Description

Book Synopsis
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. This book explores the points of convergence at which gaming and sports culture merge.

Trade Review

[W]hat is particularly unique about Playing to Win: Sports, Video Games, and the Culture of Play . . . is that it offers a critical assessment of sports video games at a time when such an assessment is necessary, given the convergence of gaming and sports culture.

* International Journal of Sport Communication *

In taking on a number of dfferent kinds of topics, Brookey and Oates have assembled a collection that encourages the reader to think beyond any singular way of examining sports games.

* American Journal of Play *

Numerous avenues of inquiry worthy of closer investigation are offered in this book. As such, this work is a useful contribution to this burgeoning field of study.

* Library Journal *

Essays complement one another and, taken together, provide a comprehensive overview of important considerations in a field that is only beginning to be researched in depth. . . . Recommended.

* Choice *

Table of Contents

Playing to Win: An introduction. / Thomas P. Oates and Robert Alan Brookey
Part I: Gender Play
1. The Name of the Game is Jocktronics: Sport and Masculinity in Early Video Games / Michael Z. Newman
2. Madden Men: Masculinity, Race, and the Marketing of a Video Game Franchise / Thomas P. Oates
3. Neoliberal Masculinity: The Government of Play and Masculinity in E-Sports / Gerald Voorhees
4. The Social and Gender in Fantasy Sports Leagues / Luke Howie and Perri Campbell
5. Domesticating Sports: The Wii, the Mii and Nintendo's Postfeminist Subject / Rene Powers and Robert Alan Brookey
Part II. The Uses of Simulation
6. Avastars: The Encoding of Fame within Sport Digital Games / Steven Conway
7. Keeping it Real: Sports Video Game Advertising and the Fan-Consumer / Cory Hillman and Michael Butterworth
8. Exploiting Nationalism and Banal Cosmopolitanism: EA's FIFA World Cup 2010 / Andrew Baerg
9. Ideology, It's In The Game: Selective Simulation in EA Sports' NCAA Football / Meredith M. Bagley and Ian Summers
10. 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
Contributors
Index

Playing to Win Sports Video Games and the

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A Paperback / softback by Thomas P. Oates, Robert Alan Brookey, Andrew Baerg

15 in stock


    View other formats and editions of Playing to Win Sports Video Games and the by Thomas P. Oates

    Publisher: Indiana University Press
    Publication Date: 12/01/2015
    ISBN13: 9780253015020, 978-0253015020
    ISBN10: 0253015022

    Description

    Book Synopsis
    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. This book explores the points of convergence at which gaming and sports culture merge.

    Trade Review

    [W]hat is particularly unique about Playing to Win: Sports, Video Games, and the Culture of Play . . . is that it offers a critical assessment of sports video games at a time when such an assessment is necessary, given the convergence of gaming and sports culture.

    * International Journal of Sport Communication *

    In taking on a number of dfferent kinds of topics, Brookey and Oates have assembled a collection that encourages the reader to think beyond any singular way of examining sports games.

    * American Journal of Play *

    Numerous avenues of inquiry worthy of closer investigation are offered in this book. As such, this work is a useful contribution to this burgeoning field of study.

    * Library Journal *

    Essays complement one another and, taken together, provide a comprehensive overview of important considerations in a field that is only beginning to be researched in depth. . . . Recommended.

    * Choice *

    Table of Contents

    Playing to Win: An introduction. / Thomas P. Oates and Robert Alan Brookey
    Part I: Gender Play
    1. The Name of the Game is Jocktronics: Sport and Masculinity in Early Video Games / Michael Z. Newman
    2. Madden Men: Masculinity, Race, and the Marketing of a Video Game Franchise / Thomas P. Oates
    3. Neoliberal Masculinity: The Government of Play and Masculinity in E-Sports / Gerald Voorhees
    4. The Social and Gender in Fantasy Sports Leagues / Luke Howie and Perri Campbell
    5. Domesticating Sports: The Wii, the Mii and Nintendo's Postfeminist Subject / Rene Powers and Robert Alan Brookey
    Part II. The Uses of Simulation
    6. Avastars: The Encoding of Fame within Sport Digital Games / Steven Conway
    7. Keeping it Real: Sports Video Game Advertising and the Fan-Consumer / Cory Hillman and Michael Butterworth
    8. Exploiting Nationalism and Banal Cosmopolitanism: EA's FIFA World Cup 2010 / Andrew Baerg
    9. Ideology, It's In The Game: Selective Simulation in EA Sports' NCAA Football / Meredith M. Bagley and Ian Summers
    10. 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
    Contributors
    Index

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