky  2005).  The  concept  of  "digital  game-­‐based  learning"  has  evolved  into  the  field  of  "Serious  Games",  the  importance  of  this  discipline  evidenced  by  organisations  such  as  the  Serious  Games  Institute1,  based  at  Coventry  University.  There  is  empirical  evidence  that  they  can  promote  learning  in  secondary  and  higher  education,  and  digital  game-­‐based  learning  has  already  been  applied  to  STEM2  subjects  (Meluso  et  al.  2012),  relationship  and  sex  education  (Arnab  et  al.  2013)  and  medieval  history  (Huizenga  et  al.  2009).    

The  evolution  of  computing  to  accessible  mobile  smart  devices  has  made  the  development  of  game-­‐based  learning  applications  inevitable.  The  International  Conference  on  Interactive  Mobile  Communication,  Technologies  and  Learning  (IMCL  2015)  will  run  a  special  session  later  this  year  on  Mobile  Serious  Games  for  Creativity,  Cognition  and  Innovation  (MSGCI)3.  As  the  field  of  mobile  music  technology  opens  up  new  opportunities  (Gaye  et  al.  2006),  new  ways  to  engage  audiences  with  classical  music  are  being  explored,  such  as  how  to  incorporate  social  media  (Crawford  et  al.  2014).    There  has  never  been  a  better  time  to  develop  a  mobile  game-­‐based  application  to  improve  musical  skills  and  increase  engagement  with  contemporary  classical  music.  

1  http://www.seriousgamesinstitute.co.uk    2  Science  Technology  Engineering  and  Mathematics  3  http://www.imcl-­‐conference.org/imcl2015/cfp_special-­‐sessions.php#4      

    Steve  Reich’s  Clapping  Music   7  

The  idea  for  the  project  originally  came  from  Andrew  Burke,  the  current  Chief  Executive  of  the  London  Sinfonietta.    Having  performed  Steve  Reich’s  music  at  Goldsmiths’  College,  University  of  London  in  the  mid-­‐1980s,  he  was  captivated  by  the  challenge  of  performing  Clapping  Music.  In  2012,  Burke  sketched  out  the  idea  for  an  app  and  approached  Steve  Reich  and  his  publishers  to  secure  the  composer’s  in-­‐principle  buy-­‐in  to  the  concept.  

The  Digital  R&D  Fund  provided  a  way  to  realise  that  idea.  The  London  Sinfonietta  recruited  Queen  Mary,  University  of  London  as  the  Research  Partner,  and  Touchpress  as  the  Technology  Partner,  in  order  to  make  a  viable  bid  to  the  fund.  The  application  process  for  the  funding  began  in  2013.  Following  three  rounds  of  application  and  interview,  a  grant  was  awarded  in  July  2014  as  part  of  the  fifth,  and  final,  round  of  the  fund.  

The  Partners  

The  London  Sinfonietta4  is  a  world-­‐leading  orchestra  in  the  field  of  new  music.  Its  mission  is  to  place  the  best  contemporary  classical  music  at  the  heart  of  today’s  culture,  engaging  and  challenging  the  public  through  inspiring  performances  of  the  highest  standard,  innovating  and  taking  risks  to  develop  new  work  and  talent.  The  ensemble  is  a  Resident  Orchestra  at  the  Southbank  Centre,  London,  with  headquarters  at  Kings  Place,  London.  

The  technical  partner,  Touchpress5,  is  recognised  worldwide  as  publishers  of  quality  apps  for  Apple  iOS  devices.  They  are  renowned  for  tackling  difficult  subjects  (The  Waste  Land,  Shakespeare’s  Sonnets,  The  Elements)  and  for  taking  a  creative  approach  to  interactive  music  learning  apps  (The  Orchestra,  Beethoven  9).    

The  research  partner,  Queen  Mary  University  of  London  (QMUL),  is  one  of  the  UK's  leading  research-­‐focused  higher  education  institutions  and  a  member  of  the  Russell  Group.  Dr.  Marcus  Pearce,  the  research  lead  on  the  project,  established  The  Music  Cognition  Lab6  there  in  2011,  within  the  School  of  Electronic  Engineering  and  Computer  Science  (EECS).    The  Lab  has  strong  links  with  the  Centre  for  Digital  Music  (C4DM)  and  the  Cognitive  Science  Research  Group  at  QMUL.    

4  http://www.londonsinfonietta.org.uk    5  http://www.touchpress.com    6  http://music-­‐cognition.eecs.qmul.ac.uk        

8   Steve  Reich’s  Clapping  Music  

The  project  has  been  important  for  each  of  the  project  partners  in  different  ways.  Arts  Council  England  has  encouraged  organisations  to  find  ways  to  embrace  new  technology  in  their  work,  planning  and  output.  The  development  of  an  app  was  already  part  of  the  London  Sinfonietta’s  Digital  Strategy,  having  already  identified  the  need  to  engage  more  fully  with  its  audience  through  digital  means,  and  realise  projects  for  different  digital  platforms  that  creatively  engaged  the  audience  in  new  ways.  

For  Touchpress,  this  project  presented  an  attractive  prospect  for  several  reasons:  it  was  an  opportunity  to  build  a  game,  something  which  Touchpress  had  not  done  before,  it  would  be  less  content  heavy  than  their  previous  projects,  it  would  be  more  interactive  with  its  audience  and  the  integration  of  educational  content  was  to  be  presented  in  a  fun  and  intelligent  way.  

For  the  research  team,  using  game-­‐based  technology  to  promote  the  acquisition  of  musical  skills  has  important  implications  for  music  education.  For  example,  the  approach  may  inspire  non-­‐musicians  who  are  intimidated  by  musical  jargon  to  learn  musical  skills  in  a  non-­‐didactic  and  enjoyable  way.  Using  a  smartphone  app  opens  the  possibility  of  collecting  large  amounts  of  research  data  on  a  global  scale  in  a  way  that  would  simply  not  be  possible  in  a  lab  or  classroom  setting.    

The  Potential  for  Audience  Engagement  and  Research  

Digital  innovation  in  the  arts  could,  until  recently,  have  been  said  to  be  under-­‐evolved.  Larger  organisations  produce  significant  output,  but  this  is  often  based  on  a  digital  relay  of  their  live  experience,  for  example  the  Royal  Opera  House  screenings  on  large  outdoor  screens7,  or  the  New  York  Metropolitan  Opera’s  live  cinema  screenings  (Burton-­‐Hill  2015).    Medium  to  smaller  scale  organisations  struggle  to  produce  content  because  of  the  time  and  cost  it  takes  to  produce.      

Even  for  a  successful  and  well-­‐received  project,  there  is  always  still  the  challenge  of  maintaining  and  continually  promoting  it,  followed  by  the  question  ‘what  next?’  This  project  provides  the  opportunity,  and  the  challenge,  to  test  whether  a  smaller  arts  organisation  could  produce  a  successful  digital  product,  which  might  inform  the  development  of  future  projects  for  itself  and  other  organisations  of  a  similar  scale.   7  http://www.roh.org.uk/about/bp-­‐big-­‐screens    

    Steve  Reich’s  Clapping  Music   9  

Many  previous  digital  arts  projects  have  used  websites  and  apps  as  an  extension  of  marketing,  using  digital  media,  trailers  and  innovation  in  ticketing  to  achieve  the  primary  goal  of  getting  people  to  attend  the  live  experience.  The  London  Sinfonietta’s  ambition  has  been  to  test  a  different  paradigm;  could  a  compelling  and  engaging  digital  and  interactive  learning  experience  be  delivered,  which  was  built  on  and  designed  for  the  intrinsic  and  unique  properties  of  the  digital  device  it  was  intended  for?  If  this  promoted  a  compelling  experience  in  itself,  would  this  then  lead  to  a  greater  subsequent  interest  in  the  live  arts  experience,  and  growth  in  audiences?  If  the  project  was  successful  in  showing  this  shift  in  paradigm,  it  could  show  other  arts  organisations  a  different  way  to  invest  in  digital  projects  to  engage  their  audiences.  Gamification  of  other  art  forms  could  prove  successful  in  engaging  and  educating  existing  and  new  audiences,  transforming  them  into  more  informed  members  of  an  arts  organisation,  or  an  art-­‐form’s  community.  

Quantifying  the  potential  for  this  project  relied  on  how  widely  the  game  could  be  promoted,  and  whether  this  would  lead  to  actual  downloads  and  people  playing  the  game.  The  London  Sinfonietta  has  a  strong  social  media  audience  (over  20,000  followers  on  Twitter  and  12,000  on  Facebook),  many  of  whom  could  be  expected  to  engage  with  a  digital  offer.  Whilst  this  group  were  likely  to  already  be  somewhat  familiar  with  the  genre,  this  was  complemented  by  marketing  by  Touchpress,  and  the  QMUL  Marketing  and  PR  department.  Based  on  the  sales  data  for  their  existing  apps,  Touchpress  estimated  at  the  start  of  the  project  that  20,000  downloads  was  a  reasonable  expectation  for  a  free  app,  especially  if  it  was  featured  in  the  App  Store.  An  additional  appeal  for  teenagers,  schools  and  parents  was  that  the  Steve  Reich  piece  Electric  Counterpoint  is  currently  featured  on  the  Edexcel  GSCE  Music  Syllabus,  and  additional  content  for  this  piece  was  always  planned  to  be  included  in  the  App.  Obviously,  the  appeal  of  Steve  Reich  himself  has  to  be  taken  into  consideration.  He  has  a  strong  following  around  the  world,  especially  in  the  United  States,  and,  in  recent  years,  there  have  been  several  festivals  and  events  to  celebrate  Minimalism,  contemporary  classical  music,  and  the  work  of  Steve  Reich8.      

From  a  research  perspective,  this  project  found  a  natural  home  in  the  Music  Cognition  Lab  at  QMUL,  which  focuses  on  using  multidisciplinary  methods  from  computer  science,  psychology  and  neuroscience  to  understand  music   8  “Minimalism  Unwrapped”  Kings  Place,  London  throughout  2015,  “50  Years  of  Minimalism”  Kings  Place,  London  (Service  2011);  and  “The  Rest  is  Noise”  a  celebration  of  20th  Century  music  which  featured  Clapping  Music  in  2013  http://therestisnoise.southbankcentre.co.uk/#1    

10   Steve  Reich’s  Clapping  Music  

perception,  cognition  and  production.  This  is  the  latest  in  a  series  of  studies  run  in  the  Lab,  which  use  minimalist  music  to  study  music  cognition.    

The  potential  audience  for  a  global  App  on  the  work  of  Steve  Reich,  based  on  all  of  these  factors,  meant  that  there  was  likely  to  be  a  good  uptake  for  the  App,  as  well  as  sufficient  interest  from  players  willing  to  participate  in  related  research  to  generate  credible  and  meaningful  results.    

 

    Steve  Reich’s  Clapping  Music   11  

The Project Overall  Objectives  

The  project  team  issued  some  overall  project  aims  that  guided  the  development  of  the  App,  and  it  was  felt  that  achieving  such  aims  would  demonstrate  the  success  of  the  work.  Those  aims  were:    

• To  release  an  app  that  worked  on  its  own  terms  as  a  compelling  and  addictive  game  

• To  inspire  and  motivate  people  to  learn  a  challenging  musical  skill  • To  build  a  community  around  the  project  • To  provide  additional  digital  content  for  young  people,  schools  and  

Music  Education  Hubs  that  would  help  motivate  learning  and  skills  development  in  music  

• To  do  something  innovative  and  different  within  the  music  sector  which  would  then  inspire  and  inform  similar  projects  for  other  art  forms  

• To  publish  meaningful  data  that  would  substantiate  the  degree  to  which  the  research  proposition  was  achieved.  

We  asked  two  questions  as  part  of  our  research  proposition:  

1 How  are  musical  performance  skills  acquired  through  a  digital  game  experience?  

2 What  impact  does  this  activity  have  on  audience  engagement  with  the  arts  and  attendance  at  live  events?  

We  will  discuss  how  these  questions  were  addressed  in  the  section  Research  Methodology,  on  page  14.  

Key  Steps    

In  a  project  where  every  step  seems  to  be  so  important,  these  were  some  of  the  key  moments  in  its  development.    

Appointing  a  Project  Manager    

The  Project  Manager  was  an  early  and  necessary  addition  to  the  team,  given  the  existing  resources  of  our  organisations.  Developing  a  digital  project  takes      

12   Steve  Reich’s  Clapping  Music  

a  lot  of  time,  and  our  Project  Manager  worked  across  the  project  partners  to    keep  the  team  focussed,  whilst  setting  out  clear  objectives  and  deadlines  to  maintain  a  steady  momentum  towards  the  finish  line.    

Commitment  to  Whole-­‐Group  Working    

We  set  up  regular  team  meetings  which,  although  sometimes  time  consuming,  were  very  good  for  the  culture  of  the  project.  This  early  investment  in  getting  to  know  one  another  was  valuable,  and  missed  later  in  the  project  when  work  was  completed  through  remote  communication  due  to  time  constraints.  The  Project  Manager  facilitated  Skype  meetings  where  possible,  when  face-­‐to-­‐face  team  meetings  were  not  possible.    

Using  Audience  Feedback  in  the  Development  of  the  App  

From  as  early  as  December  2014,  we  convened  test  sessions  for  the  prototype  of  the  App.  There  were  both  hard  (prototype  software  problems)  and  soft  (user  experience)  learnings  from  these  specially  convened  sessions.    This  feedback  was  fundamental  in  shaping  the  App’s  development  and  data  collection  for  research  purposes.    

Making  Several  Iterations  of  the  App  During  the  Development  Phase    

From  the  outset,  we  worked  through  a  prototype  plan  used  by  Touchpress,  developing  an  Alpha  build,  a  Beta  build  and  then  Gold  Master.  At  every  step,  the  project  team  was  thorough  in  their  approach  to  change,  ensuring  that  every  aspect  of  the  App  was  examined,  from  its  design  architecture,  right  through  to  its  functionality  and  additional  content.  The  difference  in  working  cultures  between  the  project  partners  meant  that  it  was  sometimes  difficult  to  find  the  balance  between  planning  an  iteration  of  the  software,  and  ‘just  doing  it’,  whilst  ensuring  that  all  of  the  required  features  of  the  App  were  implemented  satisfactorily.  What  we  found  along  the  way  was  that  it  is  critical  to  plan  in  enough  detail  to  know  what  would  be  changed  and  how  it  would  be  assessed,  whilst  also  maintaining  flexibility  in  the  design  process.      

Obtaining  Digital  Marketing  &  PR  Expertise  

Having  identified  a  gap  in  marketing  skills  across  the  team,  choosing  to  appoint  someone  from  outside  the  project  with  digital  marketing  expertise,  albeit  just  for  6  days,  helped  shine  a  light  on  how  to  communicate  our  project  to  a  mass  audience.  Their  advice  was  helpful  in  confirming  what  we  needed  to  do,  but  

    Steve  Reich’s  Clapping  Music   13  

also  deciding  what  we  did  not  want  to  do.  Not  adopting  some  of  their  ideas  was  as  important  as  implementing  others.  We  used  Nakama  London,  a  digital  marketing  agency  and  our  Marketing  &  PR  Consultant  had  game-­‐based  experience  having  worked  for  Nintendo  and  PlayStation,  as  well  as  experience  of  arts-­‐based  projects  from  working  with  the  British  Council.    

Marketing  Plan  

The  marketing  of  the  App  happened  across  the  team,  using  the  in-­‐house  Marketing  Managers  at  both  London  Sinfonietta  and  Touchpress  (see  Appendix  for  a  summary  of  responsibilities).  The  PR  team  at  QMUL  helped  with  pre-­‐launch  publicity  and  recruitment  of  research  participants.    Touchpress  was  responsible  for  all  associated  activity  required  to  get  the  app  to  the  App  Store  and  making  it  discoverable  through  optimisation  on  search  engines.  London  Sinfonietta  was  responsible  for  delivering  the  Digital  Marketing  &  PR  strategy  written  by  Nakama  London.  

Using  a  combination  of  factual  market  research  (via  App  Annie9  and  sales  figures)  and  knowledge  of  our  target  audience  (via  Nakama’s  knowledge  of  the  gaming  and,  in  particular,  of  the  teenage  markets)  we  learned  the  importance  of  aligning  app  development  with  marketing  priorities.  For  example,  Nakama  made  us  focus  on  areas  of  the  App  that  would  be  marketable,  such  as  the  functionality  of  the  ‘share’  feature,  or  the  administration  of  the  in-­‐app  competition.  We  also  learned  how  to  leverage  a  strong  social  media  campaign,  to  maximise  the  opportunity  for  ‘free’  marketing.    

Until  the  App  launched,  a  teaser  microsite  was  established  where  people  could  register  to  be  told  when  the  App  would  be  available  to  download,  and  express  an  interest  in  each  of  the  project  partners.  Over  100  people  chose  “Tell  me  more  about  Music  Research  at  Queen  Mary  University  of  London”  and  were  contacted  prior  to  the  launch,  to  invite  them  to  participate  in  the  research  focus  group.  The  microsite10  became  the  overall  site  for  the  App,  additional  content  being  released  in  conjunction  with  the  launch.  

An  online  research  hub11  was  set  up  using  the  Queen  Mary  network  infrastructure  to  communicate  the  research  to  potential  participants  and  the  general  public,  and  disseminate  the  results  at  a  later  date.  Where  prize  draws   9  App  Annie  provides  analytics  services  and  market  intelligence  for  app  developers  https://www.appannie.com    10  http://clappingmusicapp.com  11  http://cogsci.eecs.qmul.ac.uk/clappingmusicresearch/Home.html  

14   Steve  Reich’s  Clapping  Music  

were  used  as  an  incentive  for  people  to  volunteer  to  participate,  the  results  of  prize  draws  were  also  published  on  this  site.  A  blog  was  set  up  to  communicate  research-­‐based  publications,  news,  prize  draw  winners  and  project  related  events.    

The  hashtag  #clappingmusicapp  was  used  on  all  official  project  related  tweets  and  were  streamed  on  the  research  hub.  The  research  hub  and  the  microsite  were  linked  to  each  other,  with  multiple  opportunities  to  click  through,  and  used  consistent  images  and  materials.  

From  the  outset,  it  was  proposed  to  give  high-­‐scoring  players  of  the  App  the  chance  to  perform  live  with  the  London  Sinfonietta,  transforming  the  virtual  experience  to  the  real  world  through  workshops  and  live  performance  opportunities.  This  narrative  hook  was  fundamental  to  inspiring  partners  and  media  about  the  project.  

Research  Methodology  

Three  strands  of  data  collection  were  employed  across  three  different  participant  groups,  known  as  Research  Group1  (RG1),  RG2  and  RG3,  in  order  to  answer  our  research  questions  (see  page  11).  Full  ethics  approval  was  obtained  for  each  of  the  planned  and  executed  studies  through  the  Queen  Mary  University  of  London  Ethics  Committee.      

RG1:  Game-­‐play  Data  from  the  Application  Itself  

This  data  will  allow  us  to  directly  address  the  first  research  question:  

How  are  musical  performance  skills  acquired  through  a  digital  game  experience?  

Whenever  players’  devices  were  connected  to  the  Internet,  their  game  history  including  tapping  accuracy,  playing  duration  and  frequency,  use  of  the  training  area  and  progress  in  the  game  was  sent  to  a  remote  server12,  where  data  could  be  downloaded  periodically  as  a  JSON13  file.    A  separate  file  recorded  a  unique  anonymous  reference  code,  generated  from  details  of  the  user  and  their  device.    

Users  who  downloaded  and  played  the  game  around  the  world  generated  this  data  and  formed  our  first  participant  group,  known  as  `RG1’  (research  group  1).   12  Parse  Analytics  https://parse.com/products/analytics  13  JavaScript  Object  Notation  –  simply  a  data  format,  a  way  that  the  game  play  details  are  collected  and  stored.    We  convert  these  to  CSV  flat  files  for  analysis  using  R,  an  open  source  statistical  programming  package.  

    Steve  Reich’s  Clapping  Music   15  

It  was  made  explicit  both  in  the  App  content,  and  on  the  research  hub14,  that  this  data  would  be  collected.  Approximately  25GB  of  data  was  collected  between  the  date  of  the  launch  on  9th  July  and  31st  August  2015  and  is  stored  securely  on  Queen  Mary  servers,  in  line  with  data  protection  requirements  and  with  appropriate  data  back-­‐up.      

It  was  planned  that  analysis  of  this  data  for  all  players  would  be  used  to  determine  the  app  functionality  and  playing  habits  that  correlated  with  progress  in  the  game.  For  example,  were  some  patterns  significantly  harder  than  others?  Did  spending  time  in  the  training  area  first  lead  to  better  game  performance?  Did  progress  in  the  game  correlate  to  time  spent  playing  overall?  However,  due  to  the  delays  in  the  launch  of  the  App,  and  the  sheer  volume  of  data  generated  through  the  popularity  of  the  App,  it  was  not  possible  to  analyse  this  for  all  players  within  the  project  timescale.  There  were  also  problems  with  identifying  every  instance  of  game  play,  in  chronological  order  for  each  user,  due  to  users  playing  on  multiple  devices  (registering  the  game  on  an  iPad  and  iPhone,  for  example),  or  choosing  multiple  nicknames,  or  being  reallocated  a  new  unique  anonymous  reference  code  if  their  app  crashed  and  was  reinstalled  on  their  device.  However,  this  data  has  been  securely  stored,  catalogued  and  processed  into  an  interrogable  database,  which  was  used  for  analysis  of  smaller  groups.      

RG2:  Short  Online  Survey  

This  data  will  also  allow  us  to  directly  address  the  first  research  question,  with  the  addition  of  demographic  data  to  determine  some  of  the  external  factors  that  might  influence  progress  in  the  game.  Players  were  offered  an  opportunity  to  participate  through  a  pop-­‐up  window  in  the  game  itself,  which  appeared  periodically  at  the  end  of  a  game.  The  pop-­‐up  invited  players  to  complete  a  short  5-­‐minute  questionnaire,  administered  through  Google  Forms,  in  return  for  the  chance  to  be  entered  into  a  prize  draw  to  win  iTunes  vouchers.  The  form  asked  questions  about  musical  experience  and  ability,  listening  habits,  genres  of  music  enjoyed,  engagement  with  other  game-­‐based  apps  and  basic  demographic  information.  To  date,  we  have  received  over  4,000  questionnaires  from  over  50  countries,  of  which  3,000  have  been  analysed  after  removal  of  duplicate  and  spurious  submissions,  and  2415participants  have  won  an  iTunes  voucher  in  the  prize  draw  from  Colombia,  Mexico,  Canada,  France,  the  UK  and  the  USA.     14  http://cogsci.eecs.qmul.ac.uk/clappingmusicresearch/The_Research.html  15  30  vouchers  were  drawn  in  total,  10  at  random  every  2  weeks  from  the  surveys  received  and  verified  in  the  period,  5  have  remained  unclaimed.  

16   Steve  Reich’s  Clapping  Music  

The  unique  anonymous  reference  code  generated  by  the  App  was  pre-­‐populated  in  the  form  to  enable  us  to  link  survey  responses  to  the  player’s  gaming  history.  This  allowed  us  to  consider  further  factors  such  as  whether  musical  training,  geographic  region,  playing  other  games  or  level  of  education  achieved  correlated  with  success  in  the  Clapping  Music  App.    This  group  of  participants  was  called  RG2,  essentially  a  subset  of  RG1  who  have  opted  to  provide  additional  demographic  information.  Despite  the  difficulties  in  constructing  complete  player  histories  from  the  data  acquired  from  RG1,  it  was  possible  to  perform  limited  game  play  analysis  for  the  smaller  group  RG2.  

RG3:  Focus  Group  

Group  RG3  will  specifically  enable  us  to  answer  the  second  research  question:      

What  impact  does  this  activity  have  on  audience  engagement  with  the  arts,  and  attendance  at  live  events?  

A  focus  group  was  recruited  to  participate  in  three  in-­‐depth  surveys  over  a  period  of  6  weeks.  This  research  group  was  known  as  RG3.  Three  longer  questionnaires  (taking  between  10-­‐20  minutes)  were  administered  through  Google  Forms.  It  was  hoped  that  sufficient  numbers  could  be  recruited  (50-­‐100)  prior  to  app  launch,  but  this  proved  difficult.    Approximately  30  participants  were  recruited  and  completed  their  first  survey  prior  to  launch,  but  the  remaining  70  participants  all  volunteered  once  the  App  had  launched  as  a  result  of  seeing  the  publicity  and  downloading  the  game.  These  participants  were  required  by  our  University  Ethics  Committee  to  complete  an  online  consent  form,  also  administered  by  Google  Forms,  since  we  would  need  to  contact  them  regularly  by  e-­‐mail.      

In  addition  to  the  questions  included  in  the  RG2  short  survey,  the  first  RG3  long  survey  assessed  the  musical  sophistication  of  these  participants  through  the  inclusion  of  questions  from  the  Goldsmiths  Musical  Sophistication  Index  (Gold-­‐MSI)  (Müllensiefen  et  al.  2014).    They  were  also  asked  about  their  knowledge  of  Steve  Reich,  Clapping  Music  and  contemporary  classical  music  before  taking  part  in  the  project,  their  listening  habits,  and  their  previous  and  planned  attendance  at  live  music  events.    

The  second  RG3  long  survey  was  sent  two  weeks  later,  allowing  participants  time  to  download  and  explore  the  app  content,  and  play  the  game.  The  group  was  asked  about  their  experience  and  enjoyment  of  playing  the  App  specifically,  awareness  of  the  App  content,  use  of  the  practice  mode.  They  were  also  asked  

    Steve  Reich’s  Clapping  Music   17  

again  about  their  knowledge  of  Steve  Reich  and  Contemporary  Classical  Music,  and  their  historical  and  planned  music  listening  and  purchases.  This  in  order  to  see  if  this  had  changed  since  they  had  engaged  with  the  App.  The  third  survey  was  administered  after  a  further  two  weeks  and  was  similar  in  structure  to  the  second.      

Being  able  to  link  demographic  and  survey  data  to  game  play  data  allows  us  to  investigate  whether  progress  in  the  game  is  correlated  with  an  increased  engagement  and  knowledge  of  Clapping  Music  and  contemporary  classical  Music.  In  order  to  make  this  link,  we  asked  members  of  the  focus  group  to  carry  out  documented  play  sessions  that  we  could  look  for  specifically  in  the  dataset  for  RG1,  to  be  able  to  identify  their  unique  player  reference  (which  is  automatically  created  within  the  App).  They  were  asked  how  many  devices  they  had  downloaded  the  App  to,  about  possible  crashes  that  we  could  see  in  their  data,  and  about  any  alternative  player  nicknames  they  might  have  set  up.  Despite  the  difficulties  described  in  constructing  complete  player  histories,  a  complete  set  of  unique  anonymous  player  reference  codes  was  constructed  for  55  of  the  59  members  of  the  focus  group  RG3,  allowing  us  to  match  their  survey  responses  to  their  game  play  history.      

It  was  hoped  that  a  similar  sized  focus  group  could  be  recruited  of  teenagers,  but  unfortunately  the  delays  in  App  launch  meant  that  we  could  not  start  recruitment  until  the  end  of  the  academic  year.  Whilst  one  school  was  visited  and  a  class  took  part  in  a  demonstration  of  the  game,  there  was  not  sufficient  time  to  convert  this  to  a  focus  group.  This  is  something  that  the  research  team  would  still  like  to  do,  and  funding  is  actively  being  sought  for  this  work.      

Timeline  

The  project  took  place  over  a  12-­‐month  period,  with  an  estimated  projected  launch  at  the  end  of  month  9,  and  delivered  as  follows:  

Months  1-­‐3    

Team  assembled  and  project  and  app  outline  scoped.  Literature  reviews  undertaken  to  support  design  aspects  from  a  research  perspective.  Creative  brief  written,  outlining  required  app  functionality.  

18   Steve  Reich’s  Clapping  Music  

Month  4  

First  prototype  of  the  game  produced  and  tested.  RG1  data  collection  requirements  refined  from  analysis  of  data  collected  during  the  prototype  test  evening.  

Months  5  –  6  

Feedback  on  prototype  given  and  Alpha  brief  written  for  next  round  of  iterations.  

Content  scoped  for  non-­‐game  areas  of  app.  

Licences  agreed  with  publishers.  

RG2  short  survey  questions  written.  

Months  7  -­‐  8  

Alpha  version  of  the  game  produced  and  tested,  including  RG1  data  collection.  

Preparation  and  production  of  audio-­‐visual  content  including  films  and  recordings  underway.  

Month  9  

Feedback  on  Alpha  version  given  and  Beta  brief  written  for  next  round  of  iterations.  

Alpha  version  demonstrated  to  Steve  Reich.  

Remaining  audio-­‐visual  content  completed.  

Recruitment  of  participants  for  RG3  commenced.  

Month  10  

Further  iterations  of  Beta  version  of  game  produced  and  tested  in  quick  turnaround  sessions.  

RG1  game  play  data  collection  tested.  

RG2  survey  data  collection  tested.  

RG3  long  surveys  designed,  set  up  in  Google  Forms  and  tested.  

    Steve  Reich’s  Clapping  Music   19  

Ethics  approval  applied  for  through  Queen  Mary  Ethics  Committee  for  RG1,  RG2  and  RG3.      

Recruitment  of  participants  for  RG3  continues.  

Month  11  

App  launched  and  RG1  data  collection  begins.  

RG2  data  collection  commenced.    

RG3  online  consent  processed,  survey  1  issued.  

Month  12  

  RG3  focus  group  surveys  2  and  3  issued.  

 Procedures  and  script  written  to  process  RG1  gameplay  data,  safe  data  archive  set  up.    

4,500  RG2  short  surveys  reviewed,  data  cleaned,  analysed.  

RG2  incentive  prize  draws  take  place.  

Data  collection  analysed  and  results  written  into  report.  

Risk  Identification  and  Management  

Risks  on  a  project  such  as  this  ranged  from  technical  to  artistic  to  scheduling.  We  were  smart  in  the  way  we  identified  the  risks  but  in  some  cases,  despite  our  best  efforts,  it  was  hard  to  avoid  some  of  the  pitfalls  associated  with  digital  projects.  

Artist  Sign-­‐off  

One  of  the  biggest  risks  on  our  project  was  the  uncertainty  from  the  outset  around  whether  the  composer  Steve  Reich  and  his  publishers  would  give  the  necessary  seal  of  approval  and  sign  off  on  the  App.  To  mitigate  this  risk,  we  stayed  in  regular  contact  with  these  key  stakeholders  from  the  very  outset.  At  every  step  of  the  way,  we  remained  true  to  what  we  felt  was  the  Steve  Reich  brand  and  the  artistic  integrity  of  his  music.  We  were  aware  that  the  research  proposition  could  be  fulfilled  using  music  by  another  composer,  if  necessary,  but  we  were  confident  that  Steve  Reich  would  be  pleased  with  delivering  his  music  to  a  new  audience  through  the  App.  We  also  understood  the  value  of  

20   Steve  Reich’s  Clapping  Music  

face-­‐to-­‐face  meetings  for  this  aspect  of  the  project.  When  an  app  prototype  was  ready  to  demonstrate,  we  invited  Steve  Reich’s  agents  and  publishers  to  test  sessions,  and  enabled  him  to  explore  the  prototype  in  person.  This  was  a  key  point:    we  knew  that  we  had  created  something  fun,  because  he  enjoyed  the  challenge  of  playing  his  own  composition  through  a  game,  on  an  iPad.  

Latency  Within  the  App’s  Gameplay  

A  technical  challenge  was  the  need  to  implement  a  very  low  latency  system  for  tap  recognition  and  audible  feedback  for  users.  Any  delay  would  adversely  affect  user  experience  and  performance  of  the  rhythm.  One  of  the  reasons  that  the  iOS16  platform  was  chosen  was  that  it  was  thought  to  be  more  able  to  deliver  low  latency  tap  detection.  Our  engineer  had  already  built  a  lightweight  and  efficient  audio  library  for  a  much  older  version  of  iOS,  and  we  were  confident  we  could  update  this  to  support  the  latest  version.  The  App  was  designed  to  be  compatible  with  the  current  release,  iOS  8.    

However,  graphic-­‐rendering  demands,  such  as  the  visual  feedback  of  tap  accuracy  delayed  audio  processing.  In  other  words,  the  computing  power  required  to  create  interactive  graphics  was  slowing  down  the  speed  at  which  taps  could  be  detected.  This,  in  turn,  delayed  the  sound  generated  to  provide  audio  feedback  of  the  player’s  tap.  This  caused  significant  delay  in  the  audio  playback  that  coincided  with  key  graphic  events,  such  as  the  transition  to  a  new  pattern.  Initially,  we  tried  to  resolve  this  issue  through  the  optimisation  of  the  graphic  processes,  but  audio  latency  was  far  more  distracting  to  players  testing  the  prototype  than  graphic  latency,  and  the  only  satisfactory  solution  was  to  completely  isolate  audio  and  graphic  processing,  so  that  audio  events  could  be  guaranteed  priority  over  graphics.    However,  the  original  implementation  of  graphics  in  Apple's  native  Core  Graphics17  did  not  allow  for  isolated  processing  of  audio  and  graphic  events.  The  only  way  to  achieve  this  was  to  completely  re-­‐implement  gameplay  graphics  using  OpenGL18.    

Roles  and  Responsibilities  

It  was  identified  that  the  working  patterns  for  each  project  partner,  and  their  unique  deliverables,  were  very  different.  There  was  a  risk  that  miscommunication  could  lead  to  misunderstandings  about  roles  and   16  The  Apple  mobile  operating  system,  used  for  iPhone,  iPod  touch  and  iPad  http://www.apple.com/uk/ios/what-­‐is/  17  Apple's  own  proprietary  library  for  graphic  rendering.  18  A  graphics  application  programming  interface  (API)  for  developing  portable,  interactive  2D  and  3D  graphics  applications  https://www.opengl.org  

    Steve  Reich’s  Clapping  Music   21  

responsibilities.  We  identified  this  issue  early  in  the  process  and  to  mitigate  this  risk,  we  produced  clear  agendas  for  every  meeting,  with  aims  and  objectives  outlined  in  priority  order.  We  followed  these  agendas  with  minutes  outlining  outcomes,  actions  and  deadlines.  These  were  useful  records  of  what  was  agreed.    

Data  Sufficiency  

The  risk  of  not  having  enough  app  downloads  for  viable  research  dominated  a  lot  of  our  discussions.  We  mitigated  this  risk  by  introducing  incentives  for  participants  who  volunteered  to  be  part  of  the  research,  such  as  prize  draws  for  Amazon  and  iTunes  vouchers.  What  we  had  not  anticipated  was  having  larger  than  expected  numbers  of  users,  a  happy  and  unexpected  outcome.    

We  collected  approximately  25GB  of  gameplay  data  from  45,000  active  users19,  of  whom  3,105  completed  the  short  in-­‐app  survey.  We  had  planned  for  20,000  and  400  respectively.  However,  this  did  make  handling,  curating  and  analysing  the  data  more  time  consuming  than  we  anticipated  and,  as  discussed  on  page  17,  within  a  reduced  time  window.  We  had  planned  for  this  possibility,  utilising  our  research  groups  (RG1,  RH2  and  RG3  as  outlined  in  Research  Methodology  on  page  14)  and  focused  our  analysis  on  RG3  and  RG2,  allowing  us  to  generate  results  from  surveys  and  our  focus  group,  despite  the  larger  than  anticipated  amount  of  gameplay  data.  This  became  even  more  important  when  an  early  bug  in  the  App  led  to  multiple  player  sign-­‐ons,  see  the  following  risk.  

End  Loaded  Deliverables  

Being  a  very  end-­‐loaded  R&D  project  was  one  of  the  biggest  risks  for  us.  Unlike  many  other  R&D  projects,  our  research  could  only  begin  in  earnest  once  the  App  was  live  and  the  data  started  to  come  in  through  user-­‐play.    Vital  research  administration  such  as  applying  for  ethical  sign-­‐off  for  the  planned  studies  could  not  take  place  until  the  App  was  sufficiently  advanced  to  be  able  to  demonstrate  it  to  the  approving  committee,  and  outline  a  specific  plan.    

As  a  team,  we  did  our  best  to  mitigate  this  risk  by  committing  to  an  early  launch  date  of  June  1st,  2015,  which  would  give  us  3  months  to  collect  data  from  our  three  user  groups,  analyse  it,  and  write  up  our  results.  However,  the  App  was  launched  later  than  planned  on  July  9th,  and  it  contained  a  bug  that  caused  it  to   19  Whilst  over  60,000  people  have  downloaded  the  App  to  date,  some  of  these  are  the  same  users  downloading  the  App  onto  multiple  devices,  some  are  downloads  to  reinstall  the  App  after  crashes  and  some  people  downloaded  the  App,  but  did  not  register  a  nickname,  and  so  had  not  yet  played  the  game.      

22   Steve  Reich’s  Clapping  Music  

crash  for  large  numbers  of  users  (Figure  1),  requiring  a  software  update,  released  on  July  19th,  2015.  This  had  two  consequences  for  the  research.  First,  due  to  the  end  of  the  school  term,  we  were  unable  to  recruit  teenage  users  through  schools  as  planned.  Secondly,  users  were  reassigned  a  new  unique  user  identification  code  (ID)  when  they  reinstalled  the  App,  the  only  way  to  recover  the  game  after  a  crash.  Since  a  single  user  might  now  have  several  different  user  IDs,  we  were  unable  to  track  individual  player  performance  over  time  without  significant  additional  work,  which  was  only  possible  for  a  limited  number  of  players.    This  was  mitigated  by  restricting  analysis  to  the  smaller  research  groups,  RG2  and  RG3;  however,  it  is  hoped  that  if  additional  funding  is  secured,  the  larger  RG1  total  game-­‐play  data  set  can  be  utilised.  

 

 

Figure  1:  Crash  Report  from  Apple  

Late  delivery  of  the  App  also  risked  compromising  dissemination  of  the  project  to  schools  (within  Nesta’s  timeframe).  Although  we  were  unable  to  collect  data  from  teenagers  as  part  of  the  research  project,  we  made  extensive  contacts  with  schools  and  engaged  them  in  the  project.  We  would  very  much  like  to  see  an  active  engagement  with  players  who  do  not  already  have  an  awareness  of  the  music  genre.  Teenagers  are  a  very  important  part  of  this  group,  especially  since  Steve  Reich  is  currently  featured  on  the  GCSE  music  syllabus  for  at  least  one  major  exam  board.      

    Steve  Reich’s  Clapping  Music   23  

Budget  

Delivering  a  high  quality  app  with  the  desired  game  experience  within  our  budget  was  a  significant  concern.  It  is  difficult  to  estimate  precisely  the  engineering  time  required  to  realise  an  app  design,  and  to  foresee  usability  issues  that  may  only  emerge  through  prototype  testing.  To  mitigate  this  risk,  we  planned  the  budget  very  carefully  as  a  team,  using  our  wisdom  and  experience  from  other  projects.  We  scheduled  regular  budget  review  meetings  between  the  Project  Manager  and  the  General  Manager  at  London  Sinfonietta.  Through  carefully  balancing  spending  on  different  areas,  we  came  in  on  budget  despite  spending  additional  money  on  engineering  and  content  production.  That  said,  there  was  a  lot  of  good  will  from  the  team  to  work  long  hours  to  deliver  the  best  possible  product.    

Project  Outputs  

There  have  been  many  valuable  outputs  from  this  project,  in  addition  to  the  Research  findings,  which  will  be  discussed  later  (Results  page.28),  including:  

The  App  –  a  free,  interactive,  mobile  game  for  iOS  devices  that  has  reached  the  far  corners  of  the  world.  

The  Partnership  –  a  good  working  relationship  between  London  Sinfonietta,  QMUL,  and  Touchpress.  

Live  Events  –  including  a  masterclass,  workshop  and  final  performance  with  the  London  Sinfonietta,  including  percussionist  David  Hockings,  on  August  1st,  2015  at  the  Southbank  Centre  (see  Figure  2  and  Figure  3).  

Online  Community  –  we  have  established  an  online  presence  across  the  different  partners’  websites  (see  page  13).  Two  weeks  before  launch,  we  started  to  tell  the  story  of  the  project  in  the  London  Sinfonietta  blog,  allowing  users  to  start  the  process  of  actively  engaging  with  the  App.  Since  the  launch,  there  has  been  steady  Twitter  and  Facebook  activity,  which  has  helped  us  to  build  up  a  community  around  the  project.  The  in-­‐app  competition  has  been  the  hook  in  the  narrative  that  people  have  really  engaged  with.  The  online  community  of  users  ranges  enormously  with  feedback  that  is  both  funny  and  moving,  for  example  #28kclub.  

Media  Coverage  -­‐  this  has  been  far  reaching  with  articles  in  different  media  across  the  world  in  different  languages  (see  Further  Resources  p.65).  The  

24   Steve  Reich’s  Clapping  Music  

number  of  downloads  increases  every  time  a  new  piece  of  publicity  appears,  and  there  have  been  steady  spikes  since  app  launch,  as  publicity  gained  momentum.    

Representation  at  Conferences  –  we  were  delighted  to  be  invited  to  present  our  app  at  two  London-­‐based  live  conferences,  including  Web  We  Want,  held  at  Southbank  Centre,  and  London  Technology  Week,  held  at  Nesta.  These  were  not  arts  conferences,  but  rather  digital  technology  conferences,  which  enabled  us  to  share  a  platform  with  other  innovative  projects,  as  well  as  network  with  other  creative,  digital  developers.  

Dissemination  to  all  Music  Hubs  across  the  UK  -­‐  information  about  the  App  was  sent  to  all  Music  Hubs  across  the  UK.  This  was  disseminated  widely  to  music  teachers  in  schools.  

Feedback  from  Industry  Professionals  –  we  engaged  with  colleagues  from  the  world  of  music,  visual  arts,  cross  arts,  museum  and  theatre  to  explore  the  extent  to  which  gamification  of  an  art  form  could  translate  to  different  genres.  This  was  done  using  a  Google  docs  questionnaire  and  in  a  live  seminar.    

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Figure  2:  Mass  Clap,  Southbank,  London,  August  2015    

Copyright  S.Duffy    

 

 

Figure  3:  Competition  winner  ‘Wolfram’  performing  with  David  Hockings  

Copyright  S.Duffy  

 

26   Steve  Reich’s  Clapping  Music  

Budget  

It  is  difficult  to  quantify  precisely  the  time  that  each  partner  spent  on  the  project.  We  all  worked  very  steadily  throughout  the  year,  often  dedicating  more  time  to  the  project  than  the  budget  allowed.  However,  Table  1  outlines  how  funding  was  allocated:  

Table  1:  Budget  Allocation  

%   Funded  Activity  

41%   App  iteration,  build  and  distribution  via  the  Apple  app  store  

20%   Creation  of  app  audio  visual  content  (also  used  for  marketing)  

16%   Research  

15%   Project  Management  and  administration    

8%   Marketing  

 

Roles  and  Responsibilities  

The  core  team  consisted  of  the  following  people:  

• Andrew  Burke,  CEO,  London  Sinfonietta  • Elizabeth  Davies,  General  Manager,  London  Sinfonietta  • Barbara  Palczynski,  Freelance  Project  Manager,  London  Sinfonietta  • James  Joslin,  Administrator  and  Recordings  Officer,  London  Sinfonietta  • Alan  Martyn,  Producer,  Touchpress  • James  Penfold,  Designer,  Touchpress  • George  Keenan,  Assistant  Producer,  Touchpress  • Andy  Bull,  Engineer,  Touchpress    • Dr  Marcus  Pearce,  Research  Partner,  QMUL  • Sam  Duffy,  Research  Assistant,  QMUL  

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Research Addressing  Research  Questions  

To  recap,  the  original  research  proposition  was  to  answer  two  questions:  

1 How  are  musical  performance  skills  acquired  through  a  digital  game  experience?  

2 What  impact  does  this  activity  have  on  audience  engagement  with  the  arts,  and  attendance  at  live  events?  

This  was  to  be  done  through  data  collection  with  three  research  groups:  

• RG1  –  gameplay  data  from  everyone  using  the  App,  approximately  45,000  players;    

• RG2  –  a  subset  of  RG1,  approximately  3,000  players  of  the  game  who  voluntarily  completed  a  short  online  questionnaire,  telling  us  more  about  their  age,  education,  country  and  level  of  musical  expertise;    

• RG3  –  a  focus  group  of  59  participants  who  responded  to  calls  to  get  involved  with  the  research,  and  completed  three  longer  questionnaires  over  a  six-­‐week  period,  whilst  also  using  the  App.  

In  summary,  regarding  the  first  research  question,  results  from  RG3  show  that  36%  of  the  focus  group  felt  that  their  rhythmic  skills  had  improved  as  a  result  of  using  the  App  (Table  10).  Furthermore,  overall  accuracy  in  the  game  was  highly  correlated  with  self-­‐reported  musical  sophistication  (Figure  9),  suggesting  that  previous  musical  training  and  active  engagement  with  music  were  factors  for  success  in  the  game.      

Regarding  the  second  research  question,  results  from  RG3  show  that  using  the  App  increased  familiarity  with  the  Minimalist  genre  and  contemporary  classical  music  more  generally,  as  well  as  specifically  raising  familiarity  with  Steve  Reich  and  Clapping  Music.  Whilst  likely  concert  attendance  increased  after  the  first  survey,  this  effect  was  not  sustained  (Figure  15).    

The  demographic  data  from  RG2  suggests  that  RG3  is  a  representative  sample  of  users  of  the  App,  with  the  exception  of  age  and  education;  it  seems  likely  that  the  sustained  nature  of  participating  in  a  focus  group  over  several  weeks  attracted  older  and  more  educated  people.    

28   Steve  Reich’s  Clapping  Music  

It  was  not  possible  to  analyse  gameplay  data  for  RG1  or  RG2  within  the  time  available  due  to  the  delay  in  launching  the  App  (see  discussion  of  End  Loaded  Deliverables  on  p.21).  However,  we  are  looking  for  ways  to  complete  this  work  (Continued  Investment  in  R&D  p.60).    We  will  now  discuss  the  findings  to  date  in  more  detail.  

RG2  Demographics  

Demographic  information  provided  by  the  3,105  members  of  research  group  RG2  provides  some  insight  into  the  demographics  of  the  players  of  the  game.  Whilst  we  cannot  extrapolate  to  say  that  this  represents  the  exact  demographic  spread  of  players,  it  does  give  some  idea  of  the  range  of  characteristics  of  people  playing.  

 

Figure  4:  RG2  age  demographic  

 

Median  age  was  28  (full  range  9  to  95),  with  the  majority  of  participants  aged  between  15  and  35  (Figure  4).  63%  of  the  users  were  male,  35%  female  and  2%  preferred  not  to  say.  Users  originated  from  126  different  countries,  and  currently  live  in  106  different  countries.  More  than  50%  of  users  were  from  the  USA,  14%  from  the  UK,  5%  from  Australia,  4%  from  Canada,  3%  from  Japan  and  smaller  proportions  from  other  countries  (Figure  5).  Participants  were,  on  the  whole,  highly  educated:  36%  had  an  undergraduate  degree,  28%  a  postgraduate  degree  and  5%  a  professional  qualification  (Figure  6).    

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Figure  5:  RG2  geographic  distribution  

 

 

Figure  6:  RG2  education  demographic  

30   Steve  Reich’s  Clapping  Music  

Focus  Group:  Who  Are  RG3?  

121  people  responded  to  calls  to  participate  in  the  focus  group  RG3.  Of  this  group:    

• 106  completed  the  online  consent  form    • 90  completed  the  first  survey  (30  recruited  prior  to  app  launch)  • 71  completed  the  second  survey  (29  recruited  prior  to  app  launch)  • 59  completed  the  third  survey  (18  recruited  prior  to  app  launch)  

It  is  normal  for  some  participants  to  drop  out  of  research  studies  after  signing  up  and  this  was  taken  into  account  when  the  target  group  size  was  set  at  100  focus  group  members.  The  number  of  dropouts  was  managed  through  regular  communication  with  the  group,  sending  out  insights  and  news  about  the  App,  prompting  when  surveys  were  due,  and  giving  flexibility  for  survey  issue  dates  and  submission  deadlines  around  individual  holidays.      

The  first  survey  was  distributed  in  staggered  phases  between  8th  -­‐20th  July20  with  the  following  aims:    

• To  establish  a  baseline  for  the  group’s  pre-­‐app  level  of  engagement  with  the  genre;  

• To  ask  demographic  questions  about  age,  occupation  and  education;  • To  understand  the  groups  musical  taste  by  genre;    • To  document  their  listening  habits  and  gaming  experience,  and;    • To  assess  self-­‐reported  musical  skills,  expertise  and  behaviour.      

The  second  survey  tested  engagement  again,  and  also  asked  questions  about  how  much  of  the  App  content  users  had  discovered,  and  their  initial  experience  with  the  game.  The  final  survey  tested  engagement  for  the  last  time,  and  asked  questions  about  what  the  users  felt  they  had  taken  away  from  the  experience  of  being  involved  in  the  project.    

The  59  participants  who  completed  all  three  surveys  had  a  wide  age  range,  but  40%  of  the  group  were  concentrated  in  the  age  range  20-­‐29  (Figure  7).    

 

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Figure  7:  RG3  focus  group  age  at  31/8/2015  

 

They  had  generally  achieved  a  high  level  of  education,  81%  of  the  group  having  obtained  a  higher  education  qualification.  44%  had  a  postgraduate  qualification  such  as  a  doctoral  or  master’s  degree  and  37%  had  an  undergraduate  degree  (Figure  8).  29%  of  the  group  were  still  in  education,  the  majority  studying  for  a  postgraduate  degree.    

The  group  were  already  largely  involved  with  music  in  an  educational  or  professional  context.  27%  gave  an  occupation  (or  subject  area  if  they  were  still  in  education)  that  involved  music.  69%  currently  play  a  musical  instrument  and  27%  don’t  currently  play,  but  have  played  an  instrument  in  the  past.  Only  2  out  of  the  59  focus  group  participants  did  not,  and  have  never  played  a  musical  instrument.  

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Figure  8:  RG3  focus  group  education  

 

Focus  Group:  Musical  Sophistication  

The  Goldsmiths  Musical  Sophistication  Index  (Gold-­‐MSI)  is  a  way  to  assess  self-­‐reported  musical  skills,  expertise  and  behaviour  (Müllensiefen  et  al.  2014).    A  series  of  statements  are  put  to  participants,  who  are  asked  to  indicate  how  strongly  they  agree  or  disagree  with  them,  for  example  “I  often  pick  certain  music  to  motivate  or  excite  me”.  The  questions  are  designed  to  address  factors  of  musical  sophistication  including:    

• Active  engagement  in  music;    • Perceptual  abilities;  • Musical  training  and;  • Emotional  response  to  music.        

The  test  was  administered  by  incorporating  the  questions  from  the  index  into  the  first  focus  group  survey.  The  scores  were  normalised  from  0.00  (no  musical  sophistication)  to  1.00  (perfect  score)  for  each  of  the  factors  tested,  and  an  overall  score  created  for  each  participant.    

The  59  adults  who  completed  all  three  surveys  exhibited  a  wide  range  of  overall  musical  sophistication  (index  scores  in  the  range  0.38-­‐0.96  with  an  average  of  0.76).  However,  some  participants  with  a  summary  score  lower  than  the  

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average  for  the  group,  showed  higher  than  average  scores  for  individual  factors.  For  example,  one  participant  had  a  lower  than  average  overall  score  of  0.55  but  a  higher  than  average  score  of  0.88  for  self-­‐reported  emotional  response  to  music.          

We  compared  the  overall  musical  sophistication  score  to  tapping  accuracy  in  the  game,  for  the  32  focus  group  members  that  we  had  been  able  to  construct  game  play  history  for.  Looking  at  their  total  game  play  (excluding  practice  sessions  in  that  area  of  the  app),  at  all  levels  of  difficulty21,  there  was  correlation  between  the  Gold-­‐MSI  Summary  score  and  Average  Tap  Accuracy  of  0.76  (Figure  9,  p<0.01).      

 

In  other  words,  players  who  scored  higher  on  the  Musical  Sophistication  index  tapped  the  patterns  more  accurately,  and  so  probably  performed  better  in  the  game.  Multiple  regression  suggests  that  this  is  largely  due  to  musical  training,  rather  than  other  factors,  but  we  would  like  to  do  further  work  in  this  area.  At  the  very  least,  we  hope  to  extend  this  analysis  to  all  59  members  of  the  focus  

21  There  are  three  levels  in  the  game:  easy,  medium  and  hard.  

Figure  9:  Musical  Sophistication  versus  accuracy  for  RG3  

34   Steve  Reich’s  Clapping  Music  

group  once  their  game  play  history  has  been  constructed  and  verified.  We  would  also  like  to  link  the  individual  factors  of  musical  sophistication  of  this  group  to  their  gameplay,  as  well  as  the  overall  score,  in  order  to  see  which  factors  specifically  influenced  success  in  the  game.  

Are  RG3  Representative?  

Although  RG3  are  not  representative  of  the  general  population  (for  example,  66%  are  male,  44%  have  a  postgraduate  degree  and  69%  play  a  musical  instrument),  the  question  of  interest  is  whether  RG3  are  representative  of  the  users  of  the  App.  A  way  of  addressing  this  question  is  to  compare  the  demographics  of  RG3  to  RG2,  a  much  larger  group  consisting  of  over  3,000  users,  and  therefore  more  likely  to  be  representative  of  players  of  the  App  (Figure  10).    

The  gender  balance  is  very  similar  between  RG2  and  RG3,  in  both  cases  suggesting  that  the  App  appealed  more  to  men  than  women,  though  it  is  worth  noting  that  a  third  of  our  users  were  female.  This  may  reflect  the  appeal  of  gaming  or  the  appeal  of  Steve  Reich,  or  both  of  these  factors.  The  proportion  of  people  playing  musical  instruments  is  also  quite  similar  between  RG2  and  RG3,  suggesting  that  the  App  appealed  to  individuals  with  some  musical  experience.  The  results  suggest  that  about  5%  of  users  had  never  played  a  musical  instrument  (over  200  individuals  in  RG2).  Note,  however,  that  this  does  not  imply  that  95%  of  users  were  musicians  or  had  extensive  musical  training.  The  Gold-­‐MSI  results  discussed  above  show  a  good  spread  across  a  wide  range  of  levels  of  musical  training  within  RG3.    

RG3  are,  on  average,  older  and  more  highly  educated  than  RG2.  We  believe  this  reflects  the  more  challenging  demands  of  the  focus  group,  compared  to  completion  of  a  short  survey.  RG3  were  required  to  complete  three  detailed  questionnaires  over  several  weeks  of  playing  the  App  (see  project  insights  p.56).  We  also  believe  that  the  focus  group  attracted  people  who  were  interested  in  the  research  and  who  may,  as  a  result,  be  older  and  better  educated.  This  effect  may  also  have  influenced  the  population  who  voluntarily  completed  the  much  shorter,  single  RG2  questionnaire;  hence  RG2  may  not  entirely  represent  the  demographic  of  the  total  playing  population.  Therefore,  we  expect  that  RG3  (and  to  some  extent  RG2)  are  not  representative  of  users  of  the  App  in  terms  of  age  and  education.  

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Figure  10:  Demographic  mix  RG2  vs.  RG3  

 

Engagement  with  the  Game  

Overall,  the  RG3  group  found  the  game  intuitive  and  easy  to  understand.  In  response  to  the  statement  “I  understand  how  to  play  the  game  Clapping  Music”,  the  59  participants  responded  as  follows:    

• 56%  strongly  agree  • 36%  agree  • 3%  neither  agree  nor  disagree  • 5%  disagree  • 0%  strongly  disagree  

In  response  to  the  question  “I  enjoy  playing  the  game  Clapping  Music”,  more  than  three  quarters  of  the  group  enjoyed  the  game,  and  between  the  second  and  third  survey,  the  number  who  strongly  agreed  with  the  statement  increased  slightly  (Table  2).    However,  by  the  third  survey,  the  number  who  agreed  with  the  statement  decreased,  and  the  number  who  disagreed  increased.    

 

 

36   Steve  Reich’s  Clapping  Music  

 

Table  2:  Statement:  I  enjoy  playing  the  game  Clapping  Music  

I  enjoy  playing  the  game  

Clapping  Music  

Second  Survey   Third  Survey  

responses   percentage   responses   percentage  

Strongly  agree   24   41%   27   46%  

Agree   27   47%   19   32%  

Neither  agree  nor  disagree   6   10%   7   12%  

Disagree   1   2%   6   10%  

Strongly  disagree   0   0%   0   0%  

Total   5822     59    

 

This  trend  was  also  reflected  in  the  response  to  the  question  “Once  I  start  to  play  the  game  Clapping  Music  I  don’t  want  to  stop”  (Table  3).      

Table  3:  Statement:  Once  I  start  to  play  the  game  Clapping  Music  I  don't  want  to  stop  

Once  I  start  to  play  the  game  I  

don’t  want  to  stop  

Second  Survey   Third  Survey  

responses   percentage   responses   percentage  

Strongly  agree   12   21%   5   8%  

Agree   9   16%   17   29%  

Neither  agree  nor  disagree   23   40%   21   36%  

Disagree   13   22%   15   25%  

Strongly  disagree   1   2%   1   2%  

Total   5823     59    

22  One  person  overrode  the  response  choices  and  wrote  “sometimes  I  enjoy,  sometimes  it  gives  me  a  headache”.    The  ability  to  override  the  agreement  scale  was  disabled  in  the  third  survey,  but  more  space  was  made  available  for  participants  to  expand  on  their  responses.      23  One  person  overrode  the  response  choices  and  commented  “Sometimes  I'm  frustrated  because  it  doesn't  work  when  I  ‘clap’.”  

    Steve  Reich’s  Clapping  Music   37  

The  number  who  strongly  agreed  with  this  statement  decreased  between  surveys.  Only  7%  of  people  agreed  with  the  statement  “I  am  bored  with  the  game  Clapping  Music”  in  the  second  survey,  but  by  the  third  survey  this  had  doubled.  In  the  second  survey,  no  one  strongly  agreed  with  the  statement  “I  am  no  longer  playing  Clapping  Music”,  and  only  2  people  agreed.  This  had  increased  by  the  third  survey  with  4  people  strongly  agreeing,  and  6  people  agreeing.  By  the  third  survey,  it  seems  that  10  people,  or  17%  of  the  focus  group,  were  no  longer  playing  the  game.  

Two  small  subsets  seem  to  be  emerging  from  the  general  group:  those  who  became  more  and  more  engaged  with  the  game,  and  those  who  became  frustrated  with  it.  In  the  open  comment  field  “Is  there  anything  else  you  would  like  to  tell  us  about  your  experience  of  playing  Clapping  Music?”  some  of  the  participants  shared  their  frustrations;  

“I  have  been  a  full-­‐time  professional  musician  for  over  35  years  and  for  some  reason  I  just  haven't  been  able  to  feel  it  and  get  into  it...”  

“Something  is  missing  for  those  like  me  who  don't  get  it...no  duffers  feedback  loop.  I  really  wanted  to  like  it  and  do  well,  but  there  was  clearly  a  fundamental  misunderstanding  on  my  part  of  how  to  change  when  the  pattern  changed.”    

“I  am  not  bored,  just  frustrated  and  confused  about  the  accuracy  of  the  taps  and  the  scoring  behind  them.”  

However,  the  main  body  of  the  group  seemed  to  remain  engaged  with  the  game.  More  than  half  of  the  participants  consistently  responded  that  they  disagreed  with  the  statement  “I  am  bored  with  the  game  Clapping  Music”  on  both  surveys  (Table  4).    More  than  50%  of  participants  disagreed  with  the  statement  “I  am  no  longer  playing  Clapping  Music”  in  both  surveys  (Table  5),  implying  that  they  were  still  actively  playing  the  game.  In  the  open  comment  field  “Is  there  anything  else  you  would  like  to  tell  us  about  your  experience  of  playing  Clapping  Music?”  the  motivation  for  some  to  keep  playing  was  evident.  

“My  playing  of  the  game  has  waned  but  I  am  not  finished  playing.  I  really  want  to  do  the  whole  piece  on  the  highest  level.”  

“It  is  a  great  app;  my  wife  frowns  wearily  when  she  catches  me  trying  to  improve  my  skills...”  

38   Steve  Reich’s  Clapping  Music  

Table  4:  Statement  “I  am  bored  with  the  game  Clapping  Music”  

I  am  bored  with  the  game  

Clapping  Music  

Second  Survey   Third  Survey  

responses   percentage   responses   percentage  

Strongly  agree   0   0%   1   2%  

Agree   4   7%   9   15%  

Neither  agree  nor  disagree   15   25%   12   20%  

Disagree   30   51%   31   53%  

Strongly  disagree   10   17%   6   10%  

Total   59     59    

 

Table  5:  Statement  “I  am  no  longer  playing  Clapping  Music”  

I  am  no  longer  playing  Clapping  

Music.  

Second  Survey   Third  Survey  

responses   percentage   responses   percentage  

Strongly  agree   0   0%   4   7%  

Agree   2   3%   6   10%  

Neither  agree  nor  disagree   9   15%   14   24%  

Disagree   27   46%   26   44%  

 Strongly  disagree   21   36%   9   15%  

Total   59     59    

 

In  summary,  despite  a  small  group  of  participants  becoming  less  engaged  with  the  game  between  the  second  and  third  surveys,  overall  the  majority  of  the  group  continued  to  enjoy  and  play  the  game.    Next,  we  will  look  at  the  factors  that  motivated  them  to  keep  playing.  

    Steve  Reich’s  Clapping  Music   39  

Motivation  to  Progress  

Clapping  Music  is  made  up  of  12  different  pattern  combinations.  In  the  App,  transitioning  from  the  first  pattern  to  the  second  pattern  and  so  on  is  equivalent  to  progressing  through  levels  in  a  game.  When  all  12  patterns  have  been  completed  in  sequence,  without  a  break,  the  player  returns  to  the  first  pattern  and  has  then  completed  the  game.  This  can  be  achieved  at  the  easy,  medium  or  hard  level  (difficulty  is  increased  through  tempo  and  required  tap  accuracy).  The  player  is  only  offered  the  opportunity  to  transition  to  the  next  pattern  when  their  tap  accuracy  has  met  a  pre-­‐determined  threshold,  for  the  pattern  they  are  currently  playing.  The  player  must  maintain  a  high  level  of  accuracy  to  be  able  to  complete  all  12  patterns,  and  so  the  game.  If  accuracy  falls  below  a  certain  level  for  a  period  of  time,  the  game  is  over.  This  is  reflected  in  the  height  of  the  dots  representing  the  current  pattern  on  the  screen.  They  descend  gradually  if  accuracy  continues  to  be  low,  until  they  reach  the  bottom  of  the  play  area  and  the  game  finishes.  It  was  hoped  that  these  elements  would  make  the  game  compelling,  and  perhaps  even  addictive.        

When  asked  whether  they  were  determined  to  finish  the  next  pattern  or  level,  more  than  40%  agreed  and  30%  strongly  agreed,  across  the  second  and  third  survey  (Table  6).  Getting  to  the  next  pattern  was  clearly  motivating  players.    

Table  6:  Statement  “I  am  determined  to  finish  the  next  pattern  or  level”  

I  am  determined  to  finish  the  

next  pattern  or  level  

Second  Survey   Third  Survey  

responses   percentage   responses   percentage  

Strongly  agree   18   32%   19   33%  

Agree   27   48%   23   40%  

Neither  agree  nor  disagree   7   13%   11   19%  

Disagree   4   7%   4   7%  

Strongly  disagree   0   0%   1   2%  

  5624     5824    

 

24  Comments,  rather  than  selecting  a  response  option,  included  “I  have  completed  in  hard  mode,  which  was  my  main  motivation.  Now  I  want  to  get  on  the  leader  board”  

40   Steve  Reich’s  Clapping  Music  

In  response  to  the  statement  “I  am  determined  to  complete  the  whole  piece  at  the  hardest  level”,  the  group  still  agreed  overall  but  to  a  slightly  lower  extent  (Table  7).  This  may  be  because  for  some  –  this  was  currently  felt  to  be  an  unachievable  target  –  completing  the  game  at  the  hardest  level  was  less  motivating  than  simply  progressing  from  their  current  level.  This  can  be  interpreted  as  a  positive  outcome,  since  it  is  those  players  who  cannot  immediately  do  well  that  we  want  to  encourage,  and  this  implies  that  the  game  is  enjoyable,  even  for  those  people  who  find  it  challenging  at  easy  and  medium  levels.  We  hope  to  be  able  to  prove  this  more  conclusively  with  further  analysis  of  the  gameplay  data.  

Table  7:  Statement  “I  am  determined  to  complete  the  whole  piece  at  the  hardest  level”  

I  am  determined  to  complete  the  

whole  piece  at  the  hardest  level  in  

the  game  

Second  Survey   Third  Survey  

responses   percentage   responses   percentage  

Strongly  agree   26   48%   22   39%  

Agree   7   13%   17   30%  

Neither  agree  nor  disagree   13   24%   7   12%  

Disagree   6   11%   8   14%  

Strongly  disagree   2   4%   3   5%  

Total   5425     5726    

 

Sharing  High  Scores  and  Achievements  

The  wider  sharing  of  gaming  experience  with  the  App  was  largely  consistent  during  the  period  of  the  focus  group.    In  the  final  survey:  

• 32%  talked  about  their  high  scores  with  family/friends;  • 10%  shared  their  scores  and  achievements  on  Facebook,  and;  • 5%  shared  their  scores  and  achievements  on  Twitter.  

This  did  not  vary  significantly  from  the  second  survey.  Participants  also  mentioned  that  they  had  sent  their  high  score  via  email  from  the  App  to  family   25  Comments  included  “I  already  have”  and  “I  am  determined  to  complete  the  game  at  higher  accuracy!”  26  Comments  included  “I  was  very  determined  to  finish  it,  but  I  still  enjoy  playing  it  since  completing  it  and  joining  the  28k  club”  

    Steve  Reich’s  Clapping  Music   41  

members,  texted  their  score  to  friends  who  were  also  playing  the  game  and  submitted  a  high  score  for  the  competition  run  by  the  London  Sinfonietta.  The  hashtag  #clappingmusicapp  was  automatically  added  to  all  high  scores  tweeted  directly  from  the  game,  and  adopted  for  general  discussion  about  the  App  on  Twitter  and  Facebook  (Figure  11).  

Figure  11:  Typical  example  of  a  High  Score  tweeted  directly  from  the  app  

However,  in  response  to  the  question  “I  am  playing  competitively  against  family/friends  to  beat  their  score”,  only  4%  strongly  agreed  (2nd  and  3rd  survey),  and  7%-­‐11%  agreed  (11%  2nd  survey,  7%  3rd  survey).  It  appeared  that  a  small  group  of  players  were  playing  very  competitively  with  both  their  own  community,  and  with  the  wider  App  community  via  the  high  score  competition  organised  by  the  London  Sinfonietta27.      

27  One  focus  group  member,  ‘Thies  D  W’,  came  third  on  the  final  High  Score  Competition  leader  board  

42   Steve  Reich’s  Clapping  Music  

Nonetheless,  the  larger  part  of  the  group  did  not  seem  to  be  engaging  competitively  in  the  same  way.  Indeed  one  participant  commented  “I  play  against  myself”  whilst  another  reported:  

“It  was  really  fun  to  start  but  the  scoring  was  not  motivating  enough  to  continue  playing  when  it  got  difficult.”        

A  number  of  participants  responded  that  whilst  they  did  not  share  their  scores  on  social  media,  they  did  talk  about  their  experience  in  the  game  with  friends  and  family.  Engagement  with  progress  in  the  game,  either  through  completing  each  level  or  pattern,  or  all  of  the  patterns  to  complete  the  piece,  was  high.      

The  ‘28k’  club  

Focus  group  comments  revealed  an  interesting  term  created  by  the  community,  the  ‘28k’  club.    Sharing  of  the  high  scores  on  Twitter,  and  publication  of  the  London  Sinfonietta’s  High  Score  Competition  leader  board  (Figure  12),  led  to  the  community  deciding  that  a  high  score  of  28,000  was  something  to  aspire  to.  One  focus  group  participant  commented:  

“Once  you  get  into  the  late  27,000  early  28,000  it  very  much  becomes  a  'oh  I  was  out  by  a  smidge  on  that  repetition,  better  quit  and  start  again  rather  than  waste  5  mins'  as  you  know  you  can't  beat  your  last  score  with  a  mistake.”  

Figure  12  High  Score  Competition  final  leader  board  

    Steve  Reich’s  Clapping  Music   43  

A  score  of  28,000  could  only  be  achieved  by  completing  the  whole  piece  at  the  hardest  level  with  a  high  overall  level  of  accuracy,  evidenced  by  the  High  Score  leader  board.  There  were  repeated  comments  about  this  ‘club’  on  e-­‐mail  and  social  media  when  the  hashtags  #28Kclub  and  #28kclub  started  to  appear,  for  example  see  Figure  13  and  Figure  14.    The  sentiment  expressed  by  player  ‘Fuera’  in  Figure  14  echoes  the  view  expressed  by  several  other  participants,  that  once  they  had  completed  the  piece  and  achieved  a  score  greater  than  28,000,  their  motivation  to  continue  decreased,  or  they  simply  stopped  playing.  This  is  not  necessarily  a  problem  since  an  aim  of  the  App  was  to  improve  people’s  rhythmic  skills.  Players  who  quickly  become  a  member  of  #28kclub,  probably  benefit  less  from  the  App,  apart  from  enjoying  the  challenge.  

In  further  iterations  of  the  App,  the  community  effect  could  be  capitalised  to  increase  long-­‐term  engagement  by  awarding  players  who  achieve  this  status  with  a  special  badge,  or  icon  on  their  player  profile.  Maintaining  a  public  “Hall  of  Fame”  for  players  in  the  “28k  club”  could  also  help  to  keep  momentum.  

 

Figure  13:  The  28K  club  (upper  case)  

44   Steve  Reich’s  Clapping  Music  

 

Figure  14:  The  "28kclub"  hashtag  (lower  case)  

 

Engagement  with  the  Genre  

Focus  group  participants  were  asked  to  evaluate  statements  about  familiarity  with  the  piece,  genre  and  composer  in  all  three  surveys.  The  first  survey  aimed  to  set  a  baseline  for  knowledge  of  the  genre  prior  to  exploring  the  App,  the  second  and  third  surveys  explored  whether  playing  the  game  changed  participants’  familiarity.      

A  high  level  of  familiarity  with  the  genre  was  reported  in  survey  1.  73%  of  the  group  reported  that  they  were  already  familiar  with  the  piece  Clapping  Music  

    Steve  Reich’s  Clapping  Music   45  

(strongly  agree  49%,  agree  24%).  This  reflected  the  self-­‐selecting  nature  of  the  group,  in  that  people  who  were  already  fans  of  Steve  Reich  were  more  likely  to  be  aware  of  the  App’s  imminent  launch  and  contact  the  research  team  to  participate  in  the  study.  Many  participants  had  studied  Steve  Reich  and  Minimalism,  and  some  had  even  performed  Clapping  Music,  at  college  or  university.  This  was  reinforced  by  general  comments  made  in  the  open  sections  of  the  surveys,  for  example:  

“I  have  performed  Clapping  Music  and  regularly  perform  and  compose  contemporary  classical  music.”  

“I  have  previously  performed,  and  coached  groups  of  students  to  play  Clapping  Music”  

“I  tried  to  perform  a  simplified  version  of  Clapping  Music  during  my  time  at  University.”  

Similarly,  there  was  a  high  level  of  familiarity  with  Steve  Reich  (78%  were  already  familiar  with  the  composer).    

However  the  14%  of  participants  who  strongly  disagreed  with  the  statement  “I  am  familiar  with  the  composer  Steve  Reich”  decreased  to  2%  in  surveys  2  and  3.  At  the  start  of  the  study,  17%  of  participants  strongly  disagreed  with  the  statement  “I  am  familiar  with  the  composition  Clapping  Music”.  This  fell  to  just  2%  by  survey  2  and  0%  by  survey  3.  This  suggests  that  engagement  with  the  App  increased  awareness  of  the  composer  and  the  piece.  

When  participants  where  asked  specifically  about  their  knowledge  of  the  piece,  composer  and  genre  prior  to  taking  part  in  the  focus  group,  and  throughout  the  study,  we  saw  an  improvement.  The  number  of  participants  who  had  never  heard  the  piece  Clapping  Music,  not  heard  any  other  compositions  by  Steve  Reich  and  never  listened  to  any  Minimalist  music  decreased  with  each  questionnaire  (Table  8).  

 

 

 

46   Steve  Reich’s  Clapping  Music  

Table  8:  RG3  participants  unaware  of  piece,  composer  or  genre  

  Survey  1   Survey  2   Survey  3  

I  have  not  heard  the  piece  Clapping  Music   7   0   1  

I  have  not  listened  to  any  other  compositions  by  

Steve  Reich  

11   10   6  

I have not listened to any Minimalist music 7   5   2  

I  have  not  listened  to  any  contemporary  classical  

music  

3   2   1  

 

We  asked  participants  how  likely  they  were  to  attend  a  live  music  event  featuring  the  music,  genre  or  composer.28  Participants  indicated  that  they  were  on  average,  slightly  more  likely  to  attend  a  performance  of  Clapping  Music,  or  a  concert  of  Minimalist  or  contemporary  classical  music,  after  they  had  started  to  use  the  App  (Figure  15).  

 

28  A  5  point  Likert  scale  of  5=Strongly  Agree,  4=Agree,  3=Neither  agree  nor  disagree,  2=Disagree  and  1=Strongly  disagree,  was  used  throughout  the  RG2  and  RG3  surveys.  

 Figure  15:  RG3  likely  concert  attendance  

    Steve  Reich’s  Clapping  Music   47  

By  survey  3,  participants’  likelihood  to  attend  an  event  had  decreased,  with  the  steepest  decline  for  the  piece  itself.  The  surveys  were  issued  at  two-­‐week  intervals.  It  seems  that  using  the  App  had  a  quick  impact,  but  that  it  was  not  sustained.  

Engagement  with  the  App  also  had  a  significant  effect  on  familiarity  with  Minimalism  or  contemporary  classical  music.  The  average  level  of  familiarity  was  already  high  to  begin  with,  but  then  increased  from  Survey  1  to  Survey  2  (though  less  steeply  than  for  familiarity  with  Clapping  Music  and  Steve  Reich).  Although  familiarity  with  contemporary  classical  music  increased  between  surveys  2  and  3,  familiarity  with  Minimalism  actually  dipped  a  little.  Comparison  of  the  measures  of  familiarity  is  shown  by  the  average  score  of  the  Likert  scale  responses,  for  each  statement,  for  each  survey  (Figure  16).    

Figure  16:  RG3  mean  familiarity  with  piece,  composer  and  genre  

   

48   Steve  Reich’s  Clapping  Music  

Engagement  with  the  Music  

Whilst  familiarity  with  the  piece  increased,  enjoyment  of  listening  to  the  piece  Clapping  Music  did  not  seem  to  be  significantly  affected  by  the  App.    Combined  measures  for  enjoyment  of  the  piece  stayed  at  81%  in  surveys  1  and  2,  only  increasing  slightly  to  86%  in  survey  3.        

The  statement  “As  a  result  of  using  the  App  Steve  Reich's  Clapping  Music,  I  have  a  greater  appreciation  of  the  Minimalist  genre”  was  included  in  the  final  survey.  12%  strongly  agreed  and  32%  agreed.  Whilst  14%  (8  participants)  disagreed  and  2%  (1  participant)  strongly  disagreed,  some  participants  made  us  aware  that  this  is  because  were  already  very  familiar  with  the  genre.  For  example,  the  participant  that  strongly  disagreed  explained:  

“I  perform,  compose,  and  teach  Minimalist  and  contemporary  classical  music.  I  am  a  trained  percussionist  and  have  performed  Clapping  Music.”  

It  was  also  found  that  participants  who  did  not  gain  a  greater  appreciation  of  the  Minimalist  genre  had  not  engaged  with  the  additional  content  in  the  App.  In  survey  2,  participants  were  asked  if  they  had  watched  the  interview  with  Steve  Reich,  or  read  the  biography  of  Steve  Reich,  that  could  be  found  within  the  additional  content  section  “About  the  Music”,  from  the  main  menu  (Figure  17).  Of  the  8  participants  that  disagreed  with  the  statement  “As  a  result  of  using  the  App  Steve  Reich's  Clapping  Music,  I  have  a  greater  appreciation  of  the  Minimalist  genre”,  6  reported  that  they  did  not  look  at  either  piece  of  content.      

Engagement  with  Additional  Content  

Engagement  with  additional  content  was  explored  in  the  second  survey,  after  participants  had  downloaded  the  App  and  had  time  to  explore  it.  The  engagement  with  additional  content  was  mixed.  In  addition  to  the  video  interview  and  biography  of  Steve  Reich  already  mentioned,  there  was  a  video  with  London  Sinfonietta  percussionists  demonstrating  a  performance  of  the  game,  with  overlaid  graphics  that  showed  how  each  part  corresponded  to  the  representations  in  the  App  (Figure  18).  33  participants  watched  this  once  and  7  more  than  once  (68%  of  the  group  in  total).  However,  8  people  chose  the  response  “I  was  not  aware  of  this  content”  and  11  said  that  they  had  never  watched  it.      

    Steve  Reich’s  Clapping  Music   49  

On  average,  RG3  members  who  had  watched  the  video  thought  that  this  content  was  helpful  in  understanding  the  piece  Clapping  Music.  Children  responded  strongly  to  the  video  when  it  was  shown  during  a  school  visit,  clapping  along  to  the  patterns  as  they  were  displayed  spontaneously,  without  being  asked.  What  was  slightly  more  surprising  was  that  the  response  was  closer  to  neutral  when  those  that  had  watched  the  video  were  asked  if  it  was  helpful  in  understanding  how  to  play  the  game.  It  seems  that  understanding  the  piece  Clapping  Music  is  different  to  understanding  how  to  play  the  game.  

 

Figure  17  App  main  menu  

 

50   Steve  Reich’s  Clapping  Music  

 

Figure  18:  In-­‐app  video  performance  of  Clapping  Music  

Response  to  more  additional  content  that  could  be  found  by  scrolling  further  down  this  menu,  and  using  sub-­‐menus,  was  weaker.  Overall,  more  than  half  of  the  group  found  the  content  about  Steve  Reich  and  watched  it  at  least  once  (Table  9),  but  around  20%  reported  that  they  never  found  it.    

Table  9:  Focus  Group  response  to  additional  content  

  I  watched  the  video  interview  

with  Steve  Reich  

I  read  the  biography  of  Steve  Reich    

More  than  once   4   7%   2   3%  

Once   26   45%   33   56%  

Never   16   28%   12   20%  

I  wasn't  aware  of  this  content   12   21%   12   20%  

 

Summary  

Generally,  familiarity  seems  to  have  increased  with  the  piece  and  the  composer  during  the  period  of  engagement  with  the  App,  but  there  was  much  less  of  an  effect  for  the  genres  ‘Minimalism’  and  ‘contemporary  classical  music’.        

    Steve  Reich’s  Clapping  Music   51  

Increased  Rhythmic  Skill  

We  were  most  interested  in  players  who  might  benefit  from  playing  the  game  to  develop  their  rhythmic  awareness  and  skills  in  coordinating  play  with  others  (ensemble  skills).  At  the  workshop/  live  event  organised  by  the  London  Sinfonietta  (see  Figures  2  and  3),  a  player  of  the  App,  who  had  made  it  to  the  final  High  Score  Competition  leader  board,  told  the  research  team  that  they  felt  that  their  rhythmic  accuracy  when  playing  acoustic  instruments  such  as  guitar  and  piano  had  increased  since  they  began  to  play  the  game.    As  a  result,  we  included  the  statement  “My  rhythmic  skills  have  improved  since  playing  Steve  Reich's  Clapping  Music”  in  the  final  survey.  More  than  a  third  of  the  group  agreed  (Table  10),  and  whilst  this  is  self-­‐reported  rather  than  independently  assessed,  it  could  at  least  be  suggested  that  playing  the  game  has  made  some  people  more  aware  of  their  rhythmic  performance.      

Table  10:  Statement  “My  rhythmic  skills  have  improved  since  playing  Clapping  Music”  

My  rhythmic  skills  have  improved  since  Clapping  Music   Third  Survey  

responses   percentage  

Strongly  agree   3   5%  

Agree   18   31%  

Neither  agree  nor  disagree   31   53%  

Disagree   6   10%  

Strongly  disagree   1   2%  

Total   59    

 

52   Steve  Reich’s  Clapping  Music  

Consultation  with  Industry  Professionals  

In  addition  to  the  research  findings  outlined,  85  Industry  Professionals  were  recruited  to  complete  an  online  questionnaire  and/or  to  attend  a  live  seminar.  We  were  interested  to  know  the  extent  to  which  other  professional  colleagues  working  in  the  arts  would  find  the  App  engaging,  and  the  extent  to  which  they  might  find  gamification  of  an  art  form  something  that  would  potentially  increase  their  own  audience  engagement.    

Owing  to  the  timing  of  the  launch  of  our  app,  at  the  start  of  the  summer  holiday  period,  the  drop  out  rate  was  relatively  high  and  only  1  in  4  of  the  participants  recruited  completed  the  survey  or  came  to  the  live  seminar.  However,  the  findings  were  felt  to  be  an  accurate  representation  of  the  anecdotal  feedback  received  from  the  industry  at  large  since  the  launch.  Our  findings  from  this  exercise  were  as  follows:  

Current  Understanding  of  and  Engagement  with  Digital  Practices  

The  Industry  Professionals  group  came  from  the  visual  arts,  theatre,  music,  cross-­‐arts  and  museum  backgrounds.  There  was  good  awareness  of  the  ways  in  which  developing  digital  projects  can  bring  in  new  audiences,  build  on  existing  audiences  and  remove  barriers  for  those  audience  members  who,  for  whatever  reason,  cannot  access  the  live  experience.  There  was  a  shared  belief  that  a  ‘live’  element  to  a  digital  project  in  the  arts  can  both  support  and  enhance  both  the  digital  and  live  experience,  and  promote  awareness  of  the  digital  resource  or  opportunity.  This  currently  exists  in  a  number  of  different  ways:  

• Filming  and  subsequent  streaming  of  a  live  event  into  cinemas.  For  example,  the  National  Theatre  Live,  Glyndebourne  Live.  The  digital  experience  cannot  exist  without  the  live  performance,  but  the  close  up  techniques  and  additional  content  make  it  part  live  stream,  part  film,  part  documentary;  the  experience  becomes  different,  and  more  than  just  a  live  theatre  experience.  

• Digital  experiences  can  drive  live  audience.  For  example,  the  Philharmonia  Orchestra’s  iOrchestra  allows  you  to  ‘sit  next  to  a  virtual  orchestral  player’.  

• Digital  engagement  plus  competitions  drives  live  events.  For  example,  the  competition  element  in  our  Clapping  Music  App  translates  from  an  isolated  digital  experience  to  a  participatory,  live  performance  experience.  

    Steve  Reich’s  Clapping  Music   53  

• Digital  resources  can  support  real  music  making.  For  example,  the  Aldeburgh  Festival’s  Friday  Afternoons  provides  the  materials  and  builds  the  digital  community,  but  it  is  the  ‘live’  in-­‐class  workshop  that  promotes  the  use  of  these  resources.  

Despite  awareness  of  the  benefits  of  digital  practices,  our  colleagues  conferred  that  undertaking  digital  projects  is  expensive  and  as  yet,  there  are  no  real  models  of  successful  monetisation  for  such  work,  not  even  from  large  players  such  as  the  Berlin  or  Vienna  Philharmonic  Orchestras  and  their  streaming  concert  service.  It  takes  large  amounts  of  staff  time  to  make  and  maintain  such  digital  projects,  which  are  then  hard  to  keep  alive  on  all  platforms  or  media,  when  the  technology  and  networks  are  changing  so  much  and  so  quickly.  

So  is  a  shift  in  attitude  to  our  art  forms  required  to  truly  engage  many  more  people?  Different  digital  platforms  and  experiences,  like  gaming,  may  provide  a  key  to  accessing  new  audiences,  and  everyone  agreed  that  gaming,  in  particular,  translated  well  to  our  younger  audiences.  However,  we  may  need  to  be  prepared  to  present  our  cherished  art-­‐forms  in  a  more  popularist  and  less  ‘highbrow’  way.    

The  amount  of  sustained,  innovative  digital  practice  across  the  sector  is  still  very  low  and  for  the  reasons  outlined  above,  it  is  difficult  to  do  well.  All  organisations,  large  and  small,  face  the  challenges  of  how  to  continue  or  complete  their  existing  initiatives,  or  how  to  begin  them.  We  heard  the  same  story,  repeatedly;  the  main  obstacles  to  developing  work  in  this  area  are  money  and  time.  

Gaming  as  a  Metaphor  for  Developing  New  Digital  Projects  Needs  to  Build  on  a  Core  Experience  that  Everyone  Can  Share  

Steve  Reich’s  Clapping  Music  seems  to  encapsulate  this  aspect  very  well.  The  original  piece  (about  clapping)  maps  very  well  onto  the  technology  platform  (which  asks  people  to  tap).  The  gamification  works  well  because  it  builds  on  this  core  experience  that  everyone  can  share;  everyone  can  relate  to  clapping  and  rhythm.  In  a  similar  way,  our  visual  arts  colleagues  believed  that  an  art-­‐based  app  could  potentially  work  from  the  perspective  of  encouraging  people  to  draw.  However,  our  theatre  colleagues  felt  this  was  more  challenging.    For  example,  a  quiz  based  knowledge  game  about  Shakespeare’s  Sonnets,  may  be  quite  limiting  as  it  would  promote  and  assume  too  much  of  high  level  cultural  ‘elitist’  knowledge,  rather  than  people’s  existing  communal  experience  of  writing,  

54   Steve  Reich’s  Clapping  Music  

storytelling  and  poetry.  So  for  gamification  to  be  successful,  the  concept  and  functionality  of  the  game  would  need  to  draw  on  a  fairly  simple  and  shared  experience.  

Very  few  of  the  Industry  Professionals  consulted  had  undergone  any  formal  R&D  work  in  this  area.  

 

 

    Steve  Reich’s  Clapping  Music   55  

Insights Our  team  learned  many  different  things  working  together  on  this  project.  Listed  here  are  some  of  the  ones  we  regard  as  most  important.  

Developing  a  Culture  of  Working  Together  and  Value  Working  in  Person  

We  spent  a  lot  of  time  in  conversation  between  the  three  project  partners  at  early  project  meetings,  defining,  and  refining,  what  we  all  meant  in  our  understanding  of  the  project.  Even  after  the  detailed  application  process  in  which  we  all  participated,  it  took  a  long  time  for  us  all  to  begin  to  talk  the  same  ‘language’  on  the  project,  let  alone  reconciling  our  different  working  practices  on  making  something  new  like  an  app.      

For  example,  we  had  to  balance  the  idea  of  scoping  and  planning  the  detail  of  each  prototype  of  the  App  with  the  different  working  approach  of  building  iterations  of  the  App  as  quickly  as  possible,  and  react  to  what  is  made.  Another  example  which  took  a  lot  of  time  for  us  all  to  fix  as  a  common  understanding  was  defining  exactly  what  we  meant  from  the  people  who  would  form  the  different  prototype  and  testing  groups  for  the  App,  or  understanding  exactly  the  parameters  that  are  required  by  the  research  partner  to  make  their  work  output  meaningful.    

It  is  really  valuable  working  with  other  organisations  outside  your  own  field.  Your  assumptions  are  always  being  challenged,  but  to  allow  a  healthy  conversation  you  need  to  invest  time  in  shared  understandings.  The  more  time  spent  understanding  exactly  what  each  partner  needed  to  achieve  –  and  writing  it  down  -­‐  was  always  repaid.    

When  we  were  in  the  final  stages  of  building  the  App,  and  an  extensive  amount  of  editing,  refining  and  altering  needed  to  happen,  it  became  clear  that  the  best  way  for  this  work  to  happen,  at  this  stage,  is  together,  in  person.  

And  yet,  keeping  all  the  work  moving  within  the  busy  diaries  of  many  people,  meant  that  it  was  vital  to  work  out  which  part  of  the  project  could  be  best  progressed  in  parallel  (with  each  partner  developing  its  work  unilaterally)  and  which  parts  of  any  process  like  this  can  only  realistically  be  done  with  people  in  a  room  together.      

56   Steve  Reich’s  Clapping  Music  

Recruiting  Participants  

Ideally,  we  wanted  to  recruit  participants  for  the  focus  group  (RG3)  prior  to  app  launch,  so  that  we  could  be  sure  that  they  had  not  yet  played  the  game  or  seen  any  of  the  app  content.  Despite  extensive  engagement  with  social  media,  utilising  both  the  London  Sinfonietta  and  Queen  Mary  University  of  London’s  PR  departments,  and  demonstrating  at  undergraduate  open  day  events,  only  30  participants  could  be  acquired  before  the  App  officially  launched.    Once  the  App  had  launched,  we  were  inundated  with  requests  to  participate  in  the  focus  group,  but  it  became  clear  that  these  were  requests  from  people  who  were  already  playing  the  game  and  often  already  had  an  interest  in  Steve  Reich.  We  recruited  a  further  70  participants  as  their  data  will  still  be  of  use,  but  we  have  separately  identified  them  from  the  30  participants  recruited  prior  to  app  launch,  so  that  we  can  consider  this  during  analysis.    

Ideally,  we  wanted  to  recruit  a  parallel  RG3  focus  group  of  participants  under  the  age  if  16.  The  preparatory  work  involved  contacting  schools,  gaining  the  additional  ethics  committee  sign  off  required  and  implementing  additional  parental  online  consent  for  children  participants.  However,  the  delay  in  app  launch  meant  that  we  could  not  complete  recruitment  activity  until  late  in  the  summer  term.  As  for  the  adult  group,  interest  was  more  likely  when  the  actual  app  could  be  demonstrated.  Music  teachers  were  the  most  likely  to  respond,  but  by  the  time  the  App  was  ready,  they  were  very  busy  with  end  of  term  performances  and  other  activities  such  as  Sports  Days.  One  school  was  visited  and  an  app  demonstration  was  enthusiastically  received,  but  no  children  signed  up  to  take  part  in  the  study  as  a  direct  result.  We  would  like  to  find  a  way  to  engage  with  schools  in  autumn  2015.  

Be  Prepared  to  be  Flexible  in  Your  Thinking  

Some  of  the  most  important  moments  in  a  project  such  as  this  one  are  where  you  are  required  to  make  some  key  decisions,  which  might  be  in  the  best  interest  of  the  project,  even  if  not  necessarily  what  you  originally  set  out  to  do.  

One  example  of  this  was  to  consider  the  size  or  weight  of  the  App.  Apple  has  set  a  limit  of  no  more  than  100MB  for  apps  to  function  over  a  non-­‐Wi-­‐Fi  connection  i.e.  over  the  air.  We  wanted  people  to  be  able  to  maintain  their  immediate  interest  in  the  App,  and  be  able  to  download  it  without  delay,  without  the  need  for  a  Wi-­‐Fi  connection.  Therefore,  we  needed  to  try  to  keep  it  as  small  as  

    Steve  Reich’s  Clapping  Music   57  

possible.  The  only  way  to  achieve  this,  given  that  we  wanted  to  include  a  lot  of  video  content,  was  to  stream  the  video  content  into  the  App  from  another  platform  (YouTube  or  Vimeo)  which  then  enables  you  to  watch  the  films  if  you  have  a  fast  enough  Internet  connection.  We  originally  anticipated  having  all  the  video  content  in-­‐app  but  in  the  end,  we  streamed  it,  and  this  was  the  right  decision.    

The  Importance  of  Setting  Clear  Objectives  and  Remaining  Focussed    

All  parties  need  to  agree  what  the  key  objectives  are  and  set  clearly  defined  goals.  We  were  lucky  that  we  found  this  quite  easy,  otherwise  we  would  have  struggled  to  make  good  compromises.  If  you  can  clearly  identify  at  every  stage  where  the  responsibilities  lie,  you  will  avoid  situations  where  the  ball  gets  dropped.  

For  this,  you  absolutely  need  a  Project  Manager,  someone  who  can  make  sure  that  all  parties  are  communicating  properly  and  can  align  their  schedules.  Touchpress  said  that  they  found  it  hard  to  maintain  the  high  level  of  communication  that  was  required,  so  the  PM  role  was  best  served  by  trying  to  keep  things  summarised  constantly,  reducing  everything  to  just  what  needs  to  be  said.  To  do  this,  you  must  always  have  a  clear  set  of  priorities,  so  you  know  what  is  most  important  to  discuss.  A  good  PM  will  keep  the  team  focussed  and  in  sync.  

Administering  Your  Engagement  with  a  Global  Audience  Takes  Time  

The  success  of  the  App  meant  that  we  are  now  actively  engaged  with  a  global  community  on  many  levels.  We  have  learned  that  this  takes  time  and  it  does  not  happen  without  its  headaches.  

We  have  been  overwhelmed  with  the  response  to  our  Clapping  Music  App  competition,  receiving  on  average  upwards  of  82  entries  a  day  from  all  over  the  world  including  amateurs,  teachers,  professionals  and  children.  We  anticipate  being  able  to  host  competitions  now  all  over  the  world  when  the  orchestra  goes  on  tour,  following  the  same  format  that  we  had  in  London  i.e.  a  masterclass  with  top  10  competition  entrants,  a  workshop  with  the  general  public  and  a  live  performance  with  competition  winners  and  London  Sinfonietta  percussionists.  

58   Steve  Reich’s  Clapping  Music  

The  Marketing  department  at  the  orchestra  are  managing  this  aspect,  but  it  will  take  additional  time  and  resource  to  administer,  something  which  the  Orchestra  are  committed  to  delivering.  

Similarly,  we  chose  to  offer  iTunes  vouchers  as  a  prize  incentive  for  the  research  participants,  since  it  was  likely  that  people  with  an  iOS  device  would  have  an  iTunes  account,  and  the  App  was  available  globally,  so  we  needed  to  administer  a  prize  electronically.  We  publicised  three  separate  draws,  to  encourage  new  players  to  complete  the  online  survey.  However,  when  we  made  the  first  draw,  it  became  apparent  that  Apple  would  not  allow  iTunes  vouchers  purchased  in  one  region  to  be  redeemed  in  another  currency  in  another  region.  Our  first  10  winners  were  from  the  UK,  USA,  Mexico,  Canada  and  Indonesia.  Apple  would  not  allow  an  account  to  be  opened  in  another  region  with  a  UK  based  credit  card  and  address.  As  an  alternative,  Amazon  was  chosen  to  administer  prizes  to  non-­‐UK  winners,  as  they  could  offer  this  service.  However,  this  had  to  be  communicated  to  winners  who  had  already  been  notified,  and  not  every  region  was  potentially  covered  by  an  online  Amazon  store.  This  difficulty  in  administering  prizes  as  an  incentive  to  participate  in  the  research  from  a  global  audience  had  not  been  anticipated.    

 

    Steve  Reich’s  Clapping  Music   59  

Future There  are  several  general  areas  where  outputs  may  be  applied  or  further  developed.    

Planned  Activity  

Dissemination  of  Project  Success  and  Findings  –  the  project  partnership  will  now  turn  its  attention  to  talking  about  the  project  and  ensuring  that  the  things  that  have  been  learned  from  it  are  made  available  to  as  many  interested  people  as  possible,  as  outlined  in  our  proposal.  Research  results  will  be  disseminated  via  the  QMUL  Research  website29.  

Exploit ing  the  Possibi l it ies  for  Education  –  the  most  likely  next  project  initiative  around  the  App  will  be  developing  the  work  in  schools.  This  could  lead  to  an  in-­‐class,  in-­‐person  workshop  model  that  uses  the  App  as  the  catalyst  for  rhythmic  skill  development,  leading  to  more  creative  compositional  exercises  using  the  musical  ideas  of  the  piece.  

Developing  the  Clapping  App  Community  –  the  London  Sinfonietta  will  sustain  its  work  with  the  community  of  people  who  are  engaged  with  the  App  in  two  ways.  Firstly,  by  running  more  competitions,  culminating  in  live  performance  opportunities.  Secondly,  by  inviting  people  who  enter  the  competitions  to  attend  other  London  Sinfonietta  concerts.  

Future  Development  of  the  App  

The  project  team  will  need  to  find  a  way  to  maintain  the  App  and  ensure  it  is  still  available  for  any  new  versions  of  the  Apple  software,  the  immediate  challenge  being  ensuring  the  App  is  compatible  with  the  new  Apple  operating  system,  iOS9,  planned  for  Autumn  2015.  

The  current  app  iteration  could  be  developed  to  fix  remaining  technical  problems,  and  to  make  the  most  of  the  existing  material.  For  example,  a  survey  of  users  from  other  art  forms  reinforced  the  focus  group  findings  on  page  48,  that  not  many  people  drilled  down  into  other  App  content,  such  as  the  summary  of  Steve  Reich’s  music  and  the  analysis  of  Electric  Counterpoint,  so  navigation  could  be  improved.   29  http://cogsci.eecs.qmul.ac.uk/clappingmusicresearch//Home.html      

60   Steve  Reich’s  Clapping  Music  

Future  Development  of  the  Concept  

In  conversation  with  Touchpress,  London  Sinfonietta  has  identified  that  there  is  the  potential  to  build  more  apps,  which  retain  the  successful  elements  of  Steve  Reich’s  Clapping  Music.  For  example,  an  obvious  next  step  would  be  to  keep  the  Steve  Reich  rhythm  focus,  but  introduce  different  pieces,  or  explore  different  repertoire  that  retains  the  interactive  rhythmic  character,  and  can  be  realised  as  a  game  based  experience.  Finding  the  right  factors  to  continue  into  the  next  project  will  be  key.    

We  believe  that  the  gaming  paradigm  is  something  that  can  be  applied  to  digital  engagement  in  other  art  forms.  During  a  round-­‐table  discussion  with  industry  professionals  with  digital  and  marketing  experience,  they  agreed  with  this  proposition  with  one  qualification.  Clapping  Music  App  was  seen  to  be  a  success,  because  the  challenge  was  for  people  to  develop  a  skill  that  everyone  already  has  to  some  degree,  i.e.  their  sense  of  rhythm.  It  was  this  common  human  attribute  that  was  being  engaged,  not  focussing  (by  contrast)  on  a  specialised  knowledge  area  of  a  particular  art  form.  For  example,  it  was  questioned  whether  a  game  based  on  recognising  all  the  different  works  by  Picasso  would  depend  heavily  on  an  already  existing  interest  for  that  art  form  or  subject  area,  or  could  feel  more  like  cultural  learning  for  its  own  sake.    

Continued  Investment  in  R&D  

The  project  confirms  the  potential  for  collecting  large  amounts  of  useful  research  data  through  engagement  with  game-­‐based  learning  of  musical  skills.  Our  on-­‐going  research  plan  is  to  continue  analysing  the  gameplay  data  and  linking  it  to  the  data  acquired  from  RG2  and  RG3  to  address  our  research  questions.  We  also  believe  that  engagement  with  schools,  which  the  delayed  launch  of  the  App  prevented  us  from  doing  during  the  lifetime  of  this  project,  will  yield  interesting  results  from  an  audience  who  are  likely  to  be  less  familiar  with  Minimalism  (and  contemporary  classical  music  more  widely)  and  may  be  more  motivated  by  the  game-­‐based  metaphor.  Naturally,  the  success  of  this  project  leads  us  to  pose  a  more  general  hypothesis  to  be  tested  in  future  researches:  that  game-­‐based  skill  development  can  help  to  engage  new  audiences  with  other  musical  styles  and  even  different  art  forms  in  which  rhythm  plays  a  role  (e.g.  dance,  poetry).    

    Steve  Reich’s  Clapping  Music   61  

Appendix: Marketing Plan Responsibilities Key  areas  covered  in  the  marketing  plan:  

• Press  Release  • Social  Media  campaign  (Twitter,  Facebook)  • Blog  https://londonsinfonietta.wordpress.com  • Identifying  key  stake  holders  to  keep  the  message  alive  with  

#clappingmusicapp  • Online  and  live  launch  • Advertising  on  social  media  • Attendance  at  Digital  Events  e.g.  Web  We  Want  festival,  London  

Technology  Week    • Live  Performance  Events  at  Southbank  Centre  • London  Sinfonietta  website  to  create  a  community  webspace  • Dissemination  of  information  about  the  App  to  all  UK  schools    • Creating  T-­‐shirts,  banners  and  mugs  for  the  team  brand  • Creating  video  content  for  Touchpress  to  use  in  the  App  and  their  

marketing  • Producing  microsite    • Producing  Video  preview  (30  seconds)  • Producing  Video  trailer  (60  seconds)  

62   Steve  Reich’s  Clapping  Music  

Further Resources The  London  Sinfonietta  has  produced  a  Business  Model  for  the  project,  which  is  available  online  at:  

http://clappingmusicapp.com/assets/Products/Documents/Business-­‐Model-­‐Clapping-­‐Music.pdf  

Project  Online  Resources  

http://clappingmusicapp.com      

http://londonsinfonietta.org.uk/clappingmusicapp  

http://cogsci.eecs.qmul.ac.uk/clappingmusicresearch/Home.html    

    Steve  Reich’s  Clapping  Music   63  

Bibliography Arnab,  S.  et  al.,  2013.  The  development  approach  of  a  pedagogically-­‐driven  serious  game  to  support  Relationship  and  Sex  Education  (RSE)  within  a  classroom  setting.  Computers  &  Education,  69,  pp.15–30.  

Burton-­‐Hill,  C.,  2015.  Is  watching  opera  in  the  cinema  just  as  good?  BBC  -­‐  Culture.  Available  at:  http://www.bbc.com/culture/story/20150114-­‐opera-­‐in-­‐the-­‐cinema-­‐blasphemy  [Accessed  September  2,  2015].  

Chafe,  C.,  Gurevich,  M.  &  Leslie,  G.,  2004.  Effect  of  time  delay  on  ensemble  accuracy.  In  Proceedings  of  the  International  Symposium  on  Musical  Acoustics.  

Crawford,  G.  et  al.,  2014.  Is  there  an  app  for  that?  A  case  study  of  the  potentials  and  limitations  of  the  participatory  turn  and  networked  publics  for  classical  music  audience  engagement.  Information,  Communication  &  Society,  17(9),  pp.1072–1085.  

Gaye,  L.  et  al.,  2006.  Mobile  Music  Technology:  Report  on  an  Emerging  Field.  In  NIME  ’06:  Proceedings  of  the  2006  International  Conference  on  New  Interfaces  for  Musical  Expression.  Paris:  IRCAM—Centre  Pompidou,  pp.  22–25.  

Huizenga,  J.  et  al.,  2009.  Mobile  game-­‐based  learning  in  secondary  education:  engagement,  motivation  and  learning  in  a  mobile  city  game.  Journal  of  Computer  Assisted  Learning,  25(4),  pp.332–344.  

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Müllensiefen,  D.  et  al.,  2014.  The  musicality  of  non-­‐musicians:  An  index  for  assessing  musical  sophistication  in  the  general  population.  PLoS  ONE,  9(2).  

Prensky,  M.,  2005.  Computer  games  and  learning:  Digital  Game-­‐Based  Learning.  Handbook  of  computer  game  studies,  18,  pp.97–122.  

Service,  T.,  2011.  Minimalism  at  50:  how  less  became  more.  The  Guardian.  Available  at:  http://www.theguardian.com/music/2011/nov/24/minimalism-­‐at-­‐50  [Accessed  September  2,  2015].  

64   Steve  Reich’s  Clapping  Music  

Glossary & Abbreviations ACE  -­‐  Arts  Council  of  England  

AHRC  -­‐  Arts  and  Humanities  Research  Council  

Influencers  –  in  Marketing  terms,  these  are  the  people  who  could  grow  your  social  media  campaign  exponentially  through  their  celebrity  status  for  example,  with  many  thousand  followers  

Latency  -­‐  the  delay  between  an  event  and  related  response  or  feedback,  usually  caused  by  computer  processing  time.    Any  computing  process  takes  time  to  be  carried  out,  and  for  most  scenarios  it  is  negligible  and  goes  undetected.    However  we  are  very  sensitive  to  delays  between  sound  and  visuals  that  we  know  should  be  concurrent.    Delays  have  been  found  to  affect  the  ability  to  maintain  tempo  when  clapping  a  simple  rhythm  with  another  person  (Chafe  et  al.  2004).    Minimising  this  delay  is  crucial  for  Clapping  Music,  since  tapping  accuracy  in  ensemble  with  the  static  pattern  is  fundamental  to  doing  well  in  the  game.  

Multipliers  -­‐  in  Marketing  terms,  these  are  the  key  stakeholders  involved  on  your  project  who  you  can  rely  on  to  keep  your  message  alive  through  their  social  media  

Nesta  -­‐  National  Endowment  for  Science  Technology  and  the  Arts  

Pattern  transition  -­‐  the  transition  from  one  'pattern'  to  then  next.  With  'pattern'  being  one  of  the  12  unique  rhythmic  patterns  defined  by  Reich  in  Clapping  Music  original  score.  

QMUL  -­‐  Queen  Mary  University  of  London  

 

    Steve  Reich’s  Clapping  Music   65  

Acknowledgements The  project  team  would  like  to  thank  the  following  people  for  their  work  on  Clapping  Music:  

London  Sinfonietta  

Andrew  Burke,  Barbara  Palczynski,  James  Joslin,  Elizabeth  Davis,  Theresa  Veith,  Amy  Forshaw,  Siân  Bateman,  Sarah  Tennant,  Natalie  Marchant,  Ed  Marsh,  Sean  Watson,  Shoubhik  Bandopadhyay    

Queen  Mary  University  of  London  

Marcus  Pearce,  Sam  Duffy  

Touchpress  

Alan  Martyn,  James  Penfold,  Andy  Bull,  Joseph  Thomson,  Greg  Felton,  George  Keenan,  James  Sims-­‐Williams,  Tom  Williams,  Nick  Herrmann,  Oscar  Swedrup,  Louise  Rice,  Theodore  Gray,  John  Cromie,  Sam  Aspinall,  Matt  Aitken,  Fiona  Barclay,  Sam  Holyhead,  Alex  Johnston,  Tom  Weightman,  Max  Whitby,  Selam  Zeru,  Richard  Zito  

Musicians  for  app  videos  and  live  performance  

David  Hockings,  Toby  Kearney,  Mats  Bergström,  Olly  Lowe,  Louise  Goodwin,  Tim  Palmer  

Clapping  Music  by  Steve  Reich  

©  Copyright  1980  by  Universal  Edition  (London)  Ltd,  London  with  kind  permission  of  Universal  Edition  AG  Vienna  

Electric  Counterpoint  by  Steve  Reich  

©  Copyright  1987  by  Hendon  Music  Inc  by  permission  of  Boosey  &  Hawkes  Music  Publishers  Ltd,  an  Imagem  company  

Performance  filmed  and  edited  by  59  Productions  

Sound  engineering  by  Floating  Earth  

Steve  Reich  interview  filmed  by  Urbancroft  Films  

Kings  Place,  London  for  performance  filming  and  prototype  testing    

66   Steve  Reich’s  Clapping  Music  

Southbank  Centre,  London  for  use  of  space  for  live  events  

Mika  Wilson,  Publicity  and  Communications  Officer,  School  of  Electronic  and  Engineering  and  Computer  Science,  QMUL    

Fusun  Fidan  (Nakama  London)  for  Digital  Marketing  consultation  work  

Maija  Handover  (soundUK)  for  PR  assistance  

Alex  Urquhart  and  the  Year  8  Music  Class  at  Fortismere  School,  London.