Playing with Sound: A Theory of Interacting with Sound and Music in Video Games
Language: English
Published by The MIT Press, Cambridge, MA, 2013
- First Edition
- Hardcover
- Used

Seller: Montana Book Company, Fond du Lac, WI, U.S.A.Montana Book Company
AbeBooks seller since June 6, 2002
Condition: Used - Very good
US$ 65.00
Quantity: 1 available
Add to basketItem description from seller
185 pp. Tightly bound. Corners not bumped. Some rounding (light bump) to cloth at head / heel of spine. Text is free of markings. No ownership markings. Very good dust jacket. Remainder mark bottom fore-edge. First Edition / First Printing. 10,9,8,7,6,5,4,3,2,1.
Seller Inventory # 087434
- Title
- Playing with Sound: A Theory of Interacting with Sound and Music in Video Games
- Author
- Collins, Karen
- Publisher
- The MIT Press, Cambridge, MA
- Publication year
- 2013
- Condition
- Very Good
- Dust jacket
- Very Good Dust Jacket
- Binding
- Hardcover
- Language
- English
- ISBN 10
- 0262018675
- ISBN 13
- 9780262018678
- Edition
- 1st Edition
- Printing
- 1st Printing
- Dimensions
- 8vo - over 7¾" - 9¾" tall
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.
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About the Author
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Montana Book Company
Fond du Lac, WI, U.S.A.
AbeBooks seller since June 6, 2002
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