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*Karen Collins 2008
*&italic(){Game Sound : An Introduction to the History, Theory, and Practice of Video Game Music and Sound Design.}
*Cambridge: MIT Press.
&bold(){Webcat Plus} &blanklink(図書情報){http://webcatplus-equal.nii.ac.jp/libportal/DocDetail?txt_docid=eBKID%3A9780262033787} | &blanklink(所蔵図書館一覧){http://webcatplus-equal.nii.ac.jp/libportal/HolderList?txt_docid=eBKID%3A9780262033787}
**目次
-1. Introduction
--Games are Not Films! But…
-2. Push Start Button: The Rise of Video Games
--Invaders in our Homes: The Birth of Home Consoles
--‘Well it needs sound’: The Birth of Personal Computers
-3. Insert Quarter to Continue: 16-Bit and the Death of the Arcade
--Nintendo and Sega: The Home Console Wars
--Personal Computers get Musical
--MIDI and the Creation of iMUSE
--Amiga and the MOD Format
-4. Press Reset: Video Game Audio Comes of Age
--Home Console Audio Matures
--Other Platforms: Rhythm-Action, Handhelds and Online Games
--Rhythm-Action Games
--Handheld Consoles
--Online Games
-5. Game Audio Today: Technology, Process and Aesthetic
--The Process of Taking a Game to Market
--The Audio Production Process
--The Pre-Production Stage
--The Production Stage
--The Post-Production Stage
-6. Synergy in Game Audio: Film, Popular Music and Intellectual Property
--Popular Music and Video Games
--The Impacts of Popular Music on Games, and Games on Popular Music
-7. Gameplay, Genre and the Functions of Game Audio
--Degrees of Player Interactivity in Dynamic Audio
--Functions of Game Audio
--Immersion and the Construction of the ‘Real’
-8. Compositional Approaches to Dynamic Music
--Non-Linearity in Games
--Ten Approaches to Variability in Games Music
-9. Conclusion