Playing to win : sports, video games, and the culture of play /

Playing to win : sports, video games, and the culture of play / edited by Robert Alan Brookey and Thomas P. Oates. - Bloomington : Indiana University Press, (c)2015. - 1 online resource (1 online resource (260 pages) - Digital game studies .

Includes bibliographies and index.

Part I: Gender Play -- -- The Name of the Game is Jocktronics : Sport and Masculinity in Early Video Games / Madden Men : Masculinity, Race, and the Marketing of a Video Game Franchise / Neoliberal Masculinity : The Government of Play and Masculinity in E-Sports / The Social and Gender in Fantasy Sports Leagues / Domesticating Sports : The Wii, the Mii and Nintendo's Postfeminist Subject / -- Part II. The Uses of Simulation -- -- Avastars : The Encoding of Fame within Sport Digital Games / Keeping it Real : Sports Video Game Advertising and the Fan-Consumer / Exploiting Nationalism and Banal Cosmopolitanism : EA's FIFA World Cup 2010 / Ideology, It's In The Game : Selective Simulation in EA Sports' NCAA Football / Yes Wii Can or Can Wii : Theorizing the Possibilities of Video Games as Health Disparity Intervention / Michael Z. Newman -- Thomas P. Oates -- Gerald Voorhees -- Luke Howie and Perri Campbell -- Rene Powers and Robert Alan Brookey -- Steven Conway -- Cory Hillman and Michael Butterworth -- Andrew Baerg -- Meredith M. Bagley and Ian Summers -- David J. Leonard, Sarah Ullrich-French, and Thomas G. Power.

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.



9780253015051


Sports--Marketing.
Communication in marketing.
Sports spectators.
Video games.
Video games--Social aspects.
Cheerleading.


Electronic Books.

GV716 / .P539 2015