Playing with Sound: A Theory of Interacting with Sound and Music in Video Games (Hardcover)
暫譯: 與聲音互動:視頻遊戲中的聲音與音樂理論

Karen Collins

  • 出版商: MIT
  • 出版日期: 2013-01-11
  • 定價: $1,400
  • 售價: 6.0$840
  • 語言: 英文
  • 頁數: 200
  • 裝訂: Hardcover
  • ISBN: 0262018675
  • ISBN-13: 9780262018678
  • 相關分類: 遊戲設計 Game-design
  • 立即出貨 (庫存 < 4)

商品描述

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.

商品描述(中文翻譯)

在《玩弄聲音》中,Karen Collins 從玩家的角度探討了電子遊戲的聲音。她研究了玩家如何與遊戲的聲音元素互動,這些元素不僅包括音樂,還包括音效、環境聲、對話和介面聲音,無論是在遊戲內還是遊戲外。她調查了玩家在互動聲音的空間中如何發現、具現、創造、喚起、破解、混音、協商和重新協商意義。Collins 借鑒了從電影研究、哲學到心理學和計算機科學等多個學科,發展出一種互動聲音體驗的理論,區分了與聲音互動和僅僅聆聽而不互動之間的差異。她的概念方法結合了實踐理論(專注於媒體周圍的生產和消費實踐)和具身認知(認為我們對世界的理解是由我們與之的物理互動所塑造的)。Collins 探討了遊戲中聲音、影像和觸覺的多模態體驗;互動聲音在通過沉浸和與遊戲角色的認同來創造情感體驗中的角色;聲音作為各種表演活動的中介的方式;以及超越遊戲的與聲音的具身互動,包括 machinima、chip-tunes、電路彎曲和其他使用遊戲元素進行聲音表演的實踐。