Research

Game Sound Technology and Player Interaction Repository

Audiosurf

I recent­ly wrote a book chap­ter (PDF) for Mark Grimshaw’s book Game Sound Technology and Player Interaction: Concepts and Developments pub­lished by IGI Global. Since the book is rather expen­sive, a list of the chap­ters was com­piled by the authors, which can be down­loaded from their web­sites. I think, this book deserves to be read by every­one inter­est­ed in game sound, so here is the chap­ter list (with links to the PDF files of each chap­ter).

  1. Sound in Electronic Gambling Machines by Karen Collins (University of Waterloo, Canada), Holly Tessler (University of East London, UK), Kevin Harrigan (University of Waterloo, Canada), Michael Dixon (University of Waterloo, Canada), and Jonathan Fugelsang (University of Waterloo, Canada)
  2. Sound for Fantasy and Freedom by Mats Liljedahl (Interactive Institute, Sonic Studio, Sweden)
  3. Sound is Not a Simulation by Linda Keeffe (Sociology Department National University of Ireland Maynooth)
  4. Diegetic Music by Axel Berndt (Otto-von-Guericke University, Germany)
  5. Time for New Terminology? by Kristine Jørgensen (University of Bergen, Norway)
  6. A Combined Model for the Structuring of Computer Game Audio (link not pro­vid­ed) by Ulf Wilhelmsson (University of Skövde, Sweden) and Jacob Wallén (Freelance game audio design­er, Sweden)
  7. An Acoustic Communication Framework for Game Sound by Milena Droumeva (Simon Fraser University, Canada)
  8. Perceived Quality in Game Audio by Ulrich Reiter (Norwegian University of Science and Technology, Norway)
  9. Causing Fear, Suspense, and Anxiety Using Sound Design in Computer Games by Paul Toprac (Southern Methodist University, USA) and Ahmed Abdel-Meguid (Southern Methodist University, USA)
  10. Listening to Fear by Guillaume Roux-Girard (University of Montréal, Canada)
  11. Uncanny Speech by Angela Tinwell (University of Bolton, UK), Mark Grimshaw (University of Bolton, UK), Andrew Williams (University of Bolton, UK)
  12. Emotion, Content, and Context in Sound and Music by Stuart Cunningham (Glyndwr University, North Wales, UK), Vic Grout (Glyndwr University, North Wales, UK), Richard Picking (Glyndwr University, North Wales, UK)
  13. Player-Game Interaction Through Affective Sound by Lennart Nacke (University of Saskatchewan, Canada) and Mark Grimshaw (University of Bolton, United Kingdom)
  14. Spatial Sound for Computer Games and Virtual Reality by David Murphy (University College Cork, Ireland) and Flaithrí Neff (Limerick Institute of Technology, Ireland)
  15. Behaviour, Structure and Causality in Procedural Audio by Andy Farnell (Computer sci­en­tist, United Kingdom)
  16. Physical Modelling for Sound Synthesis by Eoin Mullan (Queen’s University Belfast, N. Ireland)
  17. Guidelines for Sound Design in Computer Games by Valter Alves (University of Coimbra, Portugal & Polytechnic Institute of Viseu, Portugal) and Licínio Roque (University of Coimbra, Portugal)
  18. New Wine in New Skins by Daniel Hug (Zurich University of the Arts, Switzerland)

Hopefully, this way, the book will find many read­ers inter­est­ed in com­put­er game audio and in how sound and play­ers influ­ence each oth­er.

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