LEADER 03863nam 2200673 450 001 9910459563703321 005 20200520144314.0 010 $a0-253-01505-7 035 $a(CKB)3710000000290948 035 $a(EBL)1865436 035 $a(SSID)ssj0001413017 035 $a(PQKBManifestationID)11926942 035 $a(PQKBTitleCode)TC0001413017 035 $a(PQKBWorkID)11415480 035 $a(PQKB)10395945 035 $a(MiAaPQ)EBC1865436 035 $a(OCoLC)896824905 035 $a(MdBmJHUP)muse42866 035 $a(Au-PeEL)EBL1865436 035 $a(CaPaEBR)ebr10989223 035 $a(EXLCZ)993710000000290948 100 $a20140801h20152015 uy| 0 101 0 $aeng 135 $aurcnu|||||||| 181 $2rdacontent 182 $2rdacontent 183 $2rdacontent 200 00$aPlaying to win $esports, video games, and the culture of play /$fedited by Robert Alan Brookey and Thomas P. Oates 210 1$aBloomington :$cIndiana University Press,$d[2015] 210 4$dİ2015 215 $a1 online resource (260 p.) 225 1 $aDigital Game Studies 300 $aDescription based upon print version of record. 311 $a0-253-01499-9 320 $aIncludes bibliographical references and index. 327 $aPart 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. 330 $aIn this era of big media franchises, sports branding has crossed platforms, so that the sport, its television broadcast, and its replication in an electronic game are packaged and promoted as part of the same fan experience. Editors Robert Alan Brookey and Thomas P. Oates trace this development back to the unexpected success of Atari's Pong in the 1970's, which provoked a flood of sport simulation games that have had an impact on every sector of the electronic game market. From golf to football, basketball to step aerobics, electronic sports games are as familiar in the American household as the televised sporting events they simulate. This book explores the points of convergence at which gaming and sports culture merge. 410 0$aDigital Game Studies 606 $aSports$xMarketing 606 $aCommunication in marketing 606 $aSports spectators 606 $aVideo games 606 $aVideo games$xSocial aspects 608 $aElectronic books. 615 0$aSports$xMarketing. 615 0$aCommunication in marketing. 615 0$aSports spectators. 615 0$aVideo games. 615 0$aVideo games$xSocial aspects. 676 $a794.8 702 $aBrookey$b Robert Alan$f1959- 702 $aOates$b Thomas Patrick 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910459563703321 996 $aPlaying to win$92482532 997 $aUNINA