1.

Record Nr.

UNINA9910806906403321

Titolo

Playing to win : sports, video games, and the culture of play / / edited by Robert Alan Brookey and Thomas P. Oates

Pubbl/distr/stampa

Bloomington : , : Indiana University Press, , [2015]

©2015

ISBN

0-253-01505-7

Descrizione fisica

1 online resource (260 p.)

Collana

Digital Game Studies

Disciplina

794.8

Soggetti

Sports - Marketing

Communication in marketing

Sports spectators

Video games

Video games - Social aspects

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 and index.

Nota di contenuto

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

Sommario/riassunto

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 1970's, 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.