Amazon cover image
Image from Amazon.com

The acoustic ecology of the first-person shooter : the player experience of sound in the first-person shooter computer game / Mark Grimshaw.

By: Material type: TextTextPublication details: Saarbrücken, Germany VDM Verlag 2008Description: vi, 201 p. ill. 23 cmISBN:
  • 9783639024081 (pbk.)
  • 3639024087 (pbk.)
Subject(s): DDC classification:
  • 794.8019 22
Other classification:
  • 790
  • Rdcb
Contents:
"There has been little written on the player experience of computer game sound and so the research contained within this work is an important contribution to an area where the visual (the game as spectacle) is typically given primacy. It is an exploration of the relationship between the game player and the sounds of the First-Person Shooter computer game. Utilizing the run 'n' gun sub-genre as an example, the book suggests that this relationship may be analyzed as an autopoietic acoustic ecology and it emphasizes the role of sound in enabling player immersion in the game environment. Covering a wide range of ideas, from autopoiesis to acoustic ecologies and sound-scapes, from film sound theory to sonification and auditory icon design, this lucid analysis will be especially useful to game sound designers and games scholars or indeed anyone interested in the fascination that digital media arts exert."--Back cover
Star ratings
    Average rating: 0.0 (0 votes)
Holdings
Item type Current library Call number Status Date due Barcode Item holds
Book (loan) Campus Karlshamn 790 Available 85001946213
Total holds: 0

Includes bibliographical references (p. 193-201)

"There has been little written on the player experience of computer game sound and so the research contained within this work is an important contribution to an area where the visual (the game as spectacle) is typically given primacy. It is an exploration of the relationship between the game player and the sounds of the First-Person Shooter computer game. Utilizing the run 'n' gun sub-genre as an example, the book suggests that this relationship may be analyzed as an autopoietic acoustic ecology and it emphasizes the role of sound in enabling player immersion in the game environment. Covering a wide range of ideas, from autopoiesis to acoustic ecologies and sound-scapes, from film sound theory to sonification and auditory icon design, this lucid analysis will be especially useful to game sound designers and games scholars or indeed anyone interested in the fascination that digital media arts exert."--Back cover

Address: Library, Blekinge Tekniska Högskola, 371 79 Karlskrona
Telephone: 0455 - 38 51 01
E-mail: biblioteket@bth.se
Responsible for page: Library