Playing with Sound: A Theory of Interacting with Sound and Music in Video Ga...
US $17.86
Condition:
Acceptable
A book with obvious wear. May have some damage to the cover but integrity still intact. The binding may be slightly damaged but integrity is still intact. Possible writing in margins, possible underlining and highlighting of text, but no missing pages or anything that would compromise the legibility or understanding of the text. See the seller’s listing for full details and description of any imperfections.
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eBay item number:256853427802
Item specifics
- Condition
- Release Year
- 2013
- ISBN
- 9780262018678
- Book Title
- Playing with Sound : a Theory of Interacting with Sound and Music in Video Games
- Publisher
- MIT Press
- Item Length
- 9.3 in
- Publication Year
- 2013
- Format
- Hardcover
- Language
- English
- Illustrator
- Yes
- Item Height
- 0.7 in
- Genre
- Computers, Games & Activities, Science
- Topic
- Video & Electronic, Interactive & Multimedia, Acoustics & Sound
- Item Weight
- 15.8 Oz
- Item Width
- 6.3 in
- Number of Pages
- 200 Pages
About this product
Product Identifiers
Publisher
MIT Press
ISBN-10
0262018675
ISBN-13
9780262018678
eBay Product ID (ePID)
143649922
Product Key Features
Book Title
Playing with Sound : a Theory of Interacting with Sound and Music in Video Games
Number of Pages
200 Pages
Language
English
Topic
Video & Electronic, Interactive & Multimedia, Acoustics & Sound
Publication Year
2013
Illustrator
Yes
Genre
Computers, Games & Activities, Science
Format
Hardcover
Dimensions
Item Height
0.7 in
Item Weight
15.8 Oz
Item Length
9.3 in
Item Width
6.3 in
Additional Product Features
Intended Audience
Trade
Dewey Edition
23
Grade From
College Graduate Student
Dewey Decimal
006.7
Synopsis
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.
LC Classification Number
QA76.76.I59C653 2013
Item description from the seller
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