My Account Log in

3 options

From Pac-Man to pop music : interactive audio in games and new media / edited by Karen Collins.

EBSCOhost Academic eBook Collection (North America) Available online

View online

Ebook Central Academic Complete Available online

View online

Ebook Central College Complete Available online

View online
Format:
Book
Contributor:
Collins, Karen, 1973-
Series:
Ashgate popular and folk music series.
Ashgate popular and folk music series
Language:
English
Subjects (All):
Video game music--History and criticism.
Video game music.
Popular music--History and criticism.
Popular music.
Physical Description:
1 online resource (224 p.)
Edition:
1st ed.
Place of Publication:
Aldershot, Hampshidre, England ; Burlington, VT : Ashgate, c2008.
Summary:
Digital interactive audio is the future of audio in media - most notably video games, but also web pages, theme parks, museums, art installations and theatrical events. Despite its importance to contemporary multi-media, this is the first book that provides a framework for understanding the history, issues and theories surrounding interactive audio. Karen Collins presents the work of academics, composers and sound programmers to introduce the topic from a variety of angles in order to provide a supplementary text for music and multimedia courses. The contributors cover practical and theoretical approaches, including historical perspectives, emerging theories, socio-cultural approaches to fandom, reception theory and case study analyses. The book offers a fresh perspective on media music, one that will complement film studies, but which will show the necessity of a unique approach when considering games music.
Contents:
Cover
Half Title
Title
Copyright
Contents
List of figures
About the contributors
General Editor's Preface
Preface
Introduction
PART 1 Industries and synergies
1 The new MTV? Electronic Arts and 'playing' music
2 Marketing music through computer games: the case of Poets of the Fall and Max Payne 2
PART 2 Ringtones and mobile phones
3 Could ringtones be more annoying?
4 Indeterminate adaptive digital audio for games on mobiles
PART 3 Instruments and interactions
5 Theoretical approaches to composing dynamic music for video games
6 Realizing groundbreaking adaptive music
7 The composition-instrument: emergence, improvisation and interaction in games and new media
PART 4 Techniques and technologie
8 Dynamic range: subtlety and silence in video game sound
9 An introduction to granular synthesis in video games
PART 5 Audio and audience
10 Chip music: low-tech data music sharing
11 Left in the dark: playing computer games with the sound turned off
12 Music theory in music games
Selected Annotated Bibliography
Bibliography
Index.
Notes:
Includes bibliographical references (p. [189]-202) and index.
ISBN:
1-351-21772-0
1282948393
9786612948398
9781351217736
1409429032
OCLC:
699474787

The Penn Libraries is committed to describing library materials using current, accurate, and responsible language. If you discover outdated or inaccurate language, please fill out this feedback form to report it and suggest alternative language.

Find

Home Release notes

My Account

Shelf Request an item Bookmarks Fines and fees Settings

Guides

Using the Find catalog Using Articles+ Using your account