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
最終更新:2008年10月02日 06:46