000 | 03757cam a2200433Mi 4500 | ||
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001 | ocn961680999 | ||
003 | OCoLC | ||
005 | 20240726104916.0 | ||
008 | 160815t20152015inu ob 001 0 eng d | ||
040 |
_aAZK _beng _erda _epn _cAZK _dOCLCO _dNT _dEBLCP _dE7B _dDEBSZ _dYDXCP _dP@U _dOCLCF _dCOO _dNKT _dJSTOR _dTEFOD _dCUS _dD6H _dOCLCO _dK6U _dIDB _dLTP _dCNNOR _dCCO _dPIFFA _dFVL _dNRC _dAGLDB _dMERUC _dIOG _dZCU _dOCL _dU3W _dEZ9 _dSTF _dVNS _dOCLCQ _dVTS _dCEF _dICG _dVT2 _dWYU _dG3B _dLVT _dTKN _dBRX _dDKC _dAU@ _dMQY _dOCLCQ _dSFB _dOCLCQ _dRECBK _dOCLCQ _dYDX _dINARC _dOCLCO |
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020 |
_a9780253015051 _q((electronic)l(electronic)ctronic)-book |
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050 | 0 | 4 |
_aGV716 _b.P539 2015 |
049 | _aMAIN | ||
245 | 1 | 0 |
_aPlaying to win : _bsports, video games, and the culture of play / _cedited by Robert Alan Brookey and Thomas P. Oates. |
260 |
_aBloomington : _bIndiana University Press, _c(c)2015. |
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300 | _a1 online resource (1 online resource (260 pages) | ||
336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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347 |
_adata file _2rda |
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490 | 1 | _aDigital game studies | |
504 | _a2 | ||
505 | 0 | 0 |
_aPart I: Gender Play -- _t-- The Name of the Game is Jocktronics : Sport and Masculinity in Early Video Games / _rMichael Z. Newman -- _tMadden Men : Masculinity, Race, and the Marketing of a Video Game Franchise / _rThomas P. Oates -- _tNeoliberal Masculinity : The Government of Play and Masculinity in E-Sports / _rGerald Voorhees -- _tThe Social and Gender in Fantasy Sports Leagues / _rLuke Howie and Perri Campbell -- _tDomesticating Sports : The Wii, the Mii and Nintendo's Postfeminist Subject / _rRene Powers and Robert Alan Brookey -- _t-- Part II. The Uses of Simulation -- _t-- Avastars : The Encoding of Fame within Sport Digital Games / _rSteven Conway -- _tKeeping it Real : Sports Video Game Advertising and the Fan-Consumer / _rCory Hillman and Michael Butterworth -- _tExploiting Nationalism and Banal Cosmopolitanism : EA's FIFA World Cup 2010 / _rAndrew Baerg -- _tIdeology, It's In The Game : Selective Simulation in EA Sports' NCAA Football / _rMeredith M. Bagley and Ian Summers -- _tYes Wii Can or Can Wii : Theorizing the Possibilities of Video Games as Health Disparity Intervention / _rDavid J. Leonard, Sarah Ullrich-French, and Thomas G. Power. |
520 | 0 | _aIn 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. | |
530 |
_a2 _ub |
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650 | 0 |
_aSports _xMarketing. |
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650 | 0 | _aCommunication in marketing. | |
650 | 0 | _aSports spectators. | |
650 | 0 | _aVideo games. | |
650 | 0 |
_aVideo games _xSocial aspects. |
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650 | 0 | _aCheerleading. | |
655 | 1 | _aElectronic Books. | |
700 | 1 |
_aBrookey, Robert Alan, _d1959- _e5 |
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700 | 1 |
_aOates, Thomas Patrick, _e5 |
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856 | 4 | 0 |
_uhttps://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=910094&site=eds-live&custid=s3260518 _zClick to access digital title | log in using your CIU ID number and my.ciu.edu password |
942 |
_cOB _D _eEB _hGV _m2015 _QOL _R _x _8NFIC _2LOC |
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_a92 _bNT |
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_c82528 _d82528 |
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_a1 _bCynthia Snell _c1 _dCynthia Snell |