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Playing with sound : a theory of interacting with sound and music in video games / Karen Collins.

MIT Press Direct (eBooks) Available online

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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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