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portada Playing With Sound: A Theory of Interacting With Sound and Music in Video Games (The mit Press) (en Inglés)
Formato
Libro Físico
Editorial
Año
2013
Idioma
Inglés
N° páginas
200
Encuadernación
Tapa Dura
ISBN
0262018675
ISBN13
9780262018678

Playing With Sound: A Theory of Interacting With Sound and Music in Video Games (The mit Press) (en Inglés)

Karen (Canada Research Chair, University Of Waterloo) Collins (Autor) · Mit Press · Tapa Dura

Playing With Sound: A Theory of Interacting With Sound and Music in Video Games (The mit Press) (en Inglés) - Karen (Canada Research Chair, University Of Waterloo) Collins

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Reseña del libro "Playing With Sound: A Theory of Interacting With Sound and Music in Video Games (The mit Press) (en Inglés)"

An examination of the player's experience of sound in video games and the many ways that players interact with the sonic elements in games. 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-which include not only music but also sound effects, 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 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.

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