Playing with sound : (Record no. 73312)

000 -LEADER
fixed length control field 03246nam a2200493 i 4500
001 - CONTROL NUMBER
control field 6451326
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20220712204807.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 151223s2013 mau ob 001 eng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
-- print
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
ISBN 9780262312295
-- electronic
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
-- electronic
082 04 - CLASSIFICATION NUMBER
Call Number 006.7
100 1# - AUTHOR NAME
Author Collins, Karen,
245 10 - TITLE STATEMENT
Title Playing with sound :
Sub Title a theory of interacting with sound and music in video games /
300 ## - PHYSICAL DESCRIPTION
Number of Pages 1 PDF (192 pages).
520 ## - SUMMARY, ETC.
Summary, etc 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 -- which include not only music but also sound effects, 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 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.
856 42 - ELECTRONIC LOCATION AND ACCESS
Uniform Resource Identifier https://ieeexplore.ieee.org/xpl/bkabstractplus.jsp?bkn=6451326
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Koha item type eBooks
264 #1 -
-- [S.l. :
-- s.n.],
--
264 #1 -
-- Cambridge, Massachusetts :
-- MIT Press,
-- [2013]
264 #2 -
-- [Piscataqay, New Jersey] :
-- IEEE Xplore,
-- [2013]
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
-- Interactive multimedia.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Video games.

No items available.