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Academic Games Audio Research
- by Karen Collins (other authors below)
(work published online here by Karen Collins is licenced under a Creative Commons Licence).
2008: (editor) From Pac-Man to Pop Music Ashgate Publishing UK (click here for details). Buy it now!
2008: Game Sound: An Introduction to the History, Theory and Practice of Video Game Music and Sound Design. (MIT Press in fall 2008) Pre-order now!
2008. Overcoming Roadblocks in the Quest for Interactive Audio Project Bar-B-Q report, with Charles Robinson, Jocelyn Daoust, Stephen Kay, Barry Threw, Nicholas Duveau, Guy Whitmore, Tracy Bush, Jennifer Lewis, Kurt Larson, Simon Ashby, Scott Snyder and Tom White.
2008. “Grand Theft Audio?: Popular Music and Interactive Games”. Music and the Moving Image, Vol 1/1, (University of Illinois Press).
2007. “Video Games Killed the Cinema Star” Music, Sound and the Moving Image (Liverpool: Liverpool University Press). Vol 1/1.
2007. “In the Loop : Confinements and Creativity in 8-Bit Video Games Music”. Twentieth Century Music. 2007 Vol 4 issue 2.
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.
2006. Entry on video games audio, Encyclopaedia of Popular Music of the World, (EPMOW) ongoing project funded by Cassell, The British Academy, and the P.H. Holt Trust, published through Continuum (London), ed. Shephard, J. New York.
2006. “Loops And Bloops: Music On The Commodore 64” (Soundscapes: Journal Of Media Culture)
2006. “Flat Twos and the Musical Aesthetic of the Atari VCS” (Popular Musicology Online).
2004. From Bits to Hits: Video Games Music Changes its Tune. Film International
Other authors (Note: This list represents most of what I could find from the academic sphere. If you want your work added or removed, please contact me). I have not included industry-related or popular press papers: there are some excellent articles at IASIG, GAMASUTRA and gamesound.org. See BOOKS here.
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
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, http://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" http://www.vgmusic.com/information/vgpaper3.html Master's thesis accepted by 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).
Farnell, Andy 2007: 'An Introduction to Procedural Sound and its Application in Computer Games'
Havryliv, Mark and Emiliano Vergara-Richards "From Battle Metris to Symbiotic Symphony: A New Model for Musical Games"
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
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. 7Roden, 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 © 2003Stockburger, 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
© 2007 Karen Collins