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#amazon(026203378X,right) *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

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