Table of contents for From Pac-Man to pop music : interactive audio in games and new media / [edited by] Karen Collins.

Bibliographic record and links to related information available from the Library of Congress catalog.

Note: Contents data are machine generated based on pre-publication provided by the publisher. Contents may have variations from the printed book or be incomplete or contain other coding.


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Contents
Notes on the Contributors
Introduction: Karen Collins
Part One: Industries and Synergies
Chapter One: The new MTV? Electronic Arts and ¿playing¿ music: Holly Tessler
Chapter Two: Marketing Music Through Computer Games: The Case of Poets of the Fall and Max Payne 2: Antti-Ville Kärjä
Part Two: Ringtones and Mobile Phones
Chapter Three: Could Ringtones Be More Annoying?: Peter Drescher
Chapter Four: Indeterminate Adaptive Digital Audio for Games on Mobiles: Agnès Guerraz and Jacques Lemordant 
Part Three: Instruments and Interactions
Chapter Five: Theoretical approaches to composing dynamic music for games: Jesper Kaae
Chapter Six: Realising groundbreaking adaptive music: Tim van Geelen
Chapter Seven: The Composition-Instrument: emergence, improvisation, and interaction in games and new media: Norbert Herber
Part Four: Techniques and Technologies 
Chapter Eight: Dynamic Range: Subtlety and Silence in Video Game Sound: Rob Bridgett
Chapter Nine: An Introduction to Granular Synthesis in Video Games: Leonard Paul
Part Five: Audio and Audience
Chapter Ten: Chip Music: Low Tech Data Music Sharing: Anders Carlsson
Chapter Eleven: Left in the Dark: Playing Computer Games with the Sound Turned Off: Kristine Jørgensen
Chapter Twelve: ¿Music Theory in Music Games¿: Peter Shultz
Annotated Bibliography and Resources: Erica Kudisch and Tim van Geelen
Bibliography
Index

Library of Congress Subject Headings for this publication:

Video game music -- History and criticism.
Popular music -- History and criticism.