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E-grāmata: Playing to Win: Sports, Video Games, and the Culture of Play

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  • Formāts: EPUB+DRM
  • Sērija : Digital Game Studies
  • Izdošanas datums: 12-Jan-2015
  • Izdevniecība: Indiana University Press
  • Valoda: eng
  • ISBN-13: 9780253015051
  • Formāts - EPUB+DRM
  • Cena: 15,95 €*
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  • Formāts: EPUB+DRM
  • Sērija : Digital Game Studies
  • Izdošanas datums: 12-Jan-2015
  • Izdevniecība: Indiana University Press
  • Valoda: eng
  • ISBN-13: 9780253015051

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In this era of big media franchises, sports branding has crossed platforms, so that the sport, its television broadcast, and its replication in an electronic game are packaged and promoted as part of the same fan experience. Editors Robert Alan Brookey and Thomas P. Oates trace this development back to the unexpected success of Atari's Pong in the 1970s, which provoked a flood of sport simulation games that have had an impact on every sector of the electronic game market. From golf to football, basketball to step aerobics, electronic sports games are as familiar in the American household as the televised sporting events they simulate. This book explores the points of convergence at which gaming and sports culture merge.

Recenzijas

"[ W]hat is particularly unique about Playing to Win: Sports, Video Games, and the Culture of Play . . . is that it offers a critical assessment of sports video games at a time when such an assessment is necessary, given the convergence of gaming and sports culture."International Journal of Sport Communication "In taking on a number of dfferent kinds of topics, Brookey and Oates have assembled a collection that encourages the reader to think beyond any singular way of examining sports games."American Journal of Play "Numerous avenues of inquiry worthy of closer investigation are offered in this book. As such, this work is a useful contribution to this burgeoning field of study."Library Journal "Essays complement one another and, taken together, provide a comprehensive overview of important considerations in a field that is only beginning to be researched in depth. . . . Recommended."Choice "A timely volume, with a stellar array of authors."Toby Miller, author of Blow Up the Humanities

Introduction 1(22)
Thomas P. Oates
Robert Alan Brookey
PART 1 GENDER PLAY
1 The Name of the Game Is Jocktronics: Sport and Masculinity in Early Video Games
23(22)
Michael Z. Newman
2 Madden Men: Masculinity, Race, and the Marketing of a Video Game Franchise
45(18)
Thomas P. Oates
3 Neoliberal Masculinity: The Government of Play and Masculinity in E-Sports
63(29)
Gerald Voorhees
4 The Social and Gender in Fantasy Sports Leagues
92(20)
Luke Howie
Perri Campbell
5 Domesticating Sports: The Wii, the Mii, and Nintendo's Postfeminist Subject
112(21)
Renee M. Powers
Robert Alan Brookey
PART 2 THE USES OF SIMULATION
6 Avastars: The Encoding of Fame within Sport Digital Games
133(19)
Steven Conway
7 Keeping It Real: Sports Video Game Advertising and the Fan-Consumer
152(20)
Cory Hillman
Michael L. Butterworth
8 Exploiting Nationalism and Banal Cosmopolitanism: EA's FIFA World Cup 2010
172(19)
Andrew Baerg
9 Ideology, It's in the Game: Selective Simulation in EA Sports' NCAA Football
191(26)
Meredith M. Bagley
Ian Summers
10 Yes Wii Can or Can Wii? Theorizing the Possibilities of Video Games as Health Disparity Intervention
217(18)
David J. Leonard
Sarah Ullrich-French
Thomas G. Power
Contributors 235(4)
Index 239
Robert Alan Brookey is Professor of Telecommunications at Ball State University where he also serves as the Director of Graduate Studies for the MA program in Digital Storytelling. He is the author of Hollywood Gamers: Digital Convergence in the Film and Video Game Industries (IUP, 2010). Thomas P. Oates is Assistant Professor of American Studies and Journalism and Mass Communication at the University of Iowa.