Playing to win : sports, video games, and the culture of play / edited by Robert Alan Brookey and Thomas P. Oates.
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...
Saved in:
Online Access: |
Full Text (via ProQuest) |
---|---|
Other Authors: | , |
Format: | Electronic eBook |
Language: | English |
Published: |
Bloomington :
Indiana University Press,
[2015]
|
Series: | Digital game studies.
|
Subjects: |
Summary: | 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. |
---|---|
Physical Description: | 1 online resource (1 online resource (260 pages) |
Bibliography: | Includes bibliographical references and index. |
ISBN: | 9780253015051 0253015057 |