Game sound : (Record no. 73034)

000 -LEADER
fixed length control field 03611nam a2200505 i 4500
001 - CONTROL NUMBER
control field 6267379
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20220712204647.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 151223s2008 maua ob 001 eng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
-- print
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
ISBN 9780262270694
-- ebook
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
-- electronic
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
-- electronic
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
-- electronic
082 04 - CLASSIFICATION NUMBER
Call Number 781.5/4
100 1# - AUTHOR NAME
Author Collins, Karen,
245 10 - TITLE STATEMENT
Title Game sound :
Sub Title an introduction to the history, theory, and practice of video game music and sound design /
300 ## - PHYSICAL DESCRIPTION
Number of Pages 1 PDF (x, 200 pages) :
520 ## - SUMMARY, ETC.
Summary, etc 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.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
General subdivision History and criticism.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
General subdivision History and criticism.
650 #7 - SUBJECT ADDED ENTRY--SUBJECT 1
General subdivision Instruction & Study
-- Theory.
856 42 - ELECTRONIC LOCATION AND ACCESS
Uniform Resource Identifier https://ieeexplore.ieee.org/xpl/bkabstractplus.jsp?bkn=6267379
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Koha item type eBooks
264 #1 -
-- Cambridge, Massachusetts :
-- MIT Press,
-- c2008.
264 #2 -
-- [Piscataqay, New Jersey] :
-- IEEE Xplore,
-- [2008]
336 ## -
-- text
-- rdacontent
337 ## -
-- electronic
-- isbdmedia
338 ## -
-- online resource
-- rdacarrier
588 ## -
-- Description based on PDF viewed 12/23/2015.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Video game music
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Music
650 #7 - SUBJECT ADDED ENTRY--SUBJECT 1
-- MUSIC

No items available.