Game sound :: an introduction to the history, theory, and practice of video game music and sound design /
A 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,...
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Cambridge, Mass. :
MIT Press,
[2008]
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Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | A 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 [Publisher description]. |
Beschreibung: | 1 online resource (x, 200 pages) : illustrations, music |
Bibliographie: | Includes bibliographical references (pages 189-196) and index. |
ISBN: | 9780262270694 0262270692 9781435677272 1435677277 0262292602 9780262292603 |
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245 | 1 | 0 | |a Game sound : |b an introduction to the history, theory, and practice of video game music and sound design / |c Karen Collins. |
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505 | 0 | |a Introduction: Games are not films! but-- -- Push start button: the rise of video games -- Insert quarter to continue: 16-bit and the death of the arcade -- Press reset: video game music comes of age -- Game audio today: technology, process and aesthetic -- Synergy in game audio: film, popular music and intellectual property -- Gameplay, genre, and the functions of game audio -- Compositional approaches to dynamic game music. | |
588 | 0 | |a Print version record. | |
520 | |a A 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 [Publisher description]. | ||
650 | 0 | |a Video game music |x History and criticism. | |
650 | 6 | |a Jeux vidéo, Musique de |x Histoire et critique. | |
650 | 7 | |a MUSIC |x Instruction & Study |x Theory. |2 bisacsh | |
650 | 7 | |a Video game music |2 fast | |
650 | 7 | |a Begleitung |g Musik |2 gnd |0 http://d-nb.info/gnd/4344715-6 | |
650 | 7 | |a Klangkunst |2 gnd | |
650 | 7 | |a Videospiel |2 gnd |0 http://d-nb.info/gnd/4063465-6 | |
650 | 7 | |a Musik film- och TV-bearbetningar. |2 sao | |
650 | 7 | |a Datorspel |x musik. |2 sao | |
650 | 7 | |a Ljudeffekter. |2 sao | |
650 | 7 | |a Ljudproduktion. |2 sao | |
650 | 7 | |a Ljudteknik. |2 sao | |
653 | |a GAME STUDIES/General | ||
653 | |a COMPUTER SCIENCE/Computer Music | ||
653 | |a ARTS/Music & Sound Studies | ||
655 | 0 | |a Electronic books. | |
655 | 7 | |a Criticism, interpretation, etc. |2 fast | |
758 | |i has work: |a Game sound (Text) |1 https://id.oclc.org/worldcat/entity/E39PCGTqhFM3YJWmyPHy3qhBvb |4 https://id.oclc.org/worldcat/ontology/hasWork | ||
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Datensatz im Suchindex
DE-BY-FWS_katkey | ZDB-4-EBA-ocn273057677 |
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adam_text | |
any_adam_object | |
author | Collins, Karen, 1973- |
author_GND | http://id.loc.gov/authorities/names/n2007057357 |
author_facet | Collins, Karen, 1973- |
author_role | aut |
author_sort | Collins, Karen, 1973- |
author_variant | k c kc |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | M - Music |
callnumber-label | ML3540 |
callnumber-raw | ML3540.7 .C65 2008eb |
callnumber-search | ML3540.7 .C65 2008eb |
callnumber-sort | ML 43540.7 C65 42008EB |
callnumber-subject | ML - Literature on Music |
classification_rvk | LR 11370 LR 57790 LS 48000 |
collection | ZDB-4-EBA |
contents | Introduction: Games are not films! but-- -- Push start button: the rise of video games -- Insert quarter to continue: 16-bit and the death of the arcade -- Press reset: video game music comes of age -- Game audio today: technology, process and aesthetic -- Synergy in game audio: film, popular music and intellectual property -- Gameplay, genre, and the functions of game audio -- Compositional approaches to dynamic game music. |
ctrlnum | (OCoLC)273057677 |
dewey-full | 781.5/4 |
dewey-hundreds | 700 - The arts |
dewey-ones | 781 - General principles and musical forms |
dewey-raw | 781.5/4 |
dewey-search | 781.5/4 |
dewey-sort | 3781.5 14 |
dewey-tens | 780 - Music |
discipline | Musikwissenschaft |
format | Electronic eBook |
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genre | Electronic books. Criticism, interpretation, etc. fast |
genre_facet | Electronic books. Criticism, interpretation, etc. |
id | ZDB-4-EBA-ocn273057677 |
illustrated | Illustrated |
indexdate | 2024-11-27T13:16:34Z |
institution | BVB |
isbn | 9780262270694 0262270692 9781435677272 1435677277 0262292602 9780262292603 |
language | English |
lccn | 2008008742 |
oclc_num | 273057677 |
open_access_boolean | |
owner | MAIN DE-863 DE-BY-FWS |
owner_facet | MAIN DE-863 DE-BY-FWS |
physical | 1 online resource (x, 200 pages) : illustrations, music |
psigel | ZDB-4-EBA |
publishDate | 2008 |
publishDateSearch | 2008 |
publishDateSort | 2008 |
publisher | MIT Press, |
record_format | marc |
spelling | Collins, Karen, 1973- author. http://id.loc.gov/authorities/names/n2007057357 Game sound : an introduction to the history, theory, and practice of video game music and sound design / Karen Collins. Cambridge, Mass. : MIT Press, [2008] 1 online resource (x, 200 pages) : illustrations, music text txt rdacontent computer c rdamedia online resource cr rdacarrier Includes bibliographical references (pages 189-196) and index. Introduction: Games are not films! but-- -- Push start button: the rise of video games -- Insert quarter to continue: 16-bit and the death of the arcade -- Press reset: video game music comes of age -- Game audio today: technology, process and aesthetic -- Synergy in game audio: film, popular music and intellectual property -- Gameplay, genre, and the functions of game audio -- Compositional approaches to dynamic game music. Print version record. A 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 [Publisher description]. Video game music History and criticism. Jeux vidéo, Musique de Histoire et critique. MUSIC Instruction & Study Theory. bisacsh Video game music fast Begleitung Musik gnd http://d-nb.info/gnd/4344715-6 Klangkunst gnd Videospiel gnd http://d-nb.info/gnd/4063465-6 Musik film- och TV-bearbetningar. sao Datorspel musik. sao Ljudeffekter. sao Ljudproduktion. sao Ljudteknik. sao GAME STUDIES/General COMPUTER SCIENCE/Computer Music ARTS/Music & Sound Studies Electronic books. Criticism, interpretation, etc. fast has work: Game sound (Text) https://id.oclc.org/worldcat/entity/E39PCGTqhFM3YJWmyPHy3qhBvb https://id.oclc.org/worldcat/ontology/hasWork Print version: Collins, Karen, 1973- Game sound. Cambridge, Mass. : MIT Press, ©2008 9780262033787 026203378X (DLC) 2008008742 (OCoLC)212410152 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=237756 Volltext |
spellingShingle | Collins, Karen, 1973- Game sound : an introduction to the history, theory, and practice of video game music and sound design / Introduction: Games are not films! but-- -- Push start button: the rise of video games -- Insert quarter to continue: 16-bit and the death of the arcade -- Press reset: video game music comes of age -- Game audio today: technology, process and aesthetic -- Synergy in game audio: film, popular music and intellectual property -- Gameplay, genre, and the functions of game audio -- Compositional approaches to dynamic game music. Video game music History and criticism. Jeux vidéo, Musique de Histoire et critique. MUSIC Instruction & Study Theory. bisacsh Video game music fast Begleitung Musik gnd http://d-nb.info/gnd/4344715-6 Klangkunst gnd Videospiel gnd http://d-nb.info/gnd/4063465-6 Musik film- och TV-bearbetningar. sao Datorspel musik. sao Ljudeffekter. sao Ljudproduktion. sao Ljudteknik. sao |
subject_GND | http://d-nb.info/gnd/4344715-6 http://d-nb.info/gnd/4063465-6 |
title | Game sound : an introduction to the history, theory, and practice of video game music and sound design / |
title_auth | Game sound : an introduction to the history, theory, and practice of video game music and sound design / |
title_exact_search | Game sound : an introduction to the history, theory, and practice of video game music and sound design / |
title_full | Game sound : an introduction to the history, theory, and practice of video game music and sound design / Karen Collins. |
title_fullStr | Game sound : an introduction to the history, theory, and practice of video game music and sound design / Karen Collins. |
title_full_unstemmed | Game sound : an introduction to the history, theory, and practice of video game music and sound design / Karen Collins. |
title_short | Game sound : |
title_sort | game sound an introduction to the history theory and practice of video game music and sound design |
title_sub | an introduction to the history, theory, and practice of video game music and sound design / |
topic | Video game music History and criticism. Jeux vidéo, Musique de Histoire et critique. MUSIC Instruction & Study Theory. bisacsh Video game music fast Begleitung Musik gnd http://d-nb.info/gnd/4344715-6 Klangkunst gnd Videospiel gnd http://d-nb.info/gnd/4063465-6 Musik film- och TV-bearbetningar. sao Datorspel musik. sao Ljudeffekter. sao Ljudproduktion. sao Ljudteknik. sao |
topic_facet | Video game music History and criticism. Jeux vidéo, Musique de Histoire et critique. MUSIC Instruction & Study Theory. Video game music Begleitung Musik Klangkunst Videospiel Musik film- och TV-bearbetningar. Datorspel musik. Ljudeffekter. Ljudproduktion. Ljudteknik. Electronic books. Criticism, interpretation, etc. |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=237756 |
work_keys_str_mv | AT collinskaren gamesoundanintroductiontothehistorytheoryandpracticeofvideogamemusicandsounddesign |