An edition of Game sound (2008)

Game sound

an introduction to the history, theory, and practice of video game music and sound design

  • 3.00 ·
  • 1 Rating
  • 1 Want to read
  • 0 Currently reading
  • 1 Have read
Not in Library

My Reading Lists:

Create a new list

Check-In

×Close
Add an optional check-in date. Check-in dates are used to track yearly reading goals.
Today

  • 3.00 ·
  • 1 Rating
  • 1 Want to read
  • 0 Currently reading
  • 1 Have read


Download Options

Buy this book

Last edited by ImportBot
December 19, 2023 | History
An edition of Game sound (2008)

Game sound

an introduction to the history, theory, and practice of video game music and sound design

  • 3.00 ·
  • 1 Rating
  • 1 Want to read
  • 0 Currently reading
  • 1 Have read

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]

Publish Date
Publisher
MIT Press
Language
English
Pages
200

Buy this book

Previews available in: English

Edition Availability
Cover of: Game sound

Add another edition?

Book Details


Published in

Cambridge, Mass

Table of Contents

Introduction : Vames 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 audio comes of age
Game audio today : technology, process and aesthetic
Synergy in game audio : film, popular music and intellectual property
The impacts of popular music on games, and games on popular music
Gameplay, genre and the functions of game audio
Compositional approaches to dynamic music.

Edition Notes

Includes bibliographical references (p. ) and index.

Classifications

Dewey Decimal Class
781.5/4
Library of Congress
ML3540.7 .C65 2008, ML3540.7.C65 2008

The Physical Object

Pagination
p. cm.
Number of pages
200

ID Numbers

Open Library
OL16637828M
Internet Archive
gamesoundintrodu00coll
ISBN 13
9780262033787
LCCN
2008008742
OCLC/WorldCat
212410152
Library Thing
7248227
Goodreads
5688818

Community Reviews (0)

Feedback?
No community reviews have been submitted for this work.

History

Download catalog record: RDF / JSON / OPDS | Wikipedia citation
December 19, 2023 Edited by ImportBot import existing book
November 28, 2023 Edited by MARC Bot import existing book
July 21, 2023 Edited by ImportBot import existing book
March 7, 2023 Edited by MARC Bot import existing book
September 25, 2008 Created by ImportBot Imported from Library of Congress MARC record.