Title
Playing With Sound: A Theory Of Interacting With Sound And Music In Video Games (Mit Press)
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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 Aspectswhich Include Not Only Music But Also Sound Effects, Ambient Sound, Dialogue, And Interface Soundsboth 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, Chiptunes, Circuit Bending, And Other Practices That Use Elements From Games In Sonic Performances.
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- Q: How many pages does this book have? A: This book has two hundred pages. It provides an in-depth exploration of sound and music in video games.
- Q: What is the binding type of this book? A: The binding type is hardcover. This ensures durability and a premium feel when reading.
- Q: What are the dimensions of this book? A: The dimensions are six point thirty-one inches by zero point sixty-seven inches by nine point thirty-one inches. This size makes it portable and easy to handle.
- Q: Who is the author of this book? A: The author is Karen Collins. She is known for her expertise in the field of sound in interactive media.
- Q: What genre does this book belong to? A: This book belongs to the Games & Strategy Guides genre. It specifically focuses on the sound experience in video games.
- Q: What is the book about? A: The book examines how players interact with sound in video games. It explores various sonic aspects like music and sound effects.
- Q: Is this book suitable for beginners in gaming? A: Yes, it is suitable for beginners. It provides a comprehensive understanding of sound in games for all levels.
- Q: How can I apply the concepts from this book? A: You can apply the concepts by analyzing sound elements in your favorite video games. This enhances your gaming experience.
- Q: Is this book appropriate for children? A: Yes, it is appropriate for children, although parental discretion is advised due to the complexity of some concepts.
- Q: How should I store this book? A: Store this book in a cool, dry place to maintain its condition. Keeping it upright will prevent damage to the spine.
- Q: Can this book be cleaned? A: Yes, you can clean it by gently wiping the cover with a soft, dry cloth. Avoid using liquids that could damage the binding.
- Q: What if my book arrives damaged? A: If your book arrives damaged, you can contact customer support for a return or exchange. They will assist you with the process.
- Q: Is there a warranty for this book? A: No, there is no warranty for this book. However, you can check the return policy for any issues with the product.
- Q: How can I enhance my understanding of video game sound? A: You can enhance your understanding by reading this book and applying its theories to your gaming experiences. It offers valuable insights.
- Q: Is this book a good resource for game designers? A: Yes, it is an excellent resource for game designers. The book discusses interactive sound design and its impact on player experience.