Bibliography

We aim to keep an up-to-date selective bibliography on this page, with links to online resources. If you think we have missed an article or would like anything included, please contact us. You can filter any of the columns using the 'search' field (separate your terms with just spaces) and sort by any column by clicking it.
SurnameForenameAdditional AuthorsUnit TitleSourceYearMediaTypeLinkKeywords
AavSebastianAdaptive Music System for DirectSoundUniversity of Linköping Campus Norrköping2005Thesis (Masters)CompSci Academicdynamic music; DirectMusic; tools; middleware
AhlersMichaelMusik in Videospielen: Zwischen 8-Bit-Ästhetik und adaptivem KlanggeschehenMusikforum, Heft 2/2009, 41-442009Academic ArticleMusic Academichistory; adaptive music; 8-bit; technology
AlloucheKhalidHomam Albeiriss, Redouane Zarghoune, Juha Arrasvuori, Antti Eronen, Jukka HolmImplementation and Evaluation of a Background Music Reactive GameIE '07 Proceedings of the 4th Australasian conference on Interactive entertainment. RMIT University,2007Academic PaperMusic Academictechnology; experimental; empirical; Briquolo; reactive games; game design
AlvesValterLicínio RoqueGuidelines for Sound Design in Computer Gamesin Mark Grimshaw (ed.), Game Sound Technology and Player Interaction: Concepts and Developments (Hershey, PA), 362-3832011Academic ArticleCompSci AcademicSound design; enrichment; experience; intentional sound design; multi-disciplinary; emotion; context; acoustic ecology; soundscape; resonance; entrainment; sound layers
ArrasvuoriJuhaPlaying and Making Music: Exploring the Similarities between Video Games and Music-Making SoftwareUniversity of Tampere2006Thesis (PhD)Music Academicmusic games; music-making software; ludus; paidia; Magix Music Maker; MTV Music Generator 2; eJay Clubworld; Beatmania; Amplitude; Gitaroo Man; Fluid; SingStar; Get on da Mic; 100% Star
ArsenaultDominicGuitar Hero: "Not like playing guitar at all"?Loading... 2/22008Academic ArticleMusic AcademicGuitar Hero; music games; interfaces;
Audio MostlyProceedings of the Audio Mostly ConferenceProceedings of the Audio Mostly Conference2006 to 2010Proceedings CollectionCompSci AcademicLinkConsult individual papers
BaccigalupoClaudioDesign and Production of Audio Technologies for Video Games DevelopmentUniversità degli Studi di Milano2003Thesis (Masters)CompSci Academicgame design; history; technology; audio design
BaxaJohnEffects of Contingent and Non-Contingent Audio on Performance and Quality of Experience in a Role-Playing Video GameKalamazoo College2008Thesis (Undergraduate)Music AcademicLinkempirical; experimental; immersion; dynamic music
BelinkieMatthewVideo Game Music: Not Just Kid StuffVGMusic.com1999Online ArticleMusic AcademicLinkhistory; composer interviews; game design; technology;
BerndtAxelKnut Hartmann, Niklas Röber, and Maic MasuchComposition and Arrangement Techniques for Music in Interactive Immersive Environmentsin: Audio Mostly - A Conf. on Sound in Games, Interactive Institute/Sonic Studio, PiteÃ:¥, Sweden, October 2006, pp. 53-592006Academic paperCompSci Academicdynamic music; composition; narrative; film music
BerndtAxelMusik für interaktive Medien: Arrangement und InterpretationstechnikenMagdeburg University2011Thesis (PhD)CompSci Academicdynamic music; composition; narrative;
BerndtAxelDiegetic Music: New Interactive Experiencesin Mark Grimshaw (ed.), Game Sound Technology and Player Interaction: Concepts and Developments (Hershey, PA), 60-762011Academic ArticleCompSci Academicdiegetic; diegesis; functions; implementation; nonlinearlity; controllability
BerndtAxelKnut HartmannThe Functions of Music in Interactive Mediain: U. Spierling and N. Szilas (eds.) Interactive Digital Storytelling (ICIDS) 2008, Springer-Verlag Berlin Heidelberg, University of Applied Sciences Erfurt, Germany, November 2008, pp. 126-131.2008Academic paperCompSci Academicdynamic music; perception; narrative; film music; functions
BerndtAxelKnut HartmannStrategies for Narrative and Adaptive Game ScoringAudio Mostly - 2nd Conf. on Interaction with Sound, Fraunhofer IDMT, Ilmenau, Germany, September 2007, pp. 141-1472007Academic paperCompSci Academicdynamic music; composition; narrative; generated music
BerndtAxelMusical Nonlinearity in Interactive Narrative Environmentsin G. Scavone, V. Verfaille, and A. da Silva (eds.) The International Computer Music Conference (ICMC) 2009, McGill University, Montreal, Canada, August 2009, pp. 355-3582009Academic paperCompSci Academicdynamic music; composition; narrative; generated music; transitions;
BessellDavidWhat's That Funny Noise? An Examination of the Role of Music in Cool Boarders 2, Alien Trilogy and Medievil 2in Geoff King and Tanya Krzywinska (eds) Screenplay: Cinema/Videogames/Interfaces (London and New York: Wallflower) 136-144.2002Academic ArticleMusic Academicfilm music; functions; dynamic music; Cool Boarders 2; Alien Trilogy; Medievil 2
BoerJamesGame Audio ProgrammingHingham, Massachusetts: Charles River Media2003MonographCompSci Practicalgame design; technology; programming
BorchersJanMax MühlhäuserDesign Patterns for Interactive Musical SystemsIEEE Multimedia 5/31998Academic ArticleCompSci Practicalmiddleware; technology; programming; WorldBeat
BoydAndrewWhen Worlds Collide: Sound and Music in Film and Computer GamesGamasutra: Jan 17, 20032003Online ArticleJournalisticLinkgame design; film music; audio design;
BrameJasonThematic Unity Across a Video Game SeriesACT 2/12011Academic ArticleMusic Academicmusic theory; Schenkerian analysis; Super Mario Bros.; Legend of Zelda; semiotics; composition;
BrandonAlexanderAudio for Games: Planning, Process, and ProductionBerkeley, CA: New Riders Games2005MonographIndustry Practicalaudio design; technology
BridgettRobFrom the shadows of film sound: cinematic production & creative process in video game audio: collected publications 2000-2010Self Published2010MonographIndustry Practicalaudio design; film music; composition; technology
BridgettRobDynamic range: subtlety and silence in video game soundin Karen Collins (ed.) From Pac-Man to Pop Music: Interactive Audio in Games and New Media, 127-1342008Academic ArticleMusic Academicplayer control; dynamics; mixing; interactive; cultural artefact
CapacchioneTristanMusical Gamescapes: A Study of Unity in Arcanum: Of Steamworks and Magick ObscuraSelf Published (?)2007Academic Paper (?)Music Academic (?)music theory; Arcanum; ludus; paidia; gamescape;
CarlssonAndersChip music: low-tech data music sharingin Karen Collins (ed.) From Pac-Man to Pop Music: Interactive Audio in Games and New Media, 153-1622008Academic ArticleMusic Academicchip music; demoscene; history; LP; EP; electronic music; music writing software; tracker; 8-bit
CassidyGiannaRaymond MacDonaldThe effects of music choice on task performance: A study of the impact of self-selected and experimenter-selected music on driving game performance and experienceMusicae Scientiae 13/2 357-3862009AcademicMusicological; Scientific; Psychologicalpsychology; arousal; preference; performance; driving games
CerratiMichaelVideo Game Music: Where it Came From, How it is Being Used Today, and Where it is Heading TomorrowVanderbilt journal of entertainment and technology law, 8/2, 293-334. 2006Academic ArticleMusic Academichistory; financial statistics; licensing; legal; marketing;
ChanNormanA Critical Analysis of Modern Day Video Game AudioUniversity of Nottingham2007Thesis (Undergraduate)Music AcademicLinkcomposer interviews; Civilization IV; Grand Theft Auto; Hitman: Blood Money; dynamic music; composition; music theory; diegetic music;
Childs IVG. W.Creating Music and Sound for GamesBoston, MA: Thompson Course Technology2007MonographCompSci Practicalcomposition; sound design; design process; middleware; dynamic music;
CollinsKarenFrom Bits to Hits: Video Games Music Changes its TuneFilm International, 12, 4-192005Academic ArticleMusic Academichistory; composition; dynamic music; music games; technology; console hardware
CollinsKarenFlat Twos and the Musical Aesthetic of the Atari VCSPopular Musicology Online, 1 2006Academic ArticleMusic Academictechnology; composition; Atari VCS; console hardware; aesthetics; chip music; 8-bit;
CollinsKarenIn the Loop: Confinements and Creativity in 8-bit GamesTwentieth-Century Music, 4/2, 209-2272007Academic ArticleMusic Academictechnology; composition; history; console hardware; 8-bit;
CollinsKarenVideo Games Killed the Cinema StarMusic, Sound and the Moving Image, 1/1, 15-202007Academic ArticleMusic Academicvideo game music studies; influence;
CollinsKarenAn Introduction to the Participatory and Non-Linear Aspects of Video Game AudioHawkins, Stan and John Richardson (eds), Essays on Sound and Vision (Helsinki: Helsinki University Press), 263-2982007Academic ArticleMusic Academicdynamic music; diegesis; composition; transitions; functions; Legend of Zelda; Grim Fandango; immersion;
CollinsKarenS. Ashby, T. Bush, J. Daoust, N. Duveau, J. Lewis, C. Robinson, T. White, G. WhitmoreOvercoming Roadblocks in the Quest for Interactive AudioProject Bar-B-Q report 20072007Academic ArticleMusic Academictechnology; composition; dynamic music; audio design;
CollinsKarenFrom Pac-Man to Pop Music: Interactive Audio in Games and New MediaAldershot, Hampshire and Burlington, VT: Ashgate2008Edited CollectionMusic AcademicSee individual entries
CollinsKarenGame Sound: An Introduction to the History, Theory and Practice of Video Game Music and Sound Design Cambridge, Mass. and London: MIT Press2008MonographMusic Academichistory; technology; console hardware; aesthetics; dynamic music; composition;
CollinsKarenGrand Theft Audio?: Popular Music and Interactive GamesMusic and the Moving Image 1/12008Academic ArticleMusic Academicpopular music; licensing; history;
CollinsKarenAn Introduction to Procedural Audio in Video GamesContemporary Music Review: Special Issue on Generative Audio, 28/1, 5-152009Academic ArticleMusic Academictechnology; composition; procedural audio; dynamic music
CollinsKarenIntroductionin Karen Collins (ed.) From Pac-Man to Pop Music: Interactive Audio in Games and New Media, 1-102008Academic ArticleMusic Academichistory; game research;
CollinsKarenLoops and Bloops: Music on the Commodore 64Soundscape: Journal of Media Culture, 8/12006Academic ArticleMusic Academictechnology; composition; Commodore 64; console hardware; aesthetics; dynamic music; 8-bit;
CollinsKarenHolly Tessler, Kevin Harrigan, Michael J. Dixon, Jonathan FugelsangSound in Electronic Gambling Machines: A Review of the Literature and its Relevance to Game Soundin Mark Grimshaw (ed.), Game Sound Technology and Player Interaction: Concepts and Developments (Hershey, PA), 1-212011Academic ArticleCompSci AcademicEGMs; electronic gambling machines; arcade; advertising; gambling; casino; environment; physiology; sound; film; television
CrathornePieterVideo game genres and their musicUniversity of Stellenbosch2010Thesis (Masters)Music AcademicLinkgenre; art music; film music; music theory;
CunninghamStuartVic Grout, Rich PickingEmotion, Content, and Context in Sound and Musicin Mark Grimshaw (ed.), Game Sound Technology and Player Interaction: Concepts and Developments (Hershey, PA), 235-2632011Academic ArticleCompSci AcademicSound artefacts; information; processing; meaning; purpose; emotion; content analysis; context
CuryMónica MoreiraLa Música de los Videojuegos: Modalidades de Uso y Su Relación Con El Imaginario Social. Un Estudio Sobre La Banda Sonora Del Juego: ‘Final Fantasy VI'University of Chile2004Thesis (Masters)Music Academicfunction; social implications; film music; Final Fantasy VII
d'EscrivanJulioElectronic Music and the Moving Imagein Nick Collins and Julio d'Escrivan (eds), The Cambridge Companion to Electronic Music (Cambridge: Cambridge University Press), 156-170.2007Academic ArticleMusic Academicfilm music; electronic music; audio design; composition; television music;
DeCastroDanielQuality Video Game Music Scores, Considering the Standards Set, and Personal ReflectionsNew York University2007Thesis (Master)Music AcademicLinkcomposition; aesthetics; music education; concerts;
DemersJoannaDancing machines: :‘Dance Dance Revolution', cybernetic dance, and musical tastePopular Music 25/3, 401-4142006Academic ArticleMusic Academicmusic games; society; subcultures; Dance Dance Revolution; popular music; dance
DeutschStephenMusic for Interactive Moving Picturesin Larry Sider, Diane Freeman and Jerry Sider (eds) Soundscape: The School of Sound Lectures 1998-2001 (London and New York: Wallflower Press) 28-34.2003Academic ArticleMusic Academicfilm music; history; composition; electronic music; transitions;
DittbrennerNilsSoundchip-Musik Computer- und Videospielmusik von 1977-1994Universität Lüneburg2005Thesis (Masters)Music Academichistory; console hardware; technology; composition; 8-bit; dynamic music; chip music;
DrescherPeterCould ringtones be more annoying?in Karen Collins (ed.) From Pac-Man to Pop Music: Interactive Audio in Games and New Media, 47-542008Academic ArticleMusic Academictransfer; sonic quality; future; MP3; technology; customization
DroumevaMilenaAn Acoustic Communication Framework for Game Sound: Fidelity, Verisimilitude, Ecologyin Mark Grimshaw (ed.), Game Sound Technology and Player Interaction: Concepts and Developments (Hershey, PA), 131-1522011Academic ArticleCompSci AcademicFidelity; verisimilitude; acoustic realism; communication; patterns of listening; acoustic communities; ecology; listening modes; attentional stances; soundscapes; culture
EkmanIngerPetri LankoskiHair-Raising Entertainment: Emotions, Sound, and Structure in Silent Hill 2 and Fatal Framein Bernard Perron (ed), Horror Video Games: Essays on the Fusion of Fear and Play (Jefferson, NC: McFarland & Co), 181-199.2009Academic ArticleCompSci Academicperception; emotion; Silent Hill 2; Fatal Frame; threat
ErbeMarcusMundane Sounds in Miraculous Realms: An Auditory Analysis of Fantastical GamesIn: Moormann, Peter (ed.): Music and Game. Perspectives on a Popular Alliance. Wiesbaden 2013. 125-146.2013Book ChapterMusic Academicfantastical games; mundane;
FarnellAndyBehaviour, Structure and Causality in Procedural Audioin Mark Grimshaw (ed.), Game Sound Technology and Player Interaction: Concepts and Developments (Hershey, PA), 313-3392011Academic ArticleCompSci AcademicProcedural audio; historical; philosophical; commercial; technological; sound synthesis; virtual world; interactivity; real-time; computation
FarnellAndyAn introduction to procedural audio and its application in computer games.Self Published2007Casual ArticleCompSci PracticalLinkprocedural audio; composition; perception; technology
FayTodd M.Scott Selfon and Todor J. FayDirectX 9 Audio Exposed: Interactive Audio DevelopmentPlano, Texas: Wordware2004Edited CollectionCompSci Practicalcomposition; audio design; technology; DirectMusic; middleware
FranklinJaniceVideo Game Audio: Music?AAA-TAC: Acoustical, art and artifacts"—Technology, aesthetics, communication. Vol. 1 2004Academic ArticleMusic Academicinterviews; perception; dynamic music; reviews; journalism;
FribergJohnnyDan GärdenforsAudio Games: New perspectives on game audioPaper presented at the" ACE conference 2004, Singapore, June 20042004Academic PaperCompSci Academicaudio games; game design; audio design; Mudsplat; X-tune; Tim's Journey; perception;
FritschMelanieLive Performance Games? - Musikalische Bewegung sehen, hören und spielen.in Schroedter, Stephanie (ed.), "Bewegungen zwischen Hören und Sehen: Denkbewegungen über Bewegungskünste", Würzburg: Königshausen & Neumann, 2012; p. 609-624.2012Academic ArticleMusic Academic
FritschMelaniePlaying Music - Video Games and MusicACT - Zeitschrift für Musik und Performance No. 2. Issue editor, "Playing Music - Video Games and Music" with contributions by Tim Summers, Jason Brame, Steven B. Reale, and Dominic Larue"2011Academic ArticleMusic AcademicLink
FritschMelanieHistory of Video Game Musicin Moormann, Peter (ed.), "Music and Game: Perspectives on a Popular Alliance", Wiesbaden: Springer VS, 2013; p. 11-41.2013Academic ArticleMusic AcademicLink
FritschMelanieStefan StrötgenRelatively Live: How to Identify Live Music Performancesin "Music and the Moving Image" Vol. 5 No. 1, 2012 (March)2012Academic ArticleMusic AcademicLink
FurlongCianComputer Game Music - A Multifunctional MediumUniversity College Dublin2004Thesis (Undergraduate)Music AcademicLinkcomposition; Super Mario Bros.; film music; marketing; function
Gamesound research website , accessed 03 September 2009.
GibbonsWilliamWrap Your Troubles in Dreams: Popular Music, Narrative, and Dystopia in BioshockGame Studies 11/32011Academic ArticleMusic AcademicLinkpopular music; perception; Bioshock; narrative; licensed music; irony
GibbonsWilliamBlip, Bloop, Bach? Some Uses of Classical Music on the Nintendo Entertainment SystemMusic and the Moving Image 2/1, 40-522009Academic ArticleMusic Academicclassical music; NES; composition; Battle of Olympus; Captain Comic, Pirates!, Tetris, politics, imagery, Folk Tunes, Tchaikovsky, Bach, Handel, Mozart, pre-existing music
GrimshawMarkGareth SchottSituating Gaming as a Sonic Experience: The acoustic ecology of First-Person ShootersSituated Play (2007) Proceedings of DIGRA, Digital Games Research Association, September 24-28, 2007, Tokyo, Japan2007Academic ArticleCompSci Academicperception; ecology; first-person shooter; audio design; soundscape; affordance
GrimshawMarkGareth SchottA Conceptual Framework for the Analysis of First-Person Shooter Audio and its Potential Use for Game EnginesInternational Journal of Computer Games Technology2008Academic ArticleCompSci Academicperception; ecology; first-person shooter; audio design; affordance
GrimshawMarkGame Sound: Game Sound Technology and Player Interaction: Concepts and Developmentsershey, Pa: Information Science Reference2010Edited CollectionCompSci AcademicSee individual entries
GrimshawMarkThe Acoustic Ecology of the First-Person ShooterUniversity of Waikato2007Thesis (PhD)CompSci Academicperception; ecology; first-person shooter; audio design; Urban Terror; soundscape; affordance; Gibson; space
GrimshawMarkCraig A. Lindley, Lennart NackeSound and Immersion in the First-Person Shooter:Mixed Measurement of the Player's Sonic ExperienceProceedings of Audio Mostly 20082008Academic PaperCompSci AcademicLinkfirst-person shooter; audio design; immersion; procedural audio; technology
GrimshawMarkCraig A. Lindley, Lennart NackeSound and Immersion in the First-Person ShooterInternational Journal of Intelligent Games & Simulation 5/12008Academic ArticleCompSci Academicfirst-person shooter; audio design; immersion; procedural audio; technology
GrimshawMarkThe Acoustic Ecology of the First-Person Shooter: The Player Experience of Sound in the First-Person Shooter Computer GameSaarbrücken: VDM Verlag Dr. Mueller2008Monograph (adaptation of PhD)CompSci Academicperception; ecology; first-person shooter; audio design; Urban Terror; soundscape; affordance; Gibson; space
GuerrazAgnèsJacques LemordantIndeterminate adaptive digital audio for games on mobilesin Karen Collins (ed.) From Pac-Man to Pop Music: Interactive Audio in Games and New Media, 55-722008Academic ArticleMusic Academicmobiles; portable; API; audio formats; AMML; interactive; 3D audio; iXMF; programmatic control
HavrylivMarkEmiliano Vergara-RichardsFrom Battle Metris to Symbiotic Symphony: A New Model for Musical GamesUniversity of Wollongong Research Online2006Academic paperCompSci AcademicLinkmusic games; Battle Metris; gamification; John Cage; Iannis Xenakis; game design;
HerberNorbertThe composition-instrument: emergence, improvisation and interaction in games and new mediain Karen Collins (ed.) From Pac-Man to Pop Music: Interactive Audio in Games and New Media, 103-1232008Academic ArticleMusic AcademicSpore; Brian Eno; sound garden; interaction; art music; electroplankton; minimalism
HermansPhillipCooperation and Competition in Music CompositionDartmouth College2013Thesis (Masters)Music Academic / CompSciLinkmusic composition, games, consensus protocol, agent-based modeling, music education
HerzJ. C.Joystick Nation: How Videogames Gobbled Our Money, Won Our Hearts and Rewired Our MindsLondon: Abacus1997MonographJournalisticHistory; sound effects; technology development (causal); regional differences of composition; early composition styles
HoffertPaulMusic for New Media: Composing for Videogames, Web Sites, Presentations, and other Interactive MediaBoston, MA: Berklee Press2007MonographCompSci/Music PracticalComposition; technology; middleware;
HoltarNils IverMark J. Nelson, and Julian TogeliusAudioverdrive: Exploring bidirectional communication between music and gameplayProceedings of the 2013 International Computer Music Conference2013Academic ArticleCompSci/Music PracticalLinkComposition; bidirectional ; interactive; dynamic music
HooverTomKeeping Score: Interviews with Today's Top Film, Television and Game Music Composers Boston: Course Technology2010MonographInterview CollectionComposition; interviews; Marty O'Donnell; Winifred Phillips; Inon Zur; Cris Velasco; Jesper Kyd; Jason Graves
HugDanielNew Wine in New Skins: Sketching the Future of Game Sound Designin Mark Grimshaw (ed.), Game Sound Technology and Player Interaction: Concepts and Developments (Hershey, PA), 384-4152011Academic ArticleCompSci AcademicTechnology; development; Hollywood; naturalism; reality; liberation; soundtrack; aesthetics
JørgensenKristineOn the Functional Aspects of Computer Game Audioin Proceedings of the Audio Mostly Conference. Interactive Institute, PiteÃ:¥, Sweden2006Academic PaperCompSci Academicspace; transdiegesis; function; earcons;
JørgensenKristineOn Transdiegetic Sounds in Computer GamesNorthern Lights Vol. 5: Digital Aesthetics and Communication2007Academic ArticleCompSci Academictransdiegesis; diegesis; extradiegesis; meta-communication; film music
JørgensenKristineTime for New Terminology? Diegetic and Non-Diegetic Sounds in Computer Games Revisitedin Mark Grimshaw (ed.), Game Sound Technology and Player Interaction: Concepts and Developments (Hershey, PA), 78-972011Academic ArticleCompSci AcademicDiegesis; non-diegetic; diegetic; fictionality; terminology; spatial; space; gameworlds
JørgensenKristineA Comprehensive Study of Sound in Computer Games: How Audio Affects Player ActionLewiston, NY: Mellen2009Monograph (adaptation of PhD)CompSci Academicperception; Warcraft III; Hitman Contracts; history; film music; diegesis; earcons; semiotics; transdiegesis;
JørgensenKristine"What are these Grunts and Growls over there?"” Computer Game Audio and Player ActionCopenhagen University2007Thesis (PhD)CompSci Academicfilm music; ecology; perception; interviews; diegesis; transdiegesis
JørgensenKristineSounds and Sources in SacredProceedings from Cosign 2004. Split, Croatia2004Academic PaperCompSci Academicfunction; semiotics; Fencott; Sacred; Chion; perception
JørgensenKristineLeft in the dark: playing computer games with the sound turned offin Karen Collins (ed.) From Pac-Man to Pop Music: Interactive Audio in Games and New Media, 163-1762008Academic ArticleMusic Academicsound; information; Warcraft III; psychology; sound off; information; Hitman Contracts; stealth; strategy; player responses; empirical; information; orientation; space; virtual world
JørgensenKristineAudio and Gameplay: An Analysis of PvP Battlegrounds in World of WarcraftGame Studies 8/22008Academic ArticleCompSci AcademicWorld of Warcraft; earcons; transdiegesis; ecology; function
KaaeJesperTheoretical approaches to composing dynamic music for video gamesin Karen Collins (ed.) From Pac-Man to Pop Music: Interactive Audio in Games and New Media, 75-922008Academic ArticleMusic Academicdynamic music; changes; mixing; segue; linearity; adaptive music; multi-linearity; time
KampMichielLudic music in video gamesUtrecht University2009Thesis (MastersMusic AcademicLinkludic music; Juul; narrative; function; puzzles; music games; Caillois; fiction; rules
KampMichielMusical Ecologies in Video GamesPhilosophy & Technology: 2013Academic ArticleMusic AcademicLinkperception, James Gibson, ecological psychology, affordances, diegesis
KassabianAnahidUbiquitous listeningin David Hesmondhalgh and Keith Negus (eds), Popular Music Studies (London: Arnold), 131-142.2002Academic ArticleMusic Academicmusic technological cultures; modes of listening; subjectivity; technology
KayaliFaresGestural Interaction in Music Video Games:“Digital Games: Theory and Design:” conference at Brunel University, London, Great Britain, 09/14/072008Academic PaperCompSci AcademicLinkmusic games; Guitar Hero; Electroplankton; perception; tangible interfaces
KayaliFaresPlaying Music: Design, Theory, and Practice of Music-based GamesVienna University of Technology2008Thesis (PhD)CompSci AcademicLinkmusic games; game design; interviews; Otocky; Parappa the Rapper; Sim Tunes; Vib Ribbon; FreQuency; Rez; Guitar Hero; Electroplankton; Elite Beat Agents; Nintendo DS; interface; kinaesthesia;
KayaliFaresMartin Pichlmair, Petr KotikMobile Tangible Interfaces as Gestural Instruments5th International Music Workshop 2008, Vienna, Austria, 05/13/08-05/16/082008Academic PaperCompSci AcademicLinktangible interfaces; perception; music games; game design;
KnightTimMastering Sound and Music on the Atari STBerkeley: Sybex1987MonographCompSci PracticalAtari ST; sound design; composition; 8-bit; technology;
KohlerChrisPower-Up: How Japanese Video Games Gave the World an Extra LifeIndianapolis: Bradygames,2005MonographCasual Sociologyhistory; Japan; interviews; final fantasy; cinematic aesthetic
KudischEricaSelected annotated bibliographyin Karen Collins (ed.) From Pac-Man to Pop Music: Interactive Audio in Games and New Media, 189-1942008Academic ArticleMusic AcademicAcademic; scholarship; bibliography; publications; resources; articles; books
KärjäAntti-VilleMarketing music through computer games: the case of Poets of the Fall and Max Payne 2in Karen Collins (ed.) From Pac-Man to Pop Music: Interactive Audio in Games and New Media, 27-442008Academic ArticleMusic Academicmarketing; copyright; production; licensed music; authenticity; global; local; Max Payne 2; Poets of the Fall
LendinoJamesScoring for the Modern Computer GameProceedings of the International Computer Music Conference. San Francisco: International Computer Music Association1998Academic PaperCompSci AcademicLinkcomposition; dynamic music; technology; middleware; aesthetics;
LibermanDavidGame Enhanced Music Manuscript in Stephen Spencer (ed.), Proceedings of the 4th International Conference on Computer Graphics and Interactive Techniques in Australasia and South East Asia (GRAPHITE 2006) (Melbourne: ACM Press), 245-2502006Academic PaperCompSci Academicgame-scores; concerts; performance; composition; art; non-linearity
LiljedahlMatsSound for Fantasy and Freedomin Mark Grimshaw (ed.), Game Sound Technology and Player Interaction: Concepts and Developments (Hershey, PA), 22-432011Academic ArticleCompSci AcademicPhysical environment; voices; senses; immersion; GameFlow; Interactive Institute; Sonic Studio; perception; stimuli; game mechanics
LindaO'KeeffeSound is Not a Simulation: Methodologies for Examining the Experience of Soundscapesin Mark Grimshaw (ed.), Game Sound Technology and Player Interaction: Concepts and Developments (Hershey, PA), 44-592011Academic ArticleCompSci AcademicSoundscape; immersion; virtual; navigation; urban spaces; noise; space; design
MarksAaronThe Complete Guide to Game Audio for Composers, Musicians, Sound Designers, and Game Developers 2nd Ed Burlington, MA and Oxford: Focal Press2009MonographCompSci Practicalcomposition; sound design; how-to
MarksAaronJeannie NovakGame Development Essentials: Game Audio DevelopmentNew York: Delmar2009MonographCompSci Practicalcomposition; sound design; how-to
MeraMiguelInvention/Re-inventionMusic, Sound and the Moving Image, 3/1, 1-202009Academic ArticleMusic Academicintertextuality; film; cross-mediality; film music; Tomb Raider; Second Life
MeraMiguelAn Interview with James HanniganMusic, Sound and the Moving Image, 3/1, 99-1152009Academic ArticleMusic Academiccomposer interview; film music; Harry Potter; leitmotif; dynamic music; composition; technology;
MillerKiriThe Accidental Carjack: Ethnography, Gameworld Tourism, and Grand Theft AutoGame Studies 8/12008Academic ArticleMusic AcademicGrand Theft Auto; culture; radio; licensed music; ethnography; place; time; history; hip-hop; rap; avatar; player choice; survey; empirical
MillerKiriSchizophonic Performance: Guitar Hero, Rock Band, and Virtual VirtuosityJournal of the Society for American Music, 3/4, 395-4292009Academic ArticleMusic Academicsurvey; response; Guitar Hero; performance; music games; authenticity; realism;
MillerKiriGrove Street Grimm: Grand Theft Auto and Digital FolkloreJournal of American Folklore, 121 No. 481, 255-2852008Academic ArticleMusic Academicethnography; Grand Theft Auto; performance practice; licensed music; hip-hop; empirical; folklore;
MillerKiriJacking the Dial: Radio, Race, and Place in "Grand Theft Auto"Ethnomusicology, 51/3, 402-4382007Academic ArticleMusic AcademicGrand Theft Auto; culture; radio; licensed music; ethnography; place; hip-hop; rap; avatar; player choice; survey; empirical
MoseleyRogerPlaying games with music, and vice versa: performance and recreation in Guitar Hero and Rock Band In Nicholas Cook and Richard Pettengill (eds.), New perspective on performance studies: music across the disciplines. Ann Arbor: University of Michigan Press2011Academic ArticleMusic AcademicGuitar Hero; Rock Band; music games; performance; Caillois; ludus; paidia; virtuosity
MullanEoinPhysical Modelling for Sound Synthesisin Mark Grimshaw (ed.), Game Sound Technology and Player Interaction: Concepts and Developments (Hershey, PA), 340-3602011Academic ArticleCompSci AcademicSynthesis; technology; realism; procedural audio; physical modelling; run time; intuitive; virtual world; interaction; environments; perception; physics
MundayRodMusic in Video Gamesin Jamie Sexton (ed.), Music, Sound and Multimedia: From the Live to the Virtual (Edinburgh: Edinburgh University Press), 51-672007Academic ArticleMusic Academicimmersion; diegesis; environment; cognitive immersion; mythic immersion
MurphyDavidFlaithrí NeffSpatial Sound for Computer Games and Virtual Realityin Mark Grimshaw (ed.), Game Sound Technology and Player Interaction: Concepts and Developments (Hershey, PA), 287-3122011Academic ArticleCompSci AcademicSpatial sound; virtual reality; synthetic environments; mutli-modal spaces; future trends; technology; head related transfer function; implementation; virtual scene
NackeLennartMark N. Grimshaw, Craig A. LindleyMore than a feeling: Measurement of sonic user experience and psychophysiology in a first-person shooter gameInteracting with Computers, 22/5, 336-3432010Academic ArticlePsychologyempirical; experiment; cognitive; psychophysiology; EMG; EDA; GEQ; user experience; Half-Life 2;
NackeLennart E.Mark GrimshawPlayer-Game Interaction Through Affective Soundin Mark Grimshaw (ed.), Game Sound Technology and Player Interaction: Concepts and Developments (Hershey, PA), 264-2852011Academic ArticleCompSci AcademicAffective activity; aesthetics; sound; emotions; empirical; physiological; psychological; interaction; experience; psychophysiological
NilsIver HoltarMark J. Nelson, and Julian TogeliusAudioverdrive: Exploring bidirectional communication between music and gameplayProceedings of the 2013 International Computer Music Conference2013Academic ArticleMusic AcademicLinkdynamic music; interactice; bidirectional; composition
PaulLeonard J.An introduction to granular synthesis in video gamesin Karen Collins (ed.) From Pac-Man to Pop Music: Interactive Audio in Games and New Media, 135-1492008Academic ArticleMusic Academicpure data; Max/MSP; granular synthesis; sound effects; car engines; fades; dialogue; crowd; ambient sound
PichlmairMartinFares KayaliPlaying Music, Playing Games - Simulation vs. Gameplay in Music-based GamesVienna Games Conference 2008 'Future and Reality of Gaming' (FROG), Vienna, October 17th-19th, 20082008Academic PaperMusic AcademicLinkmusic games; interactivity; simulation; performance; Guitar Hero; interface; game design; Huizinga; ludus; paidia
PichlmairMartinFares KayaliLevels of Sound: On the Principles of Interactivity in Music Video Gamespaper at Digital Games Research Association Conference2007Academic PaperCompSci AcademicLinkmusic games; interactivity; game design; dynamic music; quantisation; synaesthesia; Guitar Hero;
RealeStevenChaos in the Cosmos: The Play of Contradictions in the Music of Katamari DamacyACT 2/12011Academic PaperMusic AcademicKatamari Damacy; music theory; music analysis; semiotics; kawaii; leitmotif;
ReiterUlrichPerceived Quality in Game Audioin Mark Grimshaw (ed.), Game Sound Technology and Player Interaction: Concepts and Developments (Hershey, PA), 153-1742011Academic ArticleCompSci AcademicQuality of experience; cross-modal interaction; stimuli; plausibility; interactivity; attention; salience model; experimental; interaction; audio domain; task; empirical
Roux-GirardGuillaumePlunged Alone into Darkness: Evolution and the Staging of Fear in the Alone in the Dark Seriesin Bernard Perron (ed), Horror Video Games: Essays on the Fusion of Fear and Play (Jefferson, NC: McFarland & Co), 145-167.2009Academic ArticleCompSci Academicperception; staging; alone in the dark; horror
Roux-GirardGuillaumeListening to Fear: A Study of Sound in Horror Computer Gamesin Mark Grimshaw (ed.), Game Sound Technology and Player Interaction: Concepts and Developments (Hershey, PA), 192-2122011Academic ArticleCompSci AcademicHorror; emotion; fear; dread; meaning; sonic structure; gameplay; sound; reception
SandersTimothyPaul CairnsTime perception, immersion and music in videogamesConference paper BCS HCI 20102010Academic PaperCompSci AcademicLinktime perception; immersion; experience; game design; empirical; psychology; cognition;
SangerGeorgeThe Fat Man on Game Audio: Tasty Morsels of Sonic GoodnessIndianapolis: New Riders2003MonographCompSci Practicalwritten by composer; compositional philosophy; biography; technique; history; technological development
SchmidtBrian L.Designing sound tracks for coin-op games, or, Computer music for under $65.00Proceedings: 1989 International Computer Music Conference. San Fransisco: Computer Music Association, 273-276.1989Academic PaperIndustry Practicalarcade; composition; sound design; function; technology; sound chips;
SchützeStephanThe 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 creationOrganized Sound 8/2, 171-1802008Academic ArticleMusic Academicsound design; sound installation; space; soundscape; technology; surround sound;
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SmithJacobI Can See Tomorrow In Your Dance: A Study of Dance Dance Revolution and Music Video GamesJournal of Popular Music Studies, 16/1, 58-842004Academic ArticleMusic AcademicDance Dance Revolution; fan culture; competitions; music games; party rap; PaRappa the Rapper; imitation games; rhythm games
StockbergerAxelThe Game Environment from an Auditive Perspective.In Level Up: Proceedings from DiGRA 2003.2003Academic PaperCompSci AcademicLinkspace; environment; perception; sound design; function; sound objects; acousmatic
SummersTimPlaying the Tune: Video Game Music, Gamers, and GenreACT 2/12011Academic ArticleMusic Academicgenre; interaction; musical traditions; alone in the dark; fighting games; strategy games; musical analysis
SvecHenryBecoming Machinic Virtuosos: Guitar Hero, Rez, and Multitudinous AestheticsLoading… 2/22008Academic ArticleMusic Academicpostmodern economics; performance; capitalism; Guitar Hero; Rez; empire
SweeneyMarkAnalysing CrysisUniversity of Oxford2011Thesis (Masters)Music Academicdynamic music; mobile form; Crysis; analysis; topic theory; aesthetics; aleatoric composition;
TanSiu-LanJohn Baxa and Matthew P. SpackmanEffects of built-in audio versus unrelated background music on performance in an adventure role-playing gameInternational Journal of Gaming and Computer-Mediated Simulations, 2/3 2010Academic ArticlePsychologyAudiovisual, Auditory, Cognitive Load, Interactive, Multimedia; psychology; controller; sources of sound
TesslerHollyThe new MTV? Electronic Arts and 'playing' musicin Karen Collins (ed.) From Pac-Man to Pop Music: Interactive Audio in Games and New Media, 13-262008Academic ArticleMusic AcademicMTV; Grand Theft Auto; licensed music; popular music; promotion; Steve Schnur; industry; marketing; copyright
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TinwellAngelaMark Grimshaw, Andrew WilliamsUncanny Speechin Mark Grimshaw (ed.), Game Sound Technology and Player Interaction: Concepts and Developments (Hershey, PA), 213-2342011Academic ArticleCompSci Academichuman; characters; speech; virtual characters; uncanny valley; sound; lip-synch; human-likeness; facial expression; cross-modal; fidelity; uncanniness
TopracPaulAhmed Abdel-MeguidCausing Fear, Suspense, and Anxiety Using Sound Design in Computer Gamesin Mark Grimshaw (ed.), Game Sound Technology and Player Interaction: Concepts and Developments (Hershey, PA), 176-1912011Academic ArticleCompSci Academicemotions; experimental; empirical; fear; suspense; anxiety; Darwinian; James-Lange; cognition; social constructivist; diegetic sound effects; volume; timing; source; synchronization; acoustmatic; untimed
van ElferenIsabellaUn Forastero! Issues of Virtuality and Diegesis in Videogame MusicMusic and the Moving Image 4/22011Academic ArticleMusic Academicvirtuality; magic circle; flow; hyperreal; ludic; narrative; Guitar Hero; Resident Evil; intermediality; GPS; dynamic music; uncanny; diegesis
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WeskeJörgDigital Sound and Music in Video GamesOnline Research Website2002Academic Research WebsiteCompSci AcademicLinkhistory; technology; genre; dynamic music; interview
WesternGaryTop Score: The Evolution and Significance of Video Game MusicCSU Monterey Bay2011Academic PaperMusic AcademicLinkmusic games; history; function; technology; MIDI; culture; chip music
WhalenZachPlay Along - An Approach to Videogame MusicGame Studies 4/12001Academic ArticleMusic Academicimmersion; function; cartoon music; mickey mousing; narrative; Super Mario Bros.; Legend of Zelda; Silent Hill;
WhalenZachCase Study: Film Music vs. Video-Game Music: The Case of Silent HillJamie Sexton (ed.), Music, Sound and Multimedia: From the Live to the Virtual (Edinburgh: Edinburgh University Press), 68-81.2007Academic ArticleMusic Academicfilm music; musical function; silence; Silent Hill; horror; radio; static; adaptive music
WhitmoreGuyA DirectMusic Case Study for Russian Squares for Windows XP Plus PackTodd M. Fay with Scott Selfon and Todor J. Fay (eds), DirectX 9 Audio Exposed: Interactive Audio Development (Plano, Texas: Wordware Publishing), 369-3862004Academic ArticleCompSci Practicaladaptive music; puzzle games; compositional challenges; sound examples; audio design; case-study; written by composer
WildeMartin D.Audio Programming for Interactive GamesOxford and Burlington, MA: Focal Press2004MonographCompSci Practicalhow-to; music programming
WilhelmssonUlfJacob WallénA Combined Model for the Structuring of Computer Game Audioin Mark Grimshaw (ed.), Game Sound Technology and Player Interaction: Concepts and Developments (Hershey, PA), 98-1302011Academic ArticleCompSci AcademicIEZA-framework; audio building; film sound; affordance; Murch; Gibson; Huiberts; van Tol; layering; encoded; embodied' cognition' functionality; loudness; frequency range; F.E.A.R.; Warcraft III; Legend of Zelda; tollset; production; structure; game design document
WoodSimonVideo Game Music - High Scores: Making Sense of Music and Video GamesGraeme Harper, Ruth Doughty and Jochen Eisentraut (eds), Sound and Music in Film and Visual Media: An Overview (New York and London: Continuum, 129-1482009Academic ArticleMusic AcademicTom Clancy's Splinter Cell; adaptive music; narrative; states; film music
WoolerReneAndrew R. Brown, Eduardo Miranda, Rodney Berry, Joachim DiederichA framework for comparison of processes in algorithmic music systemsGenerative Arts Practice (Sydney: Creativity and Cognition Studios Press), 109-1242005Academic ArticleCompSci Practicalgenerative music; dynamic music; algorithmic music; composition; middleware; software design
YoungdahlErikPlay Us a Song: The Structure and Aesthetics of Music in Video GamesWesleyan University2010Thesis (Undergraduate)Music AcademicLinkaesthetics; experience; immersion; dynamic music; atmosphere; Legend of Zelda; PaRappa the Rapper; Rock Band
ZehnderSean M.Scott LipscombThe Role of Music in Video GamesPeter Vorderer and Jennings Bryant (eds), Playing Video Games: Motives, Responses and Consequences (Mahwah, New Jersey and London: Lawrence Erlbaum Associates, Publishers), 241-258.2006Academic ArticlePsychologypsychology; genre; empirical surveys; communication; perception; musical options; applied aesthetics
ZehnderSean M.Scott LipscombImmersion in the Virtual Environment: The Effect of a Musical Score on the Video Gaming ExperienceJournal of Physiological Anthropology and Applied Human Sciences 23/6, 337-3432004Academic ArticlePsychologyLinkimmersion; film music; cognition; perception; virtual environment

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