Vai al contenuto principale della pagina

Emotion in Video Game Soundtracking [electronic resource] / edited by Duncan Williams, Newton Lee.

(Visualizza formato Marc21)    (visualizza in BIBRAME 2.0)

Titolo: Emotion in Video Game Soundtracking [electronic resource] / edited by Duncan Williams, Newton Lee.
Link to work: Emotion in Video Game Soundtracking Visualizza cluster
Pubblicazione: Cham : Springer International Publishing : Imprint : Springer, 2018
Estensione: 1 online resource (X, 167 p. 37 illus.) online resource.
Disciplina: 005.437
Titolo uniforme di collana: International series on computer entertainment and media technology. 2364-947X
Genere/Forma: Electronic books
Classificazione LOC: QA76.9.U83
Creatori/Collaboratori: Williams, Duncan
Lee, Newton
Accesso ente: SpringerLink (Online service)
Nota di contenuto: 1 Welcome and Introduction from the Editors -- 2 Past: An overview of emotion as a parameter in music, definitions, and historical approaches -- 3 Present: Emotion in speech, singing, and sound effects -- 4 Present: Affectively-driven algorithmic composition -- 5 An auto-ethnographic approach to creating the emotional content of horror game soundtracking -- 6 Present: Brain Computer Music Interfacing (BCMI) -- 7 When the Soundtrack is the Game: from Audio-games to Gaming the Music -- 8 Motion Controllers, Sound, and Music in Video Games -- 9 Future: Repurposing music according to individual preferences for personalized soundtracks -- 10 Sounding the Story: Music in Videogame Cutscenes -- 11 The Impact of Multichannel Game Audio on the Quality and Enjoyment of Player Experience -- 12 Concluding remarks.
Sommario/riassunto: 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.
Collana: International Series on Computer Entertainment and Media Technology, 2364-947X
ISBN: 9783319722726
Formato: Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione: Inglese
Record Nr.: 008336289
Localizzazioni e accesso elettronico
Lo trovi qui: Duke University
Item: Permalink to OPAC
Altra ed. diverso supporto: Printed edition: 9783319722719 Fa parte di: Springer eBooks