A distinguishing feature of video games is their interactivity, and sound plays an important role in this: a player's actions can trigger dialogue, sound effects, ambient sound, and music. And yet game sound has been neglected in the growing literature on game studies. This book fills that gap, introducing readers to the many complex aspects of game audio, from its development in early games to theoretical discussions of immersion and realism. In Game Sound, Karen Collins draws on a range of sources--including composers, sound designers, voice-over actors and other industry professionals, Internet articles, fan sites, industry conferences, magazines, patent documents, and, of course, the games themselves--to offer a broad overview of the history, theory, and production practice of video game audio. Game Sound has two underlying themes: how and why games are different from or similar to film or other linear audiovisual media; and technology and the constraints it has placed on the production of game audio. Collins focuses first on the historical development of game audio, from penny arcades through the rise of home games and the recent rapid developments in the industry. She then examines the production process for a contemporary game at a large game company, discussing the roles of composers, sound designers, voice talent, and audio programmers; considers the growing presence of licensed intellectual property (particularly popular music and films) in games; and explores the function of audio in games in theoretical terms. Finally, she discusses the difficulties posed by nonlinearity and interactivity for the composer of game music.
Cited By
- Farkas T, Denisova A, Wiseman S and Fiebrink R The Effects of a Soundtrack on Board Game Player Experience Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems, (1-13)
- Freedman R (2021). 2023 EAAI mentored undergraduate research challenge, AI Matters, 7:3, (21-28), Online publication date: 1-Sep-2021.
- Singh G (2020). Zen Mind, Machine Mind, IEEE Computer Graphics and Applications, 40:4, (5-7), Online publication date: 1-Jul-2020.
- Kenwright B (2020). There's More to Sound Than Meets the Ear: Sound in Interactive Environments, IEEE Computer Graphics and Applications, 40:4, (62-70), Online publication date: 1-Jul-2020.
- Frid E, Lindetorp H, Hansen K, Elblaus L and Bresin R Sound Forest Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, (1-12)
- Studley T, Vella R, Scott N and Nesbitt K A definition of creative-based music games Proceedings of the Australasian Computer Science Week Multiconference, (1-10)
- Herremans D, Chuan C and Chew E (2017). A Functional Taxonomy of Music Generation Systems, ACM Computing Surveys, 50:5, (1-30), Online publication date: 30-Sep-2018.
- Pasquier P, Eigenfeldt A, Bown O and Dubnov S (2017). An Introduction to Musical Metacreation, Computers in Entertainment, 14:2, (1-14), Online publication date: 30-Dec-2016.
- Cibrian F (2016). Music therapy on interactive surfaces to improve sensorimotor problems of children with autism, ACM SIGACCESS Accessibility and Computing:114, (20-24), Online publication date: 16-Mar-2016.
- Carvalho L and Cybis Pereira A Sound Design and UX Proceedings, Part II, of the 4th International Conference on Design, User Experience, and Usability: Users and Interactions - Volume 9187, (289-300)
- Westerberg A and Schoenau-Fog H Categorizing video game audio Proceedings of the 19th International Academic Mindtrek Conference, (47-54)
- Grimshaw M and Walther-Hansen M The Sound of the Smell of my Shoes Proceedings of the Audio Mostly 2015 on Interaction With Sound, (1-8)
- Pires D, Alves V and Roque L A software architecture for dynamic enhancement of soundscapes in games Proceedings of the 9th Audio Mostly: A Conference on Interaction With Sound, (1-8)
- Scott N Music to Middleware Proceedings of the 2014 Conference on Interactive Entertainment, (1-3)
- Kapralos B, Lam J, Collins K, Hogue A, Kanev K and Jenkin M (2015). Sound Localization on Tabletop Computers, Computers in Entertainment, 12:2, (1-19), Online publication date: 1-Jun-2014.
- Schuett J and Walker B Measuring comprehension in sonification tasks that have multiple data streams Proceedings of the 8th Audio Mostly Conference, (1-6)
- Pires D, Roque L and Alves V Dynamic enhancement of videogame soundscapes Proceedings of the 8th Audio Mostly Conference, (1-6)
- Böttcher N, Martínez H and Serafin S (2013). Procedural audio in computer games using motion controllers, International Journal of Computer Games Technology, 2013, (6-6), Online publication date: 1-Jan-2013.
- Cordeiro J, Baltazar A and Barbosa A Murky shooting Proceedings of the 7th Audio Mostly Conference: A Conference on Interaction with Sound, (40-43)
- Conway K Game mods, engines and architecture Game Mods, (87-112)
- Collins K Making gamers cry Proceedings of the 6th Audio Mostly Conference: A Conference on Interaction with Sound, (39-46)
- Paterson N, Naliuka K, Jensen S, Carrigy T, Haahr M and Conway F Design, implementation and evaluation of audio for a location aware augmented reality game Proceedings of the 3rd International Conference on Fun and Games, (149-156)
- Arrasvuori J and Holm J Background music reactive games Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media Environments, (135-142)
- Muñoz K, Mc Kevitt P, Lunney T, Noguez J and Neri L PlayPhysics Proceedings of the 4th international conference on Knowledge science, engineering and management, (400-411)
Index Terms
- Game Sound: An Introduction to the History, Theory, and Practice of Video Game Music and Sound Design
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