Studies in Game Sound and Music, Intellect Academic Publishing
Series Editors: Michiel Kamp, Tim Summers, Mark Sweeney and Melanie Fritsch
This is a series of academic peer-reviewed books to present high-quality research on video game music and sound.
The series includes both monographs and edited collections. It does not seal game audio into a scholarly suburb, but instead seeks to engage game audio practitioners and researchers from a range of disciplines, including anthropology, computer science, media studies, psychology, sociology, sound studies, as well as musicology.
The books present new research, such as analysis, historical studies, practical investigations and conceptual/theoretical issues. However, they are also designed to support the growing number of graduates and undergraduates who study in this field.
Book types that are suitable for this series include, but are not limited to, books about
- Particular games or game series (e.g. a book on Final Fantasy games)
- Specific types of games (e.g. a collection on sound in horror games)
- Distinct sonic phenomena in games (e.g. a volume on audio in MMORPGs)
- Cultures surrounding games (e.g. a study of fan cultures about video game music)
- Histories and interactions with other media (e.g. histories of game audio, projects comparing game and film sound)
- Conceptual issues and approaches (e.g. investigations into immersion and audio in games, perspectives on alterity and music in games)
- Particular practices of game audio (e.g. explorations of voices and dialogue recording in games)
The books include conceptual, technical and sonic detail, but remain accessible to those with less formal education. Similarly, the authors are asked to ensure that those less familiar with the game medium are able to follow the arguments. Technological discussions are necessary, but they are explained in plain English and in such a way that the sonic implications are clear. The books are easily readable by advanced undergraduate students.
Proposing a volume
- innovation in approach and subject matter, and
- the significance of the work for both the field of game audio and beyond.
Books need to engage with current academic discourse on the topic of game audio itself, but, where appropriate, also link to other disciplines. Interdisciplinary research is highly encouraged, although not required. The writing and terminology would also need to be accessible to academic audiences from a wide range of disciplines, as well as to advanced undergraduates/Masters-level students.
Authors considering proposing a volume for the series should, in the first instance, contact one of the series editors, either via their institutional addresses or through email@example.com.
Discusses music’s role in a well-loved and culturally significant game – Ocarina of Time. Examines music in different narrative, ludological and interactive contexts. Identifies music’s function within the game and uses this to investigate wider issues in music and media studies, including interactivity, fan cultures and technology.