Emotion in Video Game Soundtracking

Emotion in Video Game Soundtracking
Author :
Publisher : Springer
Total Pages : 171
Release :
ISBN-10 : 9783319722726
ISBN-13 : 3319722727
Rating : 4/5 (26 Downloads)

Synopsis Emotion in Video Game Soundtracking by : Duncan Williams

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.

Music & Emotion. The Role of Music in Video-Games

Music & Emotion. The Role of Music in Video-Games
Author :
Publisher :
Total Pages : 84
Release :
ISBN-10 : 3668780153
ISBN-13 : 9783668780156
Rating : 4/5 (53 Downloads)

Synopsis Music & Emotion. The Role of Music in Video-Games by : Norman Legies

Examensarbeit aus dem Jahr 2015 im Fachbereich Medien / Kommunikation - Multimedia, Internet, neue Technologien, Sprache: Deutsch, Abstract: The purpose of this research is to combine theories of manipulative use of music with videogaming. In recent years, video-gaming has become more important, due to an ever rising popularity among children, teenagers and adults alike. The first part researches general facts about music listening in different environments, while the second and third part concentrate on video-game genres and their music, the theory of composing, as well as the social impact and phenomena arising from the increase of video-gaming in pop-culture awareness. Specific uses of video-game music are presented with recommended listening examples. With a broad approach to many aspects of music use, mood manipulation and video-game soundtracks, this paper may serve as a guidepost to further research in the field of studies of music and emotion in popular media. I was in awe: How could a scene in a game stir up so many emotions, remind of so many personal quarrels and yet comfort and soothe a young teenager, all but within a virtual world? Even when the controller was put aside, watching or remembering the scenery and story unfold, a feeling of reassurance and companionship with the protagonists came alive. Humming their melodies or quoting their wisdoms - at that time video-games were in critical observation by parents, friends and society - with an almost rebellious intent, the motivation arose to further examine and not let go of this medium. The songs were always so memorable, as they came by easily and fit a multiplicity of personal experiences. Nowadays, with video-games becoming part of main-stream media, players might still face criticism from often half-hearted examinations of video-games in news reports. Yet now, there is a community to share, speak and play with. With the increasing use of the internet, people are able to communicate with each oth

Classical Antiquity in Video Games

Classical Antiquity in Video Games
Author :
Publisher : Bloomsbury Publishing
Total Pages : 312
Release :
ISBN-10 : 9781350066649
ISBN-13 : 1350066648
Rating : 4/5 (49 Downloads)

Synopsis Classical Antiquity in Video Games by : Christian Rollinger

From gaming consoles to smartphones, video games are everywhere today, including those set in historical times and particularly in the ancient world. This volume explores the varied depictions of the ancient world in video games and demonstrates the potential challenges of games for scholars as well as the applications of game engines for educational and academic purposes. With successful series such as “Assassin's Creed” or "Civilization” selling millions of copies, video games rival even television and cinema in their role in shaping younger audiences' perceptions of the past. Yet classical scholarship, though embracing other popular media as areas of research, has so far largely ignored video games as a vehicle of classical reception. This collection of essays fills this gap with a dedicated study of receptions, remediations and representations of Classical Antiquity across all electronic gaming platforms and genres. It presents cutting-edge research in classics and classical receptions, game studies and archaeogaming, adopting different perspectives and combining papers from scholars, gamers, game developers and historical consultants. In doing so, it delivers the first state-of-the-art account of both the wide array of 'ancient' video games, as well as the challenges and rewards of this new and exciting field.

The Cambridge Companion to Video Game Music

The Cambridge Companion to Video Game Music
Author :
Publisher : Cambridge University Press
Total Pages : 483
Release :
ISBN-10 : 9781316999448
ISBN-13 : 1316999440
Rating : 4/5 (48 Downloads)

Synopsis The Cambridge Companion to Video Game Music by : Melanie Fritsch

Video game music has been permeating popular culture for over forty years. Now, reaching billions of listeners, game music encompasses a diverse spectrum of musical materials and practices. This book provides a comprehensive, up-to-date survey of video game music by a diverse group of scholars and industry professionals. The chapters and summaries consolidate existing knowledge and present tools for readers to engage with the music in new ways. Many popular games are analysed, including Super Mario Galaxy, Bastion, The Last of Us, Kentucky Route Zero and the Katamari, Gran Turismo and Tales series. Topics include chiptunes, compositional processes, localization, history and game music concerts. The book also engages with other disciplines such as psychology, music analysis, business strategy and critical theory, and will prove an equally valuable resource for readers active in the industry, composers or designers, and music students and scholars.

Post-Mass-Media and Participation

Post-Mass-Media and Participation
Author :
Publisher : Schüren Verlag
Total Pages : 108
Release :
ISBN-10 : 9783741001468
ISBN-13 : 3741001465
Rating : 4/5 (68 Downloads)

Synopsis Post-Mass-Media and Participation by : Michel Schreiber

30 Jahre nachdem Félix Guattari den Begriff des Postmassenmedialen als notwendige Bedingung medialer Teilhabe eingeführt hat, wirkt er weiterhin in den Arbeiten nachfolgender Generationen nach. Dass ein Konzept, das auf politisches Geschehen und technische Entwicklungen bis hin zur Zäsur von 1989 reagiert, noch heute den wissenschaftlichen Nachwuchs beschäftigt, ist jedoch nicht selbstverständlich. Diese Ausgabe der AugenBlick, die im Umfeld der DFG-Forscher:innengruppe Mediale Teilhabe entstanden ist, unterstreicht die Notwendigkeit, aufmerksam die sich wandelnden Formen politischer und künstlerischer Partizipation im sogenannten "postmedialen Zeitalter" zu betrachten. Die hier versammelten Beiträge formulieren dabei keine Medientheorie der Ermöglichung von Teilhabe. Viel eher tritt das Postmassenmediale selbst als eine Frage der Teilhabe hervor, die in sich medial begriffen werden muss. Dieser Rahmen erlaubt es, das Postmassenmediale in unserer gegenwärtigen techno-politischen Situation zu verorten. So tritt es uns in Arbeiten zu Videospielen, dokumentarischen Projekten, YouTube, Ästhetik und Ethik des Politischen und in Meditationen zur Pandemie entgegen

Emotion in Games

Emotion in Games
Author :
Publisher : Springer
Total Pages : 344
Release :
ISBN-10 : 9783319413167
ISBN-13 : 3319413163
Rating : 4/5 (67 Downloads)

Synopsis Emotion in Games by : Kostas Karpouzis

The core message of this book is: computer games best realise affective interaction. This book brings together contributions from specialists in affective computing, game studies, game artificial intelligence, user experience research, sensor technology, multi-modal interfaces and psychology that will advance the state-of-the-art in player experience research; affect modelling, induction, and sensing; affect-driven game adaptation and game-based learning and assessment. In 3 parts the books covers Theory, Emotion Modelling and Affect-Driven Adaptation, and Applications. This book will be of interest to researchers and scholars in the fields of game research, affective computing, human computer interaction, and artificial intelligence.

Media Ventriloquism

Media Ventriloquism
Author :
Publisher : Oxford University Press
Total Pages : 305
Release :
ISBN-10 : 9780197563625
ISBN-13 : 0197563627
Rating : 4/5 (25 Downloads)

Synopsis Media Ventriloquism by : Jaimie Baron

"Media Ventriloquism repurposes the term "ventriloquism," which has traditionally referred to the act of throwing one's voice into an object that appears to speak, to reflect our complex vocal relationship with media technologies. Indeed, media technologies have the potential to separate voice from body and to constitute new relationships between them that could scarcely have been imagined before such technologies' invention and mass circulation. Radio, cinema, television, video games, digital technologies, and other media have each fundamentally transformed the relationship between voice and body in myriad and often unexpected ways. Our volume interrogates the categorical definitions of voice and body as they operate within mediated environments, exploring the experiences of ventriloquism facilitated by media technologies and theorizing some of the political and ethical implications of separating bodies from voices. We build in particular on Steven Connor's notion of the vocalic body, which he coined to identify an imaginary body that is created and maintained primarily through voice. In modifying Connor's term to theorize the "technovocalic body," we focus our study on cases in which the relationship between voice and body has been modified specifically by media technologies. The essays in the collection demonstrate not only how particular bodies and voices have been been (mis)represented through media ventriloquism but also how marginalized groups - racialized, gendered, queered, etc. - have used media ventriloquism to claim their agency and power"--

The SAGE Handbook of Evolutionary Psychology

The SAGE Handbook of Evolutionary Psychology
Author :
Publisher : SAGE
Total Pages : 2222
Release :
ISBN-10 : 9781529737448
ISBN-13 : 1529737443
Rating : 4/5 (48 Downloads)

Synopsis The SAGE Handbook of Evolutionary Psychology by : Todd K. Shackelford

Evolutionary psychology is an important and rapidly expanding area in the life, social, and behavioral sciences, and this Handbook represents the most comprehensive and up-to-date reference text in the field today. Over three volumes, the Handbook provides a rich overview of the most important theoretical and empirical work in the field. Chapters cover a broad range of topics, including theoretical foundations, the integration of evolutionary psychology with other life, social, and behavioral sciences, as well as with the arts and the humanities, and the increasing power of evolutionary psychology to inform applied fields, including medicine, psychiatry, law, and education. Each of the volumes has been carefully curated to have a strong thematic focus, covering: - The foundations of evolutionary psychology; - The integration of evolutionary psychology with other disciplines, and; - The applications of evolutionary psychology. The SAGE Handbook of Evolutionary Psychology is an essential resource for researchers, graduate students, and advanced undergraduate students in all areas of psychology, and in related disciplines across the life, social, and behavioral sciences.

The Syncretic Network

The Syncretic Network
Author :
Publisher :
Total Pages : 88
Release :
ISBN-10 : OCLC:959937454
ISBN-13 :
Rating : 4/5 (54 Downloads)

Synopsis The Syncretic Network by : Ivan Mouraviev

"Journey is a Playstation 3 video game with a minimalist approach to narrative and gameplay that subverts many video game conventions. Music, emotion, and interactivity become central to players' experiences of the game, as they are tasked with controlling the game's sole protagonist from a third-person view to overcome simple challenges. Primarily through theory set out by Michel Chion, Jochen Kleres, and Jean-Jacques Nattiez, this study argues that the alignment of sounds and images in Journey necessarily involves an attachment of emotional meaning to the game's soundtrack, composed by Austin Wintory. The inherent narrativity of emotions therefore allows Wintory's score to take on narrative qualities through what can be called a synchresis of narrative effect ..." -- Abstract.

Understanding Video Game Music

Understanding Video Game Music
Author :
Publisher : Cambridge University Press
Total Pages : 265
Release :
ISBN-10 : 9781107116870
ISBN-13 : 1107116872
Rating : 4/5 (70 Downloads)

Synopsis Understanding Video Game Music by : Tim Summers

Music is a central component of video games. This book provides methods and concepts for understanding how game music works.