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|a Collins, Karen,
|d 1973-
|1 https://id.oclc.org/worldcat/entity/E39PCjCxT6DVPyfyxHfcqyD6Xb
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245 |
1 |
0 |
|a Playing with sound :
|b a theory of interacting with sound and music in video games /
|c Karen Collins.
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264 |
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|a Cambridge, Massachusetts :
|b The MIT Press,
|c [2013]
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300 |
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|a 1 online resource (xii, 185 pages) :
|b illustrations
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336 |
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
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|a online resource
|b cr
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|a Includes bibliographical references (pages 155-178) and index.
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|a Introduction -- Interacting with sound: a theory of action, image, and sound -- Being in the game: a sonic approach -- Sound at the borders: enacting game sound -- Embodying game sound in performance: the real and the virtual -- The second life of game sound: playing with the game -- Conclusions.
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|a Print version record.
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|a "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.
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590 |
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|a ProQuest Ebook Central
|b Ebook Central Academic Complete
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|a eBooks on EBSCOhost
|b EBSCO eBook Subscription Academic Collection - Worldwide
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650 |
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|a Interactive multimedia.
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650 |
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|a Video games.
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650 |
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|a Multimédias interactifs.
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650 |
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|a Jeux vidéo.
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7 |
|a video games.
|2 aat
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650 |
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7 |
|a COMPUTERS
|x Digital Media
|x General.
|2 bisacsh
|
650 |
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7 |
|a COMPUTERS
|x Interactive & Multimedia.
|2 bisacsh
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650 |
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7 |
|a COMPUTERS
|x Web
|x Site Design.
|2 bisacsh
|
650 |
|
7 |
|a COMPUTERS
|x Web
|x User Generated Content.
|2 bisacsh
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650 |
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|a Interactive multimedia
|2 fast
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650 |
|
7 |
|a Video games
|2 fast
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650 |
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7 |
|a Videospiel
|2 gnd
|
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|a Computerspiel
|2 gnd
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|a Musik
|2 gnd
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|a Ton
|g Akustik
|2 gnd
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|a Datorspel
|x musik.
|2 sao
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|
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|a Interaktiv multimedia.
|2 sao
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653 |
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|a GAME STUDIES/General
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|a COMPUTER SCIENCE/Computer Music
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|a DESIGN/Interactive Design
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655 |
|
7 |
|a Interactive multimedia
|2 fast
|
655 |
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|a Video games
|2 fast
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655 |
|
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|a Interactive multimedia.
|2 lcgft
|
655 |
|
7 |
|a Video games.
|2 lcgft
|
758 |
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|
|i has work:
|a Playing with sound (Text)
|1 https://id.oclc.org/worldcat/entity/E39PCFFMrfGQRCJYFcGrDbGktC
|4 https://id.oclc.org/worldcat/ontology/hasWork
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|i Print version:
|z 9780262018678
|z 0262018675
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|u https://ebookcentral.uam.elogim.com/lib/uam-ebooks/detail.action?docID=3339561
|z Texto completo
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|a IEEE
|b IEEE
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|
994 |
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|a 92
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