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  • 2010-2014  (1)
  • 2013  (1)
  • Wiesbaden : Springer VS
  • Computer Science  (1)
  • 1
    Online Resource
    Online Resource
    Wiesbaden : Springer VS
    ISBN: 9783531189130 , 1283625156 , 9781283625159
    Language: English
    Pages: Online-Ressource (IX, 223 p. 2 illus, digital)
    Series Statement: Musik und Medien
    Series Statement: SpringerLink
    Series Statement: Bücher
    Parallel Title: Buchausg. u.d.T. Music and game
    RVK:
    RVK:
    RVK:
    Keywords: Social sciences ; Social Sciences ; Social sciences ; Aufsatzsammlung ; Computerspiel ; Musik
    Abstract: This anthology examines the various facets of video game music. Contributors from the fields of science and practice document its historical development, discuss the musics composition techniques, interactivity and function as well as attending to its performative aspects.
    Abstract: Though battling virtual worlds in high fidelity started to spread from youth into mainstream culture decades ago the study of music in games is still a research desideratum of media studies and musicology. Particularly in German-speaking countries this issue has only been paid very little attention. This limited recognition is contradictory to a global game market worth 30 billion dollars, and as important for the production and distribution of music as other media sectors. Numbers of computer users have multiplied in recent years. Especially in the formative teenage years, games are just as i
    Description / Table of Contents: Contents; Foreword; History of Video Game Music; 1 Introduction; 2 …and a "bip" disrupted the silence; 3 The second crash and the golden age of 8-bit; 3.1 Personal computers; 3.2 Consoles; 3.3 Handhelds; 4 16-bit; 4.1 Personal computers; 4.2 Consoles; 5 Bit wars in the 1990s; 5.1 Personal computers; 5.2 Consoles; 6 Handhelds and mobile phones; 7 The first decade of the new millennium; 7.1 Consoles and PCs; 7.2 Handhelds and other platforms (smartphones); 8 Game music outside games (live concerts, radio stations, movies, TV series, education); 9 Bibliography
    Description / Table of Contents: Interactivity and Music in Computer Games1 Selection of paradigmatic music games; 2 Forms of music in computer games; 3 Non-gameplay related music and sound manipulators; 4 Interactivity in computer games; 5 Structure of music games; 6 Computer performance; 7 Player performance; 8 The role of the interface; 9 Bibliography; Droppin' Science: Video Game Audio Breakdown; 1 Introduction; 2 Branching and Layering; 3 Stingers and Overlays; 4 Transition Speed Quantization; 5 Transition Types; 6 Generative Scores; 7 Creative Composition and Editing; 8 Space Invaders: Interactive Beginnings
    Description / Table of Contents: 9 Koji Kondo and Super Mario Bros.10 Koji Kondo after Super Mario Bros.; 11 Def Jam: Icon; 12 Rez; 13 Vib-Ribbon; 14 EA's NBA Jam; 15 Bibliography; The Legacy of iMuse: Interactive Video Game Music in the 1990s; 1 Introduction; 2 MIDI syncopations: iMuse in Monkey Island 2: LeChuck's Revenge (1991); 3 Beyond MIDI - The Dig (1995); 4 Semiotic and semantic signals in interactive video game music; 5 Semantic clichés derived from film music; 6 Outlook: the problem of interactivity; 7 Bibliography; Scoring Play - Soundtracks and Video Game Genres; 1 Rhythm is it; 2 Adaptive Mickey Mousing
    Description / Table of Contents: 3 Dynamic Symphonies4 Performance and Parody; 5 Coda; 6 Bibliography; Resourceful Frames and Sensory Functions - Musical Transformations from Game to Film in Silent Hill; 1 Introduction; 2 Silent Hill; 3 Musical Style and Instrumentation; 4 The Function of Music within the Media Context; 5 Conclusion; 6 Bibliography; Mundane Sounds in Miraculous Realms: An Auditory Analysis of Fantastical Games; 1 Am I fantastic, or what?; 2 Prerequisites and central questions; 2.1 Music; 2.2 Sound effects; 2.3 Voice and dialogue; 2.4 Overall soundscape; 3 Listening to games: participant feedback
    Description / Table of Contents: 3.1 Dragon Age: Origins, played on a laptop PC for approx. 70 minutes3.2 Spore, played on a laptop PC for approx. 80 minutes11; 3.3 Dead Space, played on an Xbox 360 for approx. 75 minutes; 4 Of contemporary futures and scary sounds: a conclusion in progress; 5 Bibliography; 6 Acknowledgements; Atmospheres at Play: Aesthetical Considerations of Game Music; 1 Introduction: Homo Ludens; 2 Games and atmosphere; 3 Musical atmosphere in games; 4 Some examples; 5 Bibliography; Playing with Music - Featuring Sound in Games; 1 Rededications; 2 Acting, Performing and Composing
    Description / Table of Contents: Geeks on Stage? Investigations in the World of (Live) Chipmusic
    Note: Description based upon print version of record
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