Game Audio Publications
Profs: If you use my materials in your courses, please be sure to let your institutional copyright clearance person know, so that I can get royalties from Access Copyright which pay to keep this website going! I have not included industry-related or popular press papers: there are some excellent articles at IASIG, GAMASUTRA and gamesound.org. See BOOKS here.
Game Audio Research by Karen Collins (other authors below):
K. Collins, B. Kapralos and K. Kanev. 2010. Smart Table Computer Interaction Interfaces with Integrated Sound. Journal of Three Dimensional Images 24/3, 58-67.
K. Collins, A. Hodge, B. Kapralos, and A. Hogue 2011 (forthcoming).. Audio Air Hockey: A Pilot Study in Using Audio-Based Games for the Measurement of Loudspeaker Placement Preferences. Audio Engineering Society 41st Conference: Audio for Games, 2-4 February 2011, London, UK.
K. Collins, B. Kapralos, K. Kanev. 2010. Not just a Game: Using games as methods of evaluation of usability and user experience in human-computer interaction design. Submitted to HC2010: The 13th International Conference on Humans and Computers. University of Aizu, December.
J. Lam, B. Kapralos, K. Collins, A. Hogue, and K. Kanev. 2010.Amplitude Panning-Based Sound System for a Horizontal Surface Computer: A User-Based Study. IEEE International Symposium on Haptic Audio Visual Environments and Games. Phoenix, AZ, October 16-17
Collins, Karen 2010 Entries on “Video Games, Music in” and “Music Video Games” for Grove Dictionary of American Music, Oxford University Press.
Collins, Karen 2010 Entries on “Sound Technology” and “Adaptive Music.” Ed. Mark P. Wolf. Encyclopedia of Video Games, ABC-Clio Press.
Collins, Karen 2010. Music and Moving Image Keynote slides: "Implications of Interactivity: Where do we go from here?" New York, NY.
K. Collins, H. Tessler, K. A. Harrigan, M. J. Dixon and J. Fugelsang. 2010.
Sound in Electronic Gambling Machines: A Review of the Literature and its
Relevance to Game Sound. Game Sound Technology and Player Interaction:
Concepts and Developments. (ed. Mark Grimshaw), London: IGI Global.
K. Collins, B. Kapralos, A. Hogue and K. Kanev.2010. An Exploration of Distributed Mobile Audio and Games. (extended abstract). In Proceedings of the ACM FuturePlay 2010 International Conference on the Future of Game Design and Technology. May 6-8 2010, Vancouver, British Columbia, Canada.
K. Collins, B. Kapralos and K. Kanev. 2009. Sound Interface Design for Surface Computer Interaction. HC2009: The 12th International Conference on Humans and Computers. Hamamatsu, Japan, December 9-11.
K. Collins and P. Taillon. 2009.Archetypal Sound Effect Icons for Improved Multimedia Accessibility. HC2009: The 12th International Conference on Humans and Computers. Hamamatsu, Japan, December 9-11.
Collins, Karen 2009. “Generating Meaningful Sound: Quantifying the Affective Attributes of Sound Effects for Real-Time Sound Synthesis” Audio Engineering Society. 35th International Conference: Audio For Games, London, UK.
Collins, Karen 2009. “An Introduction to Procedural Audio in Video Games” Contemporary Music Review, Special Issue on Algorithmic Generative Audio. Vol 28/1 pp 5-15.
Collins, Karen 2008: Game Sound: An Introduction to the History, Theory and Practice of Video Game Music and Sound Design. (MIT Press:click here for details). Order now from MIT Press!
Collins, Karen 2008: (editor) From Pac-Man to Pop Music Ashgate Publishing UK (click here for details). Buy it now!
Collins, Karen 2008. “Grand Theft Audio?: Popular Music and Interactive Games”. Music and the Moving Image, Vol 1/1, (University of Illinois Press).
Collins, Karen 2008. “In the Loop : Confinements and Creativity in 8-Bit Video Games Music”. Twentieth Century Music. 2007 Vol 4 issue 2. pp.209-227.
Collins, Karen 2007. “Video Games Killed the Cinema Star” Music, Sound and the Moving Image (Liverpool: Liverpool University Press). Vol 1/1.
Collins, Karen 2007. “An Introduction to the Participatory and Non-Linear Aspects of Video Game Audio.”Eds. Stan Hawkins and John Richardson . Essays on Sound and Vision. Helsinki : Helsinki University Press.
Collins, Karen 2006. “Loops And Bloops: Music On The Commodore 64” (Soundscapes: Journal Of Media Culture)
Collins, Karen 2006. “Flat Twos and the Musical Aesthetic of the Atari VCS” (Popular Musicology Online).
Collins, Karen 2004. From Bits to Hits: Video Games Music Changes its Tune.Film International
Industry Paper Collaborations
2010. K. Brennan, W. Chien, K. Collins, A. Higgins, R. O’Neill. Making Music Magical Again for Fun and Profit. Report on “post-fidelity” audio. Conference report from Project Bar-B-Q.
2010. K. Collins, A. Higgins, S. Kay, S. Snyder, S. Jang, H. Pyle, C. Grigg and A. Ben Kiki. Hear, There and Everywhere. Report on future of mobile audio applications. Conference report from Project Bar-B-Q.
2010. K. Collins, K. Felton, B. Fuller, T. Hankinson, S. Harwood, K. Heiden, S. Horowitz, D. Javelosa, R. Kazandjian, J. Rippie, M. Sweet, R. Stevens, M. Worth, U. Önen. Game Audio Curriculum Guideline. Full curriculum guideline produced in coordination with the Interactive Audio Special Interest Group.
2009. A. Brandon, K. Collins, D. Kastbauer, J. Kwasneski, J. Lewis, D. Lieberman, J. Prum. So You Want to Work in Game Audio? Report on needs of industry to work with academe to ensure skills match between students and employer requirements. Conference report from Project Bar-B-Q.
2008. S. Ashby, T. Bush, K. Collins, J. Daoust, N. Duveau, J. Lewis, C. Robinson, T. White, G. Whitmore. Overcoming Roadblocks in the Quest for Interactive Audio. Report on state of adaptive audio in video games, and a proposal for an adaptive audio artificial intelligence engine. Conference report from Project Bar-B-Q.
Other Authors
Belinkie, Matthew. 1999. ‘Video game music: not just kid stuff’ http://www.vgmusic.com/vgpaper.shtml
Bessell, David 2002: What’s That Funny Noise? An Examination of the Role of Music in Cool Boarders 2, Alien Trilogy and Medievil 2. In King, George & Krzywinska, Tanya (eds.) ScreenPlay: Cinema/videogames/interfaces. Wallflower, London.
Borchers, Jan and Max Mühlhäuser"Design Patterns for Interactive Musical Systems"1998 IEEE Multimedia
Boyd, Andrew (2003): “When Worlds Collide: Sound and Music in Film and Computer Games”. Gamasutra Jan 17, 2003. Available: http://www.gamastura.com/features/20030204/boyd_pfv.htm
Capacchione, Tristan. 2007. "Musical Gamescapes: A Study of Unity in Arcanum: Of Steamworks and Magick Obscura"
Chan, Norman 2007. 'A Critical Analysis of Modern Video Game Audio' BA Dissertation, University of Nottingham, UK. contact: normanchan23@hotmail.com
Coleman, Graeme, ttp://www.computing.dundee.ac.uk/acstaff/gcoleman (homepage), including article
DeCastro, Daniel 2007 "Quality Video Game Music Scores, Considering the Standards Set, and Personal Reflections" Master's thesis ( NYU).
Deutsch, Stephen 2003. “Music For Interactive Moving Pictures”, in Soundscape (conference proceedings), Diane Freeman, Jerry Snider, and Larry Snider, ed. London : Wallflower Press.
Dittbrenner, Nils 2005 "Soundchip-Musik Computer- und Videospielmusik von 1977-1994" Master's thesis for Universität Lüneburg
Drescher, Peter. 2006. "Could Mobile Game Audio BE More Annoying?!" (not an academic article, but a great article explaining approaches to constraint in mobile audio music).
Ekman, I. 2005. Understanding Sound Effects in Cmputer Games. Proceedings of the Digital Aerts and Cultures 2005, Copenhagen.
Farnell, Andy 2007: 'An Introduction to Procedural Sound and its Application in Computer Games'
Friberg, Johnny & Gärdenfors, Dan. 2004. “Audio Games: New Perspectives on Game Audio”, Paper presented at the ACE conference 2004, Singapore, June 2004: http://www.sitrec.kth.se/bildbank/pdf/Friberg_G%E4rdenfors_ACE2004.pdf
Grimshaw, Mark. 2007. The Acoustic Ecology of the First Person Shooter. PhD Thesis, University of Waikato, NZ.
Grimshaw, Mark. 2007. Sound and Immersion in the First-Person Shooter. In cGames (2007) Proceedings: 11th International Computer Games Conference: November 21-23, 2007, La Rochelle, France.
Grimshaw, M. (2007) The Resonating Spaces of First-Person Shooter Games. In Proceedings: The 5th International Conference on Game Design and Technology: November 14-15, 2007, Liverpool, UK.
Grimshaw, M., & Schott, G. (2007) Situating Gaming as a Sonic Experience: The Acoustic Ecology of First Person Shooters. In Situated Play (2007) Proceedings: DIGRA, Digital Games Research Association: September 24-28, 2007, Tokyo, Japan.
Grimshaw, M., & Schott, G. (2007) A Conceptual Framework for the Design and Analysis of First-Person Shooter Audio. In Proceedings: The Third International Conference on Games Research and Development: September 10-11, 2007, Manchester, UK.
Havryliv, Mark and Emiliano Vergara-Richards "From Battle Metris to Symbiotic Symphony: A New Model for Musical Games"
Hendrix, Claudia & Woodrow Barfield. 1996. “The Sense of Presence within Auditory Virtual Environments”, in Presence, Vol. 5, No. 3, Summer 1996. MIT Press.
Kassabian, Anahid 2003: ‘The Sound of a New Film Form’. In Inglis, Ian (ed.) Popular Music and Film. London : Wallflower, 91-101.
Kayali, Fares 2007, 'Gestural Interaction in Music Video Games', extended abstract presented to the Digital Games: Theory and Design, Brunel University, London.
Leonard, Sean. 2001. ‘Scores of Glory, Fantasy and Plumbing: The Concise History and Principal Genres of Video Game Music’ http://www.seanspace.com/iSphere/scores.htm
Miller, Kiri. 2007. "Jacking the Dial: Radio, Race, and Place in Grand Theft Auto." Ethnomusicology 51(3):402-438.
Miller, Kiri. 2008. "Grove Street Grimm: Grand Theft Auto and Digital Folklore." Journal of American Folklore. http://guitarheroresearch.blogspot.com/
Nordliner, Martin Lair of Beowulf: A Study of 3D Positional Sound in an Audio Mostly Game. Master's Thesis, 2007.
Pichlmair, Martin & Kayali, Fares 2007, 'Levels of Sound: On the Principles of Interactivity in Music Video Games', paper presented to the Digital Games Research Association 2007 Conference - Situated play, Tokyo, Japan, 09/24/07-09/28/07.
http://www.digra.org/dl/db/07311.14286.pdfNIKUNJ RAGHUVANSHI, CHRISTIAN LAUTERBACH, ANISH CHANDAK, DINESH MANOCHA, and MING C. LIN "Real-Time Sound Synthesis and Propagation for Games" COMMUNICATIONS OF THE ACM July 2007/Vol. 50, No. 7
Roden, Timothy and Ian Parberry, "Designing a Narrative-Based Audio Only 3D Game Engine" ACE2005, June 15-17, 2005, Valencia, Spain.
SchÜtze, Stephan "The creation of an audio environment as part of a computer game world: the design for Jurassic Park – Operation Genesis on the XBOX™ as a broad concept for surround installation creation" Organised Sound 8(2): 171–180, 2003
Stockburger, Axel 2005: The Game Environment from an Auditive Perspective. http://www.audiogames.net/pics/upload/gameenvironment.htm
Weske, Jörg, 2002, “Digital Sound and Music in Computer Games” http://www.tu-chemnitz.de/phil/hypertexte/gamesound/pcsound-main.html
Whalen, Zach 2004: Play Along: An Approach to Videogame Music. Game Studies: The International Journal of Computer Game Research, 4/1. Internet source, available http://www.gamestudies.org/0401/whalen


