Emotion in Video Game Soundtracking

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Emotion in Video Game Soundtracking
Duncan Williams, Newton Lee
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Last edited by ImportBot
December 29, 2021 | History

Emotion in Video Game Soundtracking

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"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."--Provided by publisher.

Publish Date
Language
English
Pages
167

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Edition Availability
Cover of: Emotion in Video Game Soundtracking
Emotion in Video Game Soundtracking
Jun 04, 2019, Springer
paperback
Cover of: Emotion in Video Game Soundtracking
Emotion in Video Game Soundtracking
2018
in English

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Book Details


Table of Contents

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.

Edition Notes

Series
International Series on Computer Entertainment and Media Technology, International series on computer entertainment and media technology

Classifications

Dewey Decimal Class
005.437
Library of Congress
QA75.5-76.95

The Physical Object

Pagination
x,167 pages
Number of pages
167

ID Numbers

Open Library
OL26950605M
ISBN 10
3319722719
ISBN 13
9783319722719
OCLC/WorldCat
1009267284

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History

Download catalog record: RDF / JSON / OPDS | Wikipedia citation
December 29, 2021 Edited by ImportBot import existing book
May 24, 2019 Created by MARC Bot Imported from marc_openlibraries_sanfranciscopubliclibrary MARC record