Playing to win : sports, video games, and the culture of play /
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...
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Other Authors: | , |
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Format: | Electronic eBook |
Language: | English |
Published: |
Bloomington :
Indiana University Press,
[2015]
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Series: | Digital game studies.
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Subjects: | |
Online Access: | Connect to this title online (unlimited users allowed) |
Table of Contents:
- 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.