1.

Record Nr.

UNINA9910779705403321

Titolo

Sports videogames / / Mia Consalvo, Konstantin Mitgutsch & Abe Stein

Pubbl/distr/stampa

New York : , : Routledge, , 2013

ISBN

0-415-63756-2

1-136-19198-4

0-203-08449-7

1-136-19199-2

Descrizione fisica

1 online resource (318 p.)

Altri autori (Persone)

ConsalvoMia <1969->

MitgutschKonstantin

SteinAbe

Disciplina

794.8/6

Soggetti

Video games

Sports

Fantasy sports

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Note generali

Description based upon print version of record.

Nota di bibliografia

Includes bibliographical references at the end of each chapters and index.

Nota di contenuto

Cover; Sports Videogames; Title Page; Copyright Page; Table of Contents; Foreword; Introduction: Sports Videogames. Mapping the Field; Section One Defifining the Game; 1 Games, Sports, and Sport Videogames: Designed Challenges in Racing Games; 2 A Tale of Two Games: Football and FIFA 12; 3 What Are Sports Videogames?; 4 Joga Bonito: Beautiful Play, Sports and Digital Games; 5 Women, Sports, and Videogames; Section Two Remediating and Complicating; 6 Playing the Game on Television; 7 It's in the Game? Shifting Scene with Online Play

8 The Slow Grind: Skateboarding Videogames and the Culture and Practice of Skateboarding9 Likeness Licensing Litigation: Student Athletes and the Future of Sports Videogames; Section Three Fans and Players; 10 Playing Ball: Fan Experiences in Basketball Videogames; 11 Eventful Masculinities: Negotiations of Hegemonic Sporting Masculinities at LANs; 12 Sports Gaming in Everyday Life: A Meaning-Oriented Analysis of the Appropriation of the Online Soccer Manager Game Hattrick; 13 Why Sports Videogames Matter to Their Players:



Exploring Meaningful Experiences in Playographies

14 Sports Videogames and Real-World Exercise: Using Sports Videogames to Promote Real-World Physical Activity Among AdolescentsContributors; Index

Sommario/riassunto

<P>From <I>Pong</I> to <I>Madden NFL</I> to <I>Wii Fit</I>, <B><I>Sports Videogames</B></I> argues for the multiple ways that sports videogames-alongside televised and physical sports-impact one another, and how players and viewers make sense of these multiple forms of play and information in their daily lives. Through case studies, ethnographic explorations, interviews and surveys, and by analyzing games, players, and the sports media industry, contributors from a wide variety of disciplines demonstrate the depth and complexity of games that were once considered simply sports simulations. Con