000687752 000__ 03193cam\a2200517Mi\4500 000687752 001__ 687752 000687752 003__ MaCbMITP 000687752 005__ 20220714065955.0 000687752 006__ m\\\\\o\\d\\\\\\\\ 000687752 007__ cr\un\nnnunnun 000687752 008__ 130121s2013\\\\maua\\\\ob\\\\001\0\eng\d 000687752 020__ $$a0262312298$$q(electronic bk.) 000687752 020__ $$a9780262312295$$q(electronic bk.) 000687752 020__ $$z9780262018678$$q(hardcover ;$$qalk. paper) 000687752 020__ $$z0262018675$$q(hardcover ;$$qalk. paper) 000687752 035__ $$a(OCoLC)824734256$$z(OCoLC)961611612$$z(OCoLC)962591303$$z(OCoLC)988493222$$z(OCoLC)992109762$$z(OCoLC)1037916457$$z(OCoLC)1038675689$$z(OCoLC)1045505586$$z(OCoLC)1055392676$$z(OCoLC)1058413278$$z(OCoLC)1065706133$$z(OCoLC)1081067523 000687752 035__ $$a(OCoLC-P)824734256 000687752 040__ $$aOCoLC-P$$beng$$epn$$cOCoLC-P 000687752 050_4 $$aQA76.76.I59$$bC653 2013 000687752 072_7 $$aCOM$$x087000$$2bisacsh 000687752 072_7 $$aCOM$$x034000$$2bisacsh 000687752 072_7 $$aCOM$$x060130$$2bisacsh 000687752 072_7 $$aCOM$$x060150$$2bisacsh 000687752 08204 $$a006.7$$223 000687752 1001_ $$aCollins, Karen,$$d1973- 000687752 24510 $$aPlaying with sound :$$ba theory of interacting with sound and music in video games /$$cKaren Collins. 000687752 264_1 $$aCambridge, Massachusetts :$$bThe MIT Press,$$c[2013] 000687752 300__ $$a1 online resource (xii, 185 pages) :$$billustrations 000687752 336__ $$atext$$btxt$$2rdacontent 000687752 337__ $$acomputer$$bc$$2rdamedia 000687752 338__ $$aonline resource$$bcr$$2rdacarrier 000687752 506__ $$aAccess limited to authorized users. 000687752 520__ $$a"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, 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 in part 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."--Jacket. 000687752 588__ $$aOCLC-licensed vendor bibliographic record. 000687752 650_0 $$aInteractive multimedia. 000687752 650_0 $$aVideo games. 000687752 653__ $$aGAME STUDIES/General 000687752 653__ $$aCOMPUTER SCIENCE/Computer Music 000687752 653__ $$aDESIGN/Interactive Design 000687752 655_0 $$aElectronic books 000687752 852__ $$bebk$$hMIT Press 000687752 85640 $$3MIT Press$$uhttps://univsouthin.idm.oclc.org/login?url=https://doi.org/10.7551/mitpress/9442.001.0001$$zOnline Access through The MIT Press Direct 000687752 85642 $$3OCLC metadata license agreement$$uhttp://www.oclc.org/content/dam/oclc/forms/terms/vbrl-201703.pdf 000687752 909CO $$ooai:library.usi.edu:687752$$pGLOBAL_SET 000687752 980__ $$aBIB 000687752 980__ $$aEBOOK 000687752 982__ $$aEbook 000687752 983__ $$aOnline