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Playing to win : sports, video games, and the culture of play / edited by Robert Alan Brookey and Thomas P. Oates.
Connect to full text Available online
View online- Format:
- Book
- Language:
- English
- Subjects (All):
- Sports--Marketing.
- Sports.
- Communication in marketing.
- Sports spectators.
- Video games.
- Video games--Social aspects.
- Genre:
- Video games.
- Electronic books.
- Physical Description:
- 1 online resource (260 pages)
- Place of Publication:
- Bloomington : Indiana University Press, [2015]
- System Details:
- text file
- Summary:
- In this era of big media franchises, sports branding has crossed platforms, creating an environment where 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. Book jacket.
- Contents:
- Part 1 Gender Play
- 1 The Name of the Game Is Jocktronics: Sport and Masculinity in Early Video Games / Michael Z. Newman Newman, Michael Z. 23
- 2 Madden Men: Masculinity, Race, and the Marketing of a Video Game Franchise / Thomas P. Oates Oates, Thomas P. 45
- 3 Neoliberal Masculinity: The Government of Play and Masculinity in E-Sports / Gerald Voorhees Voorhees, Gerald 63
- 4 The Social and Gender in Fantasy Sports Leagues / Luke Howie Howie, Luke, Perri Campbell Campbell, Perri 92
- 5 Domesticating Sports: The Wii, the Mii, and Nintendo's Postfeminist Subject / Renee M. Powers Powers, Renee M., Robert Alan Brookey Brookey, Robert Alan 112
- Part 2 The Uses of Simulation
- 6 Avastars: The Encoding of Fame within Sport Digital Games / Steven Conway Conway, Steven 133
- 7 Keeping It Real: Sports Video Game Advertising and the Fan-Consumer / Cory Hillman Hillman, Cory, Michael L. Butterworth Butterworth, Michael L. 152
- 8 Exploiting Nationalism and Banal Cosmopolitanism: EAs FIFA World Cup 2010 / Andrew Baerg Baerg, Andrew 172
- 9 Ideology, It's in the Game: Selective Simulation in EA Sports NCAAFootball / Meredith M. Bagley Bagley, Meredith M., Ian Summers Summers, Ian 191
- 10 Yes Wii Can or Can Wii? Theorizing the Possibilities of Video Games as Health Disparity Intervention / David J. Leonard Leonard, David J., Sarah Ullrich-French Ullrich-French, Sarah, Thomas G. Power Power, Thomas G. 217.
- Notes:
- Includes bibliographical references and index.
- Description based on print version record.
- Local Notes:
- Electronic reproduction. Ann Arbor, MI : ProQuest, 2015. Available via World Wide Web. Access may be limited to ProQuest affiliated libraries.
- Other Format:
- Print version: Playing to win : sports, video games, and the culture of play.
- ISBN:
- 9780253015051
- OCLC:
- 896824905
- Access Restriction:
- Restricted for use by site license.
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