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Playing to Win : Sports, Video Games, and the Culture of Play, Paperback by B...

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eBay-objectnummer:354415686146
Laatst bijgewerkt op 18 jun 2024 16:43:56 CESTAlle herzieningen bekijkenAlle herzieningen bekijken

Specificaties

Objectstaat
Vrijwel nieuw: Een boek dat er als nieuw uitziet, maar al wel is gelezen. De kaft is niet zichtbaar ...
ISBN
9780253015020
Book Title
Playing to Win : Sports, Video Games, and the Culture of Play
Book Series
Digital Game Studies
Publisher
Indiana University Press
Item Length
9 in
Publication Year
2015
Format
Trade Paperback
Language
English
Item Height
0.7 in
Author
Andrew Baerg
Genre
Technology & Engineering, Sports & Recreation, Games & Activities
Topic
Sociology of Sports, Television & Video, General, Video & Electronic
Item Weight
13.6 Oz
Item Width
6 in
Number of Pages
252 Pages

Over dit product

Product Identifiers

Publisher
Indiana University Press
ISBN-10
0253015022
ISBN-13
9780253015020
eBay Product ID (ePID)
202511784

Product Key Features

Book Title
Playing to Win : Sports, Video Games, and the Culture of Play
Number of Pages
252 Pages
Language
English
Publication Year
2015
Topic
Sociology of Sports, Television & Video, General, Video & Electronic
Genre
Technology & Engineering, Sports & Recreation, Games & Activities
Author
Andrew Baerg
Book Series
Digital Game Studies
Format
Trade Paperback

Dimensions

Item Height
0.7 in
Item Weight
13.6 Oz
Item Length
9 in
Item Width
6 in

Additional Product Features

Intended Audience
Trade
LCCN
2014-017133
Dewey Edition
23
Reviews
"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, [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., "[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, "[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, "...a timely volume, with a stellar array of authors." -Toby Miller, author of Blow Up the Humanities, 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., "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
Grade From
College Graduate Student
Dewey Decimal
794.8
Table Of Content
Playing to Win: An introduction. / Thomas P. Oates and Robert Alan Brookey Part I: Gender Play 1. The Name of the Game is Jocktronics: Sport and Masculinity in Early Video Games / Michael Z. Newman 2. Madden Men: Masculinity, Race, and the Marketing of a Video Game Franchise / Thomas P. Oates 3. Neoliberal Masculinity: The Government of Play and Masculinity in E-Sports / Gerald Voorhees 4. The Social and Gender in Fantasy Sports Leagues / Luke Howie and Perri Campbell 5. Domesticating Sports: The Wii, the Mii and Nintendo's Postfeminist Subject / Rene Powers and Robert Alan Brookey Part II. The Uses of Simulation 6. Avastars: The Encoding of Fame within Sport Digital Games / Steven Conway 7. Keeping it Real: Sports Video Game Advertising and the Fan-Consumer / Cory Hillman and Michael Butterworth 8. Exploiting Nationalism and Banal Cosmopolitanism: EA's FIFA World Cup 2010 / Andrew Baerg 9. Ideology, It's In The Game: Selective Simulation in EA Sports' NCAA Football / Meredith M. Bagley and Ian Summers 10. Yes Wii Can or Can Wii: Theorizing the Possibilities of Video Games as Health Disparity Intervention / David J. Leonard, Sarah Ullrich-French, and Thomas G. Power Contributors Index
Synopsis
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.
LC Classification Number
GV1469.34
Copyright Date
2015
ebay_catalog_id
4

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