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008 160815t20152015inu ob 001 0 eng d
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020 _a9780253015051
_q((electronic)l(electronic)ctronic)-book
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.
300 _a1 online resource (1 online resource (260 pages)
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _adata file
_2rda
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
650 0 _aSports
_xMarketing.
650 0 _aCommunication in marketing.
650 0 _aSports spectators.
650 0 _aVideo games.
650 0 _aVideo games
_xSocial aspects.
650 0 _aCheerleading.
655 1 _aElectronic Books.
700 1 _aBrookey, Robert Alan,
_d1959-
_e5
700 1 _aOates, Thomas Patrick,
_e5
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
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_m2015
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_R
_x
_8NFIC
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994 _a92
_bNT
999 _c82528
_d82528
902 _a1
_bCynthia Snell
_c1
_dCynthia Snell