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Playing with sound : a theory of interacting with sound and music in video games / Karen Collins.
- Format:
- Book
- Author/Creator:
- Collins, Karen, 1973- author.
- Language:
- English
- Subjects (All):
- Interactive multimedia.
- Video games.
- Genre:
- Video games.
- Physical Description:
- 1 online resource (xii, 185 pages) : illustrations
- Place of Publication:
- Cambridge, Massachusetts : The MIT Press, [2013]
- System Details:
- text file
- Summary:
- "In Playing with Sound, Karen Collins examines video game sound from the player's perspective. She explores the many ways that players interact with a game's sonic aspects, ambient sound, dialogue, and interface sounds -- both within and outside of the game. She investigates the ways that meaning is found, embodied, created, evoked, hacked, remixed, negotiated, and renegotiated by players in the space of interactive sound in games. Drawing on disciplines that range from film studies and philosophy to psychology and computer science, Collins develops a theory of interactive sound experience that distinguishes between interacting with sound and simply listening without interacting. Her conceptual approach combines practice theory (which focuses on productive and consumptive practices around media) and embodied cognition (which holds that our understanding of the world is in part shaped by our physical interaction with it). Collins investigates the multimodal experience of sound, image, and touch in games; the role of interactive sound in creating an emotional experience through immersion and identification with the game character; the ways in which sound acts as a mediator for a variety of performative activities; and embodied interactions with sound beyond the game, including machinima, chip-tunes, circuit bending, and other practices that use elements from games in sonic performances."--Jacket.
- Contents:
- How Is Interacting with Sound Different from Listening to Sound? 2
- The Sound of Music: Musical Sound 3
- Interacting with and Listening To 4
- Game Players: An Interactive Audience 13
- Game Players: An Embodied Cognition Approach to Audience 15
- 1 Interacting with Sound: A Theory of Action, Image, and Sound 19
- Schizophonia: Disembodied Sound? 23
- Synchresis: Integrating Sound and Image 26
- Kinesonic Synchresis: The Event-Driven Nature of Interactive Sound 32
- Kinesonic Congruence and the Player 35
- 2 Being in the Game: A Sonic Approach 39
- Extension and Incorporation 41
- Self-Produced Sound 43
- Sonic Game Space: Point of Audition in Games 44
- Spatial Sonic Embodiment in the Game 56
- 3 Sound at the Borders: Enacting Game Sound 59
- Posing and Playing 60
- Voice and Role-Play in Games 68
- Alternate-Reality Games 82
- New Sonic Boundaries: Identification, Performance, and Cocreativity 87
- 4 Embodying Game Sound in Performance: The Real and the Virtual 89
- Performing Music in Games 92
- Performing to Music in Games 96
- Performing Game Musk 105
- Creating Music from the Game 111
- Interacting with the Game as Instrument 119
- 5 The Second Life of Game Sound: Playing with the Game 121
- Sonic Modification and Player-Generated Content 123
- Modeling Game Sound 126
- Art Mods 134
- Player-Generated Content: A Fourth Wall of Sound 138.
- Notes:
- OCLC-licensed vendor bibliographic record.
- ISBN:
- 0262312298
- 9780262312295
- OCLC:
- 824734256
- Access Restriction:
- Restricted for use by site license.
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