Playing to Win: Sports, Video Games, and the Culture of Play Contributor(s): Oates, Thomas P. (Editor), Baerg, Andrew (Contribution by), Bagley, Meredith M. (Contribution by) |
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ISBN: 0253015022 ISBN-13: 9780253015020 Publisher: Indiana University Press
Binding Type: Paperback - See All Available Formats & Editions Published: January 2015 Click for more in this series: Digital Game Studies |
Additional Information |
BISAC Categories: - Sports & Recreation | Sociology Of Sports - Games & Activities | Video & Electronic - Social Science | Media Studies |
Dewey: 794.8 |
Series: Digital Game Studies |
Physical Information: 0.6" H x 6" W x 9" L (0.8 lbs) 252 pages |
Features: Bibliography, Index, Price on Product |
Review Citations: Library Journal 11/01/2014 pg. 89 Choice 07/01/2015 |
Descriptions, Reviews, Etc. |
Publisher Description: 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 1970s, 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. |
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