Emotion in Video Game Soundtracking

Lieferzeit: Lieferbar innerhalb 14 Tagen

128,39 

International Series on Computer, Entertainment and Media Technology

ISBN: 3319722719
ISBN 13: 9783319722719
Herausgeber: Duncan Williams/Newton Lee
Verlag: Springer Verlag GmbH
Umfang: x, 167 S., 37 s/w Illustr., 167 p. 37 illus.
Erscheinungsdatum: 19.02.2018
Auflage: 1/2018
Produktform: Gebunden/Hardback
Einband: GEB

Combines real-world experience from practitioners (composers, audio engineers, virtual reality designers, and cognitive scientists) with the latest cutting edge research methodologiesConsiders the holistic contribution which soundtracking can make to the perceived and induced emotional impact of a game on the playerGives a complete overview of historical and current approaches to emotion-driven soundtracking, as well as next-generation speculation for the future of emotion in video game soundtracking (audio only games, biophysiologically-responsive soundtracking, and immersive audio soundtracking)

Artikelnummer: 3101014 Kategorie:

Beschreibung

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.

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