Music In Video Games

Music In Video Games PDF Author: K.J. Donnelly
Publisher: Routledge
ISBN: 1134692110
Category : Music
Languages : en
Pages : 294

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Book Description
From its earliest days as little more than a series of monophonic outbursts to its current-day scores that can rival major symphonic film scores, video game music has gone through its own particular set of stylistic and functional metamorphoses while both borrowing and recontextualizing the earlier models from which it borrows. With topics ranging from early classics like Donkey Kong and Super Mario Bros. to more recent hits like Plants vs. Zombies, the eleven essays in Music in Video Games draw on the scholarly fields of musicology and music theory, film theory, and game studies, to investigate the history, function, style, and conventions of video game music.

Introduction to the Study of Video Game Music

Introduction to the Study of Video Game Music PDF Author: Alyssa Aska
Publisher: Lulu.com
ISBN: 1387037137
Category : Education
Languages : en
Pages : 138

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Book Description
This text is intended to serve as an introduction to the study of video game music. It was initially conceived as a companion to an introductory video game music course that takes a multi-faceted survey approach to the material. Therefore, this text can be used in accompaniment with an academic setting. It can also be useful for anyone that is generally interested in learning about video game music, but does not have a very solid musical or technical foundation. As it was intended to accompany a course in which non-music majors could freely enrol, the text is accessible to nearly everyone, and covers the topic of video game music very generally.

Video Games

Video Games PDF Author: Arthur Asa Berger
Publisher: Routledge
ISBN: 1351299948
Category : Social Science
Languages : en
Pages : 163

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Book Description
From their inception, video games quickly became a major new arena of popular entertainment. Beginning with very primitive games, they quickly evolved into interactive animated works, many of which now approach film in terms of their visual excitement. But there are important differences, as Arthur Asa Berger makes clear in this important new work. Films are purely to be viewed, but video involves the player, moving from empathy to immersion, from being spectators to being actively involved in texts. Berger, a renowned scholar of popular culture, explores the cultural significance of the expanding popularity and sophistication of video games and considers the biological and psychoanalytic aspects of this phenomenon.Berger begins by tracing the evolution of video games from simple games like Pong to new, powerfully involving and complex ones like Myst and Half-Life. He notes how this evolution has built the video industry, which includes the hardware (game-playing consoles) and the software (the games themselves), to revenues comparable to the American film industry.

Video Games as Culture

Video Games as Culture PDF Author: Daniel Muriel
Publisher: Routledge
ISBN: 1317223926
Category : Social Science
Languages : en
Pages : 198

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Book Description
Video games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life. Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such as our consumption, communities, and identity formation. Drawing on new and original empirical data – including interviews with gamers, as well as key representatives from the video game industry, media, education, and cultural sector – Video Games as Culture not only considers contemporary video game culture, but also explores how video games provide important insights into the modern nature of digital and participatory culture, patterns of consumption and identity formation, late modernity, and contemporary political rationalities. This book will appeal to undergraduate and postgraduate students, as well as postdoctoral researchers, interested in fields such Video Games, Sociology, and Media and Cultural Studies. It will also be useful for those interested in the wider role of culture, technology, and consumption in the transformation of society, identities, and communities.

Music In Video Games

Music In Video Games PDF Author: K.J. Donnelly
Publisher: Routledge
ISBN: 1134692048
Category : Music
Languages : en
Pages : 247

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Book Description
From its earliest days as little more than a series of monophonic outbursts to its current-day scores that can rival major symphonic film scores, video game music has gone through its own particular set of stylistic and functional metamorphoses while both borrowing and recontextualizing the earlier models from which it borrows. With topics ranging from early classics like Donkey Kong and Super Mario Bros. to more recent hits like Plants vs. Zombies, the eleven essays in Music in Video Games draw on the scholarly fields of musicology and music theory, film theory, and game studies, to investigate the history, function, style, and conventions of video game music.

Violent and Explicit Video Games

Violent and Explicit Video Games PDF Author: United States. Congress. House. Committee on Energy and Commerce. Subcommittee on Commerce, Trade, and Consumer Protection
Publisher:
ISBN:
Category : Games & Activities
Languages : en
Pages : 164

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Book Description


Emotion in Video Game Soundtracking

Emotion in Video Game Soundtracking PDF Author: Duncan Williams
Publisher: Springer
ISBN: 3319722727
Category : Computers
Languages : en
Pages : 171

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Book Description
This book presents an overview of the emerging field of emotion in videogame soundtracking. The emotional impact of music has been well-documented, particularly when used to enhance the impact of a multimodal experience, such as combining images with audio as found in the videogames industry. Soundtracking videogames presents a unique challenge compared to traditional composition (for example film music) in that the narrative of gameplay is non-linear – Player dependent actions can change the narrative and thus the emotional characteristics required in the soundtrack. Historical approaches to emotion measurement, and the musical feature mapping and music selection that might be used in video game soundtracking are outlined, before a series of cutting edge examples are given. These examples include algorithmic composition techniques, automated emotion matching from biosensors, motion capture techniques, emotionally-targeted speech synthesis and signal processing, and automated repurposing of existing music (for example from a players own library). The book concludes with some possibilities for the future.

Playing with Power in Movies, Television, and Video Games

Playing with Power in Movies, Television, and Video Games PDF Author: Marsha Kinder
Publisher: Univ of California Press
ISBN: 9780520075702
Category : Games & Activities
Languages : en
Pages : 292

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Book Description
"A very productive, thought-provoking analysis of new transformations in today's narrative media and their interpretations of the child-spectator."--Dana Polan, Editor, Cinema Journal

Official Gazette of the United States Patent and Trademark Office

Official Gazette of the United States Patent and Trademark Office PDF Author:
Publisher:
ISBN:
Category : Trademarks
Languages : en
Pages : 1418

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Book Description


Video Games and Environmental Humanities

Video Games and Environmental Humanities PDF Author: Kelly I. Aliano
Publisher: Springer Nature
ISBN: 3031679806
Category :
Languages : en
Pages : 274

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Book Description


Understanding Game Scoring

Understanding Game Scoring PDF Author: Mack Enns
Publisher: CRC Press
ISBN: 1000473643
Category : Computers
Languages : en
Pages : 187

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Book Description
Understanding Game Scoring explores the unique collaboration between gameplay and composition that defines musical scoring for video games. Using an array of case studies reaching back into the canon of classic video games, this book illuminates the musical flexibility, user interactivity and sound programming that make game scoring so different from traditional modes of composition. Mack Enns explores the collaboration between game scorers and players to produce the final score for a game, through case studies of the Nintendo Entertainment System sound hardware configuration, and game scores, including the canonic scores for Super Mario Bros. (1985) and The Legend of Zelda (1986). This book is recommended reading for students and researchers interested in the composition and production of video game scores, as well as those interested in ludo-musicology.