From Pac-Man to pop music : interactive audio in games and new media

著者

    • Collins, Karen

書誌事項

From Pac-Man to pop music : interactive audio in games and new media

edited by Karen Collins

(Ashgate popular and folk music series)

Ashgate, c2008

  • : pbk
  • : hbk

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注記

Includes bibliographical references (p. [195]-202) and index

内容説明・目次

巻冊次

: hbk ISBN 9780754662006

内容説明

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 multimedia, 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.

目次

  • Introduction, Karen Collins
  • Part 1 Industries and Synergies: The new MTV? Electronic arts and 'playing' music, Holly Tessler
  • Marketing music through computer games: the case of Poets of the Fall and Max Payne 2, Antti-Ville Karja.
  • Part 2 Ringtones and Mobile Phones: Could ringtones be more annoying?, Peter Drescher
  • Indeterminate adaptive digital audio for games on mobiles, Agnes Guerraz and Jacques Lemordant.
  • Part 3 Instruments and Interactions: Theoretical approaches to composing dynamic music for games, Jesper Kaae
  • Realising groundbreaking adaptive music, Tim van Geelen
  • The composition-instrument: emergence, improvisation, and interaction in games and new media, Norbert Herber.
  • Part 4 Techniques and Technologies: Dynamic range: subtlety and silence in video game sound, Rob Bridgett
  • An introduction to granular synthesis in video games, Leonard Paul.
  • Part 5 Audio and Audience: Chip music: low tech data music sharing, Anders Carlsson
  • Left in the dark: playing computer games with the sound turned off, Kristine Jorgensen
  • Music theory in music games, Peter Schultz
  • Annotated bibliography and resources, Erica Kudisch and Tim van Geelen
  • Bibliography
  • Index.
巻冊次

: pbk ISBN 9780754662112

内容説明

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.

目次

  • Introduction, Karen Collins
  • Part 1 Industries and Synergies: The new MTV? Electronic arts and 'playing' music, Holly Tessler
  • Marketing music through computer games: the case of Poets of the Fall and Max Payne 2, Antti-Ville Karja.
  • Part 2 Ringtones and Mobile Phones: Could ringtones be more annoying?, Peter Drescher
  • Indeterminate adaptive digital audio for games on mobiles, Agnes Guerraz and Jacques Lemordant.
  • Part 3 Instruments and Interactions: Theoretical approaches to composing dynamic music for games, Jesper Kaae
  • Realising groundbreaking adaptive music, Tim van Geelen
  • The composition-instrument: emergence, improvisation, and interaction in games and new media, Norbert Herber.
  • Part 4 Techniques and Technologies: Dynamic range: subtlety and silence in video game sound, Rob Bridgett
  • An introduction to granular synthesis in video games, Leonard Paul.
  • Part 5 Audio and Audience: Chip music: low tech data music sharing, Anders Carlsson
  • Left in the dark: playing computer games with the sound turned off, Kristine Jorgensen
  • Music theory in music games, Peter Schultz
  • Annotated bibliography and resources, Erica Kudisch and Tim van Geelen
  • Bibliography
  • Index.

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