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Showing results for "mark grimshaw"

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Showing 1 - 5 of 5 Results

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2023

EN

The music and sounds of video games have become an inescapable part of our world. Not only do these sonic elements profoundly shape the experiences of billions of players every day, but also the soundscapes of games have stretched out from our living rooms to encompass spaces as diverse as pinball arcades, concert halls, museums, and classrooms across the globe. Research on game music and sound is equally diverse-a vibrant, innovative, and multifaceted field that incorporates approaches fr...

PricePHP11,364.39

2019

EN

Whether social, cultural, or individual, the act of imagination always derives from a pre-existing context. For example, we can conjure an alien's scream from previously heard wildlife recordings or mentally rehearse a piece of music while waiting for a train. This process is no less true for the role of imagination in sonic events and artifacts. Many existing works on sonic imagination tend to discuss musical imagination through terms like compositional creativity or performance technique...

PricePHP9,978.39

2019

EN

Whether social, cultural, or individual, the act of imagination always derives from a pre-existing context. For example, we can conjure an alien's scream from previously heard wildlife recordings or mentally rehearse a piece of music while waiting for a train. This process is no less true for the role of imagination in sonic events and artifacts. Many existing works on sonic imagination tend to discuss musical imagination through terms like compositional creativity or performance technique...

PricePHP9,534.89

2018

EN

The Recording, Mixing, and Mastering Reference Handbook provides an easy-to-read guide for music-making in the studio setting, from equipment fundamentals to recording and mixing almost any instrument. In six sections, lessons give a comprehensive introduction to microphone settings and techniques, audio processing and effects, controlling acoustics, and history lessons on songs recorded with a given technique. The second half of the handbook delves into background theory on micro...

PricePHP2,106.19

Sonic Virtuality

Sound as Emergent Perception

2015

EN

In Sonic Virtuality: Sound as Emergent Perception, authors Mark Grimshaw and Tom Garner introduce a novel theory that positions sound within a framework of virtuality. Arguing against the acoustic or standard definition of sound as a sound wave, the book builds a case for a sonic aggregate as the virtual cloud of potentials created by perceived sound. The authors build on their recent work investigating the nature and perception of sound as used in computer games and virtual envir...

PricePHP5,487.89

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Japanoise

Music at the Edge of Circulation

2013

EN

Noise, an underground music made through an amalgam of feedback, distortion, and electronic effects, first emerged as a genre in the 1980s, circulating on cassette tapes traded between fans in Japan, Europe, and North America. With its cultivated obscurity, ear-shattering sound, and over-the-top performances, Noise has captured the imagination of a small but passionate transnational audience.For its scattered listeners, Noise always seems to be new and to come from somewhere else: ...

PricePHP1,283.99

Listening through the Noise

The Aesthetics of Experimental Electronic Music

2010

EN

Contemporary electronic music has splintered into numerous genres and subgenres, all of which share a concern with whether sound, in itself, bears meaning. Listening through the Noise considers how the experience of listening to electronic music constitutes a departure from the expectations that have long governed music listening in the West.

PricePHP2,383.39

Half-Real

Video Games between Real Rules and Fictional Worlds

2011

EN

An in-depth analysis of game development and rules and fiction in video games—with concrete examples, including The Legend of Zelda, Grand Theft Auto, and moreA video game is half-real: we play by real rules while imagining a fictional world. We win or lose the game in the real world, but we slay a dragon (for example) only in the world of the game. In this thought-provoking study, Jesper Juul examines the constantly evolving tension between rules...

PricePHP1,551.89

Game Sound

An Introduction to the History, Theory, and Practice of Video Game Music and Sound Design

2008

EN

An examination of the many complex aspects of game audio, from the perspectives of both sound design and music composition.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...

PricePHP1,551.89

Metagaming

Playing, Competing, Spectating, Cheating, Trading, Making, and Breaking Videogames


2017

EN

The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as “games about games,” metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux d...

PricePHP1,330.59

Sound Play

Video Games and the Musical Imagination


2014

EN

Video games open portals to fantastical worlds where imaginative play and enchantment prevail. These virtual settings afford us considerable freedom to act out with relative impunity. Or do they? Sound Play explores the aesthetic, ethical, and sociopolitical stakes of people's creative engagements with gaming's audio phenomena-from sonorous violence to synthesized operas, from democratic music-making to vocal sexual harassment. William Cheng shows how video games empower their des...

PricePHP2,106.19

2014

EN

A new analytical framework for understanding literary videogames, the literary-ludic spectrum, illustrated by close readings of selected works.In this book, Astrid Ensslin examines literary videogames—hybrid digital artifacts that have elements of both games and literature, combining the ludic and the literary. These works can be considered verbal art in the broadest sense (in that language plays a significant part in their aesthetic appeal); they draw on game mech...

PricePHP1,551.89