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Writing Interactive Music for Video Games: A Composer's Guide by Michael Sweet
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American Band: Music, Dreams, and Coming of Age in the Heartland
Kristen Laine - 2007
a world where salvation and ambition and teenage angst collide in strange ways no outsider could ever understand, unless you read American Band." --Michael Bamberger, author of Wonderland: A Year in the Life of an American High School Every fall, marching bands take to the field in a uniquely American ritual. From the stands, it looks easy. You don’t see them sweat. For millions of kids, band is more than a show. It’s a rite of passage—a first foray into leadership and adult responsibility, and a chance to learn what it means to be part of a community. Nowhere is band more serious than at Concord High School in Elkhart, Indiana, where the entire town is involved with the success of its defending state champion band, the Marching Minutemen. In the place where this tradition may have originated, in the city that became the band instrument capital of the world, band is a religion. But it’s not the only religion, as director Max Jones discovers. After four decades, Jones’s single-minded devotion to musical excellence has fallen out of step with a younger generation increasingly focused on personal salvation. In what his students do not know is his final season of directing, he has assembled his most ambitious show ever, for the strongest senior class he has ever directed. Amid conflicting notions of greatness, the band marches through a season that starts in hope and promise, progresses through uncertainty and disappointment, and ends, ultimately, in redemption. AMERICAN BAND is an unusually intimate chronicle of life, in all its triumph, disappointment, and drama, in the kind of community in which most of America lives. It is an especially timely portrait, capturing as it does the spirit of the heartland at a time of profound change. If you have ever been—or yearned to be—part of something bigger than yourself, you will be rooting for the kids whose voices fill this book.
First Person: New Media as Story, Performance, and Game
Noah Wardrip-Fruin - 2004
Yet it is widely believed that the market for electronic literature--predicted by some to be the future of the written word--languishes. Even bestselling author Stephen King achieved disappointing results with his online publication of Riding the Bullet and The Plant.Isn't it possible, though, that many hugely successful computer games--those that depend on or at least utilize storytelling conventions of narrative, character, and theme--can be seen as examples of electronic literature? And isn't it likely that the truly significant new forms of electronic literature will prove to be (like games) so deeply interactive and procedural that it would be impossible to present them as paper-like e-books? The editors of First Person have gathered a remarkably diverse group of new media theorists and practitioners to consider the relationship between story and game, as well as the new kinds of artistic creation (literary, performative, playful) that have become possible in the digital environment.This landmark collection is organized as a series of discussions among creators and theorists; each section includes three presentations, with each presentation followed by two responses. Topics considered range from Cyberdrama to Ludology (the study of games), to The Pixel/The Line to Beyond Chat. The conversational structure inspired contributors to revise, update, and expand their presentations as they prepared them for the book, and the panel discussions have overflowed into a First Person web site (created in conjunction with the online journal Electronic Book Review).
Open Book : the life and death of Amy Winehouse
Andy Morris - 2011
Amy lived a rock-star lifestyle to the max, replacing an addiction to drugs with a battle against alcohol. When she died, aged 27, she joined a long list of musicians whose lives had been tragically cut short at the same age - the likes of Jimi Hendrix, Kurt Cobain and Jim Morrison. She burst onto the scene with her debut album, "Frank," in 2003. But it was her follow-up, "Back To Black," in 2006 that won her millions of fans right around the world as she won five Grammy Awards for the album. Her chart success, though, would always be measured against a personal life full of trauma. She wrote "Back To Black" about Blake Fielder-Civil, who she married in 2007. But they spent little time together as a married couple as Blake was sent to prison. Theirs was a stormy romance, and despite divorcing they would remain in love with each other until she died. There were always plenty of other men in Amy's life, though. In the end she died alone in her bed. A bodyguard kept her protected from the outside world, but nobody could protect her from herself...
Gamification by Design
Gabe Zichermann - 2011
This book provides the design strategy and tactics you need to integrate game mechanics into any kind of consumer-facing website or mobile app. Learn how to use core game concepts, design patterns, and meaningful code samples to a create fun and captivating social environment.Whether you're an executive, developer, producer, or product specialist, Gamification by Design will show you how game mechanics can help you build customer loyalty.Discover the motivational framework game designers use to segment and engage consumersUnderstand core game mechanics such as points, badges, levels, challenges, and leaderboardsEngage your consumers with reward structures, positive reinforcement, and feedback loopsCombine game mechanics with social interaction for activities such as collecting, gifting, heroism, and statusDive into case studies on Nike and Yahoo!, and analyze interactions at Google, Facebook, and ZyngaGet the architecture and code to gamify a basic consumer site, and learn how to use mainstream gamification APIs from Badgeville"Turning applications into games is a huge trend. This book does a great job of identifying the core lasting principals you need to inspire your users to visit again and again." —Adam Loving Freelance Social Game Developer and founder of Twibes Twitter Groups
The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education
Karl M. Kapp - 2012
He has put together a brilliant primer for learning professionals on how to gamify learning, packed with useful advice and examples." --Anders Gronstedt, president, Gronstedt Group"After reading this book, you'll never be able to design boring learning again." --Connie Malamed, author, Visual Language For Designers; author/creator of The eLearning Coach Blog"Engaging, informative and complete; if you need to understand anything about instructional game design, this is the book you need. It provides the right amount of academic evidence, practical advice and insightful design tips to have you creating impactful learning in no time." --Sherry Engel, associate director learning technology, Penn Medicine Center for Innovation and Learning"What Karl Kapp has done with this book is looked at games and learning from every possible angle....he provocatively asks questions that the learning community needs to answer, like 'Do our design processes still work?' and 'Are we really meeting the needs of today's learners?' This book may make you anxious, make you laugh, or make you angry. But one thing it will definitely do is make you think." --Rich Mesch, experiential learning guru, Performance Development Group
First, Learn to Practice
Tom Heany - 2012
For 16 years he was the Director of Programming for the National Music Foundation, where he developed and ran the American Music Education Initiative and the Berkshire Music Festival. As a contributing editor for the National Guitar Workshop, he wrote about musical subjects ranging from the Grammy Awards to Tuvan throat-singing. For WorkshopLive, NGW’s online learning platform, he interviewed guitar, bass and piano teachers about their views on practicing, performing and playing. He has created content for online courses in guitar instruction, folk music, bluegrass and country music, and advised the Boy Scouts of America on the requirements for the Music Merit Badge. Tom has also taught guitar, performed in the rockabilly band Real Gone, arranged the music of George Gershwin and Duke Ellington for solo acoustic guitar and written dozens of songs. First, Learn to Practice is a book about how to practice a musical instrument – any musical instrument. It’s suitable for all musicians – professional, amateur, student or beginner. Whether you play in a concert hall or your own basement, First, Learn to Practice can show you how to get the most pleasure, and the most progress, out of your practice time."Certainly part of the problem in learning how to play an instrument is the way an individual approaches practicing. One must be committed to spending lots of time on eye, ear, and hand coordination; learning how to listen; learning how to sight-read; and, having fun during those many hours of conquering notes on and off the page. But, how many “students” really know how to practice in the first place? The answers can be found in Tom Heany’s new book First, Learn to Practice.It is structured in a way that the novice musician who is serious about learning to play can make substantial progress and enjoy the art of practicing while engaged in making music. This very basic text is a must have for all music makers who want to build their mental and physical attitudes toward great practice sessions." ~ Dr. Willie Hill, Director of the Fine Arts Center, the University of Massachusetts-Amherst."Tom Heany has developed an approach to mastering a musical instrument that is both simple and effective. First Learn to Practice is a must for anyone who is serious about learning to play." ~ David Smolover, Founder of National Guitar Workshop and WorkshopLive
Re-make/Re-model: Becoming Roxy Music
Michael Bracewell - 2007
Here was a group that looked as though it came not only from another era, but from another planet - a band in which art, fashion and music would combine to create, in Bryan Ferry's words, 'above all, a state of mind'. Written with the assistance, for the first time, of all those involved, including Bryan Ferry, Brian Eno, Andy Mackay, and Phil Manzanera, Re-make/Re-model tells how Pop Art, the 1960s underground, and Swinging London were transformed into a unique sound and look - theatrical, arch, literate. clever, sexy, thrilling. In the tradition of Jean Stein and George Plimpton's Edie, Re-make/Re-model is the story of extraordinary individuals and exceptional creativity - and nothing less than the history of an era in music and pop culture.""Exquisitely written...as much a work of art as its subject." - The Observer"Innovative and intelligent." - Publishers Weekly"Michael Bracewell is the most adroitly gifted writer of his generation." - Morrissey
Cowboy Song: The Authorised Biography Of Philip Lynott
Graeme Thomson - 2016
Leading music writer Graeme Thompson explores the fascinating contradictions between Lynott's unbridled rock star excesses and the shy, sensitive 'orphan' raised in working class Dublin. The mixed-race child of a Catholic teenager and a Guyanese stowaway, Lynott rose above daunting obstacles and wounding abandonments to become Ireland's first rock star. Cowboy Song examines his key musical alliances as well as the unique blend of cultural influences which informed Lynott's writing, connecting Ireland's rich reserves of music, myth and poetry to hard rock, progressive folk, punk, soul and New Wave. Published on the thirtieth anniversary of Lynott's death in January 1986, Thompson draws on scores of exclusive interviews with family, friends, band mates and collaborators. Cowboy Song is both the ultimate depiction of a multi-faceted rock icon, and an intimate portrait of a much-loved father, son and husband.
The Proteus Paradox: How Online Games and Virtual Worlds Change Us—And How They Don't
Nick Yee - 2014
Yet inhabitants of virtual worlds rarely achieve this liberty, game researcher Nick Yee contends. Though online games evoke freedom and escapism, Yee shows that virtual spaces perpetuate social norms and stereotypes from the offline world, transform play into labor, and inspire racial scapegoating and superstitious thinking. And the change that does occur is often out of our control and effected by unparalleled—but rarely recognized—tools for controlling what players think and how they behave. Using player surveys, psychological experiments, and in-game data, Yee breaks down misconceptions about who plays fantasy games and the extent to which the online and offline worlds operate separately. With a wealth of entertaining and provocative examples, he explains what virtual worlds are about and why they matter, not only for entertainment but also for business and education. He uses gaming as a lens through which to examine the pressing question of what it means to be human in a digital world. His thought-provoking book is an invitation to think more deeply about virtual worlds and what they reveal to us about ourselves.
Play Matters
Miguel Sicart - 2014
So what, then, is play? In Play Matters, Miguel Sicart argues that to play is to be in the world; playing is a form of understanding what surrounds us and a way of engaging with others. Play goes beyond games; it is a mode of being human.We play games, but we also play with toys, on playgrounds, with technologies and design. Sicart proposes a theory of play that doesn't derive from a particular object or activity but is a portable tool for being—not tied to objects but brought by people to the complex interactions that form their daily lives. It is not separated from reality; it is part of it. It is pleasurable, but not necessarily fun. Play can be dangerous, addictive, and destructive.Along the way, Sicart considers playfulness, the capacity to use play outside the context of play; toys, the materialization of play--instruments but also play pals; playgrounds, play spaces that enable all kinds of play; beauty, the aesthetics of play through action; political play--from Maradona's goal against England in the 1986 World Cup to the hactivist activities of Anonymous; the political, aesthetic, and moral activity of game design; and why play and computers get along so well.
High Score!: The Illustrated History of Electronic Games
Rusel DeMaria - 2002
Featuring hundreds of interviews with game creators and thousands of never-before-seen photos from the early days, this book honors the games that have captivated youngsters and the young-at-heart for more than 30 years--making this the ultimate tribute to electronic games.
Gamestorming: A Playbook for Innovators, Rule-breakers, and Changemakers
Dave Gray - 2010
But creating an environment for creative thinking and innovation can be a daunting challenge. How can you make it happen at your company? The answer may surprise you: gamestorming.This book includes more than 80 games to help you break down barriers, communicate better, and generate new ideas, insights, and strategies. The authors have identified tools and techniques from some of the world's most innovative professionals, whose teams collaborate and make great things happen. This book is the result: a unique collection of games that encourage engagement and creativity while bringing more structure and clarity to the workplace. Find out why -- and how -- with Gamestorming.Overcome conflict and increase engagement with team-oriented gamesImprove collaboration and communication in cross-disciplinary teams with visual-thinking techniquesImprove understanding by role-playing customer and user experiencesGenerate better ideas and more of them, faster than ever beforeShorten meetings and make them more productiveSimulate and explore complex systems, interactions, and dynamicsIdentify a problem's root cause, and find the paths that point toward a solution
The Game Design Reader: A Rules of Play Anthology
Katie SalenJussi Holopainen - 2005
A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players.Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: What are games and how are they designed? How do games interact with culture at large? What critical approaches can game designers take to create game stories, game spaces, game communities, and new forms of play?Salen and Zimmerman have collected seminal writings that span 50 years to offer a stunning array of perspectives. Game journalists express the rhythms of game play, sociologists tackle topics such as role-playing in vast virtual worlds, players rant and rave, and game designers describe the sweat and tears of bringing a game to market. Each text acts as a springboard for discussion, a potential class assignment, and a source of inspiration. The book is organized around fourteen topics, from The Player Experience to The Game Design Process, from Games and Narrative to Cultural Representation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas and research fundamental to the study of games, and points to relevant texts within the Reader. Visual essays between book sections act as counterpoint to the writings.Like Rules of Play, The Game Design Reader is an intelligent and playful book. An invaluable resource for professionals and a unique introduction for those new to the field, The Game Design Reader is essential reading for anyone who takes games seriously.
Principles of Orchestration
Nikolai Rimsky-Korsakov - 1822
But invention, in all art, is closely allied to technique, and technique can be taught. This book, therefore, which differs from most other texts on the subject because of its tremendous wealth of musical examples and its systematic arrangement of material according to each constituent of the orchestra, will undoubtedly be of value to any music student. It is a music classic, perhaps the only book on classical orchestration written by a major composer.In it, the composer aims to provide the reader with the fundamental principles of modern orchestration from the standpoint of brilliance and imagination, and he devotes considerable space to the study of tonal resonance and orchestral combination. In his course, he demonstrates such things as how to produce a good-sounding chord of certain tone-quality, uniformly distributed; how to detach a melody from its harmonic setting; correct progression of parts; and other similar problems.The first chapter is a general review of orchestral groups, with an instrument-by-instrument breakdown and material on such technical questions as fingering, range, emission of sound, etc. There follows two chapters on melody and harmony in strings, winds, brasses, and combined groups. Chapter IV, Composition of the Orchestra, covers different ways of orchestrating the same music; effects that can be achieved with full tutti; tutti in winds, tutti pizzicato, soli in the strings, etc.; chords; progressions; and so on. The last two chapters deal with opera and include discussion of solo and choral accompaniment, instruments on stage or in the wings, technical terms, soloists (range, register, vocalization, vowels, etc.), voices in combination, and choral singing. Immediately following this text are some 330 pages of musical examples drawn from "Sheherazade," the "Antar Symphony," "Capriccio Espagnol," "Sadko," "Ivan the Terrible," "Le Coq d'Or," "Mlada," "The Tsar's Bride," and others of Rimsky-Korsakov's works. These excerpts are all referred to in the text itself, where they illustrate, far better than words, particular points of theory and actual musical practice. They are largely responsible for making this book the very special (and very useful) publication it is.This single-volume edition also includes a brief preface by the editor and extracts from Rimsky-Korsakov's 1891 draft and final versions of his own preface, as well as an appendixed chart of single tutti chords in the composer's works.
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Janet H. Murray - 1997
In this comprehensive and readable book--already a classic statement of the aesthetics of digital media, acclaimed by practitioners and theorists alike--Janet Murray shows how the computer is reshaping the stories we live by. Murray discusses the unique properties and pleasures of digital environments and connects them with the traditional satisfactions of narrative. She analyzes the dramatic satisfaction of participatory stories and considers what would be necessary to move interactive fiction from the formats of childish games and confusing labyrinths into a mature and compelling art form. Through a blend of imagination and techno-wizardry, Murray provides both readers and writers with a guide to the storytelling of the future.