Karen Collins 2008

Game Sound : An Introduction to the History, Theory, and Practice of Video Game Music and Sound Design.

Cambridge: MIT Press.



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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最終更新:2008年10月02日 06:46