Video Game Audio

Video Game Audio PDF

Author: Christopher Hopkins

Publisher: McFarland

Published: 2022-08-17

Total Pages: 256

ISBN-13: 1476674353

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From the one-bit beeps of Pong to the 3D audio of PlayStation 5, this book examines historical trends in video game sound and music. A range of game systems sold in North America, Europe and Japan are evaluated by their audio capabilities and industry competition. Technical fine points are explored, including synthesized v. sampled sound, pre-recorded v. dynamic audio, backward compatibility, discrete and multifunctional soundchips, storage media, audio programming documentation, and analog v. digital outputs. A timeline chronicles significant developments in video game sound for PC, NES, Dreamcast, Xbox, Wii, Game Boy, PSP, iOS and Android devices and many others.

Understanding Game Scoring

Understanding Game Scoring PDF

Author: Mack Enns

Publisher: CRC Press

Published: 2021-11-21

Total Pages: 187

ISBN-13: 1000473643

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Understanding Game Scoring explores the unique collaboration between gameplay and composition that defines musical scoring for video games. Using an array of case studies reaching back into the canon of classic video games, this book illuminates the musical flexibility, user interactivity and sound programming that make game scoring so different from traditional modes of composition. Mack Enns explores the collaboration between game scorers and players to produce the final score for a game, through case studies of the Nintendo Entertainment System sound hardware configuration, and game scores, including the canonic scores for Super Mario Bros. (1985) and The Legend of Zelda (1986). This book is recommended reading for students and researchers interested in the composition and production of video game scores, as well as those interested in ludo-musicology.

Theories of Crime Through Popular Culture

Theories of Crime Through Popular Culture PDF

Author: Sarah E. Daly

Publisher: Springer Nature

Published: 2020-11-25

Total Pages: 250

ISBN-13: 3030544346

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This textbook brings criminology theories to life through a wide range of popular works in film, television and video games including 13 Reasons Why, Game of Thrones, The Office, and Super Mario Bros, from a variety of contributors. It serves as an engaging and creative introduction to both traditional and modern theories by applying them to more accessible, non-criminal justice settings. It helps students to think more broadly like critical criminologists and to identify these theories in everyday life and modern culture. It encourages them to continue their learning outside of the classroom and includes discussion questions following each chapter. The chapters use extracts from the original works and support the assertions with research and commentary. This textbook will help engage students in the basics of criminology theory from the outset.

Energize Education through Open Source

Energize Education through Open Source PDF

Author: Christopher Whittum, M.Ed.

Publisher: LULU Publishing

Published: 2013-11

Total Pages: 147

ISBN-13: 1483404447

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For many schools in today's economy, money is tight, and costs must be closely monitored. With this in mind, there is one area where educators can save: free, open source software. In Energize Education through Open Source, Christopher D. Whittum explains the ins and outs of a huge repository of educational and productivity software that is available and open source. Filled with practical examples, this guide shares how this software and hardware can be obtained, provides suggestions for integrating it, and shows how schools can find the options that work best for their students and teachers. Whittum, who has worked with computers for more than thirty years, addresses and explains the Linux operating system, discusses how the open source products can be integrated into existing curricula, and provides suggestions for applications that could serve as aids to learning. Energize Education Through Open Source provides a feasible technology solution for schools facing financial barriers.

Tomb Raiders and Space Invaders

Tomb Raiders and Space Invaders PDF

Author: Geoff King

Publisher: Bloomsbury Publishing

Published: 2005-10-28

Total Pages: 273

ISBN-13: 0857717405

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The first in the field to focus on the key aspects of videogames themselves as a distinctive medium, this is a rich and original read for gamers as well as students and researchers of popular culture internationally, which reviews the passionate gamer/game relationship viz all types of games from "Doom" to "EverQuest". Videogames now rival Hollywood cinema in popularity and profits and there are huge followings for titles such as "Tomb Raider" or "The Sims". Exactly what games offer, however, as a distinct form of entertainment, has received scant attention. This book is a valuable contribution to this new field. Its main focus is on key formal aspects of games and the experiences and pleasures offered by the activities they require of the player. A wide range of games are considered, from first-person shooters to third-person action-adventures, strategy, sports-related and role-playing games. Issues examined in detail include the characteristics of gameplay and its relationship with narrative, genre, virtual landscapes, realism, spectacle and sensation. Lively and accessible in style, this book is written for both an academic readership and the wider audience of gamers and those interested in popular culture.

An Introduction to Game Studies

An Introduction to Game Studies PDF

Author: Frans Mäyrä

Publisher: SAGE

Published: 2008-02-18

Total Pages: 415

ISBN-13: 1473902924

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An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research. Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture. Progressing from the simple, yet engaging gameplay of Pong and text-based adventure games to the complex virtual worlds of contemporary online games, the book guides students towards analytical appreciation and critical engagement with gaming and game studies. Students will learn to: - Understand and analyse different aspects of phenomena we recognise as ′game′ and play′ - Identify the key developments in digital game design through discussion of action in games of the 1970s, fiction and adventure in games of the 1980s, three-dimensionality in games of the 1990s, and social aspects of gameplay in contemporary online games - Understand games as dynamic systems of meaning-making - Interpret the context of games as ′culture′ and subculture - Analyse the relationship between technology and interactivity and between ′game′ and ′reality′ - Situate games within the context of digital culture and the information society With further reading suggestions, images, exercises, online resources and a whole chapter devoted to preparing students to do their own game studies project, An Introduction to Game Studies is the complete toolkit for all students pursuing the study of games. The companion website at www.sagepub.co.uk/mayra contains slides and assignments that are suitable for self-study as well as for classroom use. Students will also benefit from online resources at www.gamestudiesbook.net, which will be regularly blogged and updated by the author. Professor Frans Mäyrä is a Professor of Games Studies and Digital Culture at the Hypermedia Laboratory in the University of Tampere, Finland.

366 Days

366 Days PDF

Author: Scott Allsop

Publisher: L & E Books

Published: 2016-11-14

Total Pages: 418

ISBN-13: 0995680914

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Stretching from Ancient Rome to the World Wide Web and from the Danelaw to the Cold War, 366 Days is an engaging and entertaining chronicle of the highs and lows of world history. Whether it heralded a world-changing new discovery, the assassination of a leading politician, or a cow flying in a plane, this collection of true stories and trivia from world history proves that there is always something to be remembered 'on this day'. Each historical account has been painstakingly researched to clearly explain its causes, course and consequences. Scott Allsop is an award-winning history teacher and host of an iTunes Top-100 history podcast. He has drawn on over a decade’s worth of teaching experience in the UK, Egypt and Romania to compile this fascinating and accessible daily guide to some of the most compelling historical events that have shaped today’s world.

Obstacles...Bring' Em

Obstacles...Bring' Em PDF

Author: Maria Federici (Doyle)

Publisher: Xlibris Corporation

Published: 2013-07

Total Pages: 102

ISBN-13: 1483673596

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This is the story of Maria Federici (Doyle), a young woman whose life changed on a February night in 2004. Late in the evening, she was coming home late from work when on a trailer, a good distance in front of her, an item of unsecured furniture fell off and broke apart, sending a large piece of particle board catapulting through her windshield, striking her in the head causing massive brain and head injuries as well as complete blindness. This is Maria's (as well as family, friends and medical professionals) story of survival, recovery and a rebuilding of life by taking some of the most challenging obstacles and learning to overcome them.

Game Feel

Game Feel PDF

Author: Steve Swink

Publisher: CRC Press

Published: 2008-10-13

Total Pages: 377

ISBN-13: 1482267330

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"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks whe

Videogames

Videogames PDF

Author: James Newman

Publisher: Routledge

Published: 2004-07-31

Total Pages: 209

ISBN-13: 1134460430

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Newman's lucid and engaging introduction guides the reader through the world of videogaming. It traces the history of the videogame, from its origins in the computer lab, to its contemporary status as a global entertainment industry, where characters such as Lara Croft and Sonic the Hedgehog are familiar even to those who've never been near a games console. Topics covered include: What is a videogame? Why study videogames? a brief history of videogames, from Pac-Man to Pokémon the videogame industry Who plays videogames? Are videogames bad for you? the narrative structure of videogames the future of videogames