Playing with sound : (Record no. 73312)
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000 -LEADER | |
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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 | |
-- | |
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. |
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