000 03611nam a2200505 i 4500
001 6267379
003 IEEE
005 20220712204647.0
006 m o d
007 cr |n|||||||||
008 151223s2008 maua ob 001 eng d
020 _z9780262033787
_qprint
020 _a9780262270694
_qebook
020 _z0262270692
_qelectronic
020 _z9781435677272
_qelectronic
020 _z1435677277
_qelectronic
035 _a(CaBNVSL)mat06267379
035 _a(IDAMS)0b000064818b439b
040 _aCaBNVSL
_beng
_erda
_cCaBNVSL
_dCaBNVSL
050 4 _aML3540.7
_b.C65 2008eb
082 0 4 _a781.5/4
_222
100 1 _aCollins, Karen,
_d1973-
_922461
245 1 0 _aGame sound :
_ban introduction to the history, theory, and practice of video game music and sound design /
_cKaren Collins.
264 1 _aCambridge, Massachusetts :
_bMIT Press,
_cc2008.
264 2 _a[Piscataqay, New Jersey] :
_bIEEE Xplore,
_c[2008]
300 _a1 PDF (x, 200 pages) :
_billustrations, music.
336 _atext
_2rdacontent
337 _aelectronic
_2isbdmedia
338 _aonline resource
_2rdacarrier
504 _aIncludes bibliographical references (p. [189]-196) and index.
506 1 _aRestricted to subscribers or individual electronic text purchasers.
520 _aA distinguishing feature of video games is their interactivity, and sound plays an important role in this: a player's actions can trigger dialogue, sound effects, ambient sound, and music. And yet game sound has been neglected in the growing literature on game studies. This book fills that gap, introducing readers to the many complex aspects of game audio, from its development in early games to theoretical discussions of immersion and realism. In Game Sound, Karen Collins draws on a range of sources--including composers, sound designers, voice-over actors and other industry professionals, Internet articles, fan sites, industry conferences, magazines, patent documents, and, of course, the games themselves--to offer a broad overview of the history, theory, and production practice of video game audio. Game Sound has two underlying themes: how and why games are different from or similar to film or other linear audiovisual media; and technology and the constraints it has placed on the production of game audio. Collins focuses first on the historical development of game audio, from penny arcades through the rise of home games and the recent rapid developments in the industry. She then examines the production process for a contemporary game at a large game company, discussing the roles of composers, sound designers, voice talent, and audio programmers; considers the growing presence of licensed intellectual property (particularly popular music and films) in games; and explores the function of audio in games in theoretical terms. Finally, she discusses the difficulties posed by nonlinearity and interactivity for the composer of game music.
530 _aAlso available in print.
538 _aMode of access: World Wide Web
588 _aDescription based on PDF viewed 12/23/2015.
650 0 _aVideo game music
_xHistory and criticism.
_922462
650 0 _aMusic
_xHistory and criticism.
_922463
650 7 _aMUSIC
_xInstruction & Study
_xTheory.
_2bisacsh
_922265
655 0 _aElectronic books.
_93294
710 2 _aIEEE Xplore (Online Service),
_edistributor.
_922464
710 2 _aMIT Press,
_epublisher.
_922465
776 0 8 _iPrint version
_z9780262033787
856 4 2 _3Abstract with links to resource
_uhttps://ieeexplore.ieee.org/xpl/bkabstractplus.jsp?bkn=6267379
942 _cEBK
999 _c73034
_d73034