Music And Sonic Environments In Video Games

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Music and Sonic Environments in Video Games

Music and Sonic Environments in Video Games brings together a range of perspectives that explore how music and sound in video games interact with virtual and real environments, often in innovative and unexpected ways. Drawing on a range of game case studies and disciplinary perspectives, the contributors consider the sonic environment in games as its own storytelling medium. Highlighting how dynamic video game soundscapes respond to players’ movements, engage them in collaborative composition, and actively contribute to worldbuilding, the chapters discuss topics including genre conventions around soundscape design, how sonic environments shape players’ perceptions, how game sound and music model ecological processes and nonhuman relationships, and issues of cultural and geographic representation. Together, the essays in this volume bring game music and sound into the environmental humanities and transform our understanding of sonic environments as an essential part of storytelling in interactive media. Engaging a wide variety of game genres and communities of play, this book will be of interest to students and scholars of music, media studies, critical game studies, popular culture, and sound studies.
Game Sound Technology and Player Interaction

"This book researches both how game sound affects a player psychologically, emotionally, and physiologically, and how this relationship itself impacts the design of computer game sound and the development of technology"--
Phenomenological Investigations of Sonic Environments

Phenomenological approaches to sounds, noises, voices, and music traditionally privilege methods that center visual perception. This book aims not only to phenomenologically describe sonic environments, but also to develop an audition-centered phenomenological methodology to enable this task. "Sonic environment" is this book's term for the acoustic shape of human life-environment, which is multisensory and does not exclude visual, tactile, olfactory, and gustatory sensations connected with sounds or their sources. Sonic environments (in so far as they are lived) are not composed of separate sounds, but created by “sonic phenomena” – i.e., lived (real or imagined) experiences with sounds, noises, voices, and music. Just as phenomenology traditionally privileges the visual over the audio, phenomenology thematically prefers listening to a voice or a music over less articulated sonic experiences (i.e., sounds without an obvious meaning, melody, or rhythm).In this respect, the book not only provides missing phenomenological descriptions of sonic environments, but also redefines phenomenological methodology with respect to acoustic perception.