Description

Book Synopsis

This book explores the complex relationships between sport and video games, two of the largest entertainment sectors globally.

Focusing on those games that depict real-life sports and athletic competitions, from FIFA, Madden, and NBA 2K to Football Manager and Tony Hawkâs Pro Skater, the book examines how sport has influenced gaming, and vice versa, and how this relationship is likely to develop in the future. Arguing that sports games are a unique interface between virtual worlds and our real-life social worlds, the book examines the concept of simulation; how the performance of athletes and teams in the real world influences video games; and whether those close links enhance or limit the playerâs experience. It also considers how video games are used by leagues and sports franchises, through sponsorship and in-game advertisements, to reinforce their brands. Furthermore, it presents a concise history of sports video games, and using narrative methods, it takes a close look a

Sport and Video Games

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    £37.99

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    RRP £39.99 – you save £2.00 (5%)

    Order before 4pm today for delivery by Thu 11 Jun 2026.

    A Paperback by Łukasz Muniowski

    1 in stock


      View other formats and editions of Sport and Video Games by Łukasz Muniowski

      Publisher: Taylor & Francis
      Publication Date: 2/26/2025
      ISBN13: 9781032462226, 978-1032462226
      ISBN10: 1032462221
      Also in:
      History

      Description

      Book Synopsis

      This book explores the complex relationships between sport and video games, two of the largest entertainment sectors globally.

      Focusing on those games that depict real-life sports and athletic competitions, from FIFA, Madden, and NBA 2K to Football Manager and Tony Hawkâs Pro Skater, the book examines how sport has influenced gaming, and vice versa, and how this relationship is likely to develop in the future. Arguing that sports games are a unique interface between virtual worlds and our real-life social worlds, the book examines the concept of simulation; how the performance of athletes and teams in the real world influences video games; and whether those close links enhance or limit the playerâs experience. It also considers how video games are used by leagues and sports franchises, through sponsorship and in-game advertisements, to reinforce their brands. Furthermore, it presents a concise history of sports video games, and using narrative methods, it takes a close look a

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