Sports Videogames

Author: Mia Consalvo,Konstantin Mitgutsch,Abe Stein

Publisher: Routledge

ISBN: 1136191992

Category: Social Science

Page: 312

View: 7332

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From Pong to Madden NFL to Wii Fit, Sports Videogames argues for the multiple ways that sports videogames—alongside televised and physical sports—impact one another, and how players and viewers make sense of these multiple forms of play and information in their daily lives. Through case studies, ethnographic explorations, interviews and surveys, and by analyzing games, players, and the sports media industry, contributors from a wide variety of disciplines demonstrate the depth and complexity of games that were once considered simply sports simulations. Contributors also tackle key topics including the rise of online play and its implications for access to games, as well as how regulations surrounding player likenesses present challenges to the industry. Whether you’re a scholar or a gamer, Sports Videogames offers a grounded, theory-building approach to how millions make sense of videogames today.
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American Sports: A History of Icons, Idols, and Ideas [4 volumes]

A History of Icons, Idols, and Ideas

Author: Murry R. Nelson

Publisher: ABC-CLIO

ISBN: 0313397538

Category: Sports & Recreation

Page: 1573

View: 5208

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America loves sports. This book examines and details the proof of this fascination seen throughout American society—in our literature, film, and music; our clothing and food; and the iconography of the nation.
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Digital Football Cultures

Fandom, Identities and Resistance

Author: Stefan Lawrence,Garry Crawford

Publisher: Routledge

ISBN: 1351118889

Category: Sports & Recreation

Page: 210

View: 7330

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As the digital revolution continues apace, emergent technologies and means of communication present new challenges and opportunities for the football industry. This is the first book to bring together key contemporary debates at the intersection of football studies, leisure studies, and digital cultural studies. It presents cutting edge theoretical and empirical work based around four key themes: theorizing digital football cultures; digital football fandom; football and social media; and football (sub)cybercultures. Covering topics such as transnational digital fandom, online abuse, and gender, Digital Football Cultures argues that we are witnessing the hyperdigitalization of the world’s most popular sport. This book is a valuable resource for students and researchers working in leisure studies, sports studies, football studies, and critical media studies, as well as geography, anthropology, criminology, and sociology. It is also fascinating reading for anybody working in sport, media, and culture.
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Vintage Games

An Insider Look at the History of Grand Theft Auto, Super Mario, and the Most Influential Games of All Time

Author: Bill Loguidice,Matt Barton

Publisher: CRC Press

ISBN: 1136137580

Category: Art

Page: 408

View: 316

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Vintage Games explores the most influential videogames of all time, including Super Mario Bros., Grand Theft Auto III, Doom, The Sims and many more. Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors, critical reception, and influence on the industry. It also features hundreds of full-color screenshots and images, including rare photos of game boxes and other materials. Vintage Games is the ideal book for game enthusiasts and professionals who desire a broader understanding of the history of videogames and their evolution from a niche to a global market.
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Video Games and the Mind

Essays on Cognition, Affect and Emotion

Author: Bernard Perron,Felix Schr̦ter

Publisher: McFarland

ISBN: 0786499095

Category: Games

Page: 224

View: 791

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Can a video game make you cry? Why do you relate to the characters and how do you engage with the storyworlds they inhabit? How is your body engaged in play? How are your actions guided by sociocultural norms and experiences? Questions like these address a core aspect of digital gaming--the video game experience itself--and are of interest to many game scholars and designers. With psychological theories of cognition, affect and emotion as reference points, this collection of new essays offers various perspectives on how players think and feel about video games and how game design and analysis can build on these processes.
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Playing to Win

Sports, Video Games, and the Culture of Play

Author: Thomas P. Oates,Robert Alan Brookey

Publisher: Indiana University Press

ISBN: 0253015057

Category: Technology & Engineering

Page: 264

View: 5644

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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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EA: Celebrating 25 Years of Interactive Entertainment

Author: Joe Funk

Publisher: N.A

ISBN: 9780761558392

Category: Games

Page: 168

View: 4697

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• This photo-rich, high-quality coffee table book will take a visually intensive look at the first 25 years of the world's leading entertainment software publisher, and will include exclusive photos, ads, and box art from EA's company archives. • DVD featuring studio visits, executive interviews, "making of" vignettes, and much more. • Old-school gamers will appreciate the history. Young gamers will learn how EA became EA. • Superior production values ensure fans will want to keep this handsome volume for years to come.
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We are the Champions: The Politics of Sports and Popular Music

The Politics of Sports and Popular Music

Author: Dr Ken McLeod

Publisher: Ashgate Publishing, Ltd.

ISBN: 1409494500

Category: Social Science

Page: 268

View: 1835

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Sports and popular music are synergistic agents in the construction of identity and community. They are often interconnected through common cross-marketing tactics and through influence on each other's performative strategies and stylistic content. Typically only studied as separate entities, popular music and sport cultures mutually 'play' off each other in exchanges of style, ideologies and forms. Posing unique challenges to notions of mind - body dualities, nationalism, class, gender, and racial codes and sexual orientation, Dr Ken McLeod illuminates the paradoxical and often conflicting relationships associated with these modes of leisure and entertainment and demonstrates that they are not culturally or ideologically distinct but are interconnected modes of contemporary social practice. Examples include how music is used to enhance sporting events, such as anthems, chants/cheers, and intermission entertainment, music that is used as an active part of the athletic event, and music that has been written about or that is associated with sports. There are also connections in the use of music in sports movies, television and video games and important, though critically under-acknowledged, similarities regarding spectatorship, practice and performance. Despite the scope of such confluences, the extraordinary impact of the interrelationship of music and sports on popular culture has remained little recognized. McLeod ties together several influential threads of popular culture and fills a significant void in our understanding of the construction and communication of identity in the late twentieth and early twenty-first centuries.
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Digital Gameplay

Essays on the Nexus of Game and Gamer

Author: Nate Garrelts

Publisher: McFarland

ISBN: 0786483474

Category: Games & Activities

Page: 268

View: 1674

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In recent years, computer technology has permeated all aspects of life—not just work and education, but also leisure time. Increasingly, digital games are the way we play. This volume addresses the world of digital games, with special emphasis on the role and input of the gamer. In fifteen essays, the contributors discuss the various ways the game player interacts with the game. The first half of the book considers the physical and mental aspects of digital game play. The second section concentrates on other factors that influence play. Essays cover the full range of digital gaming, including computer and video games. Topics include several detailed investigations of particular, often controversial games such as Grand Theft Auto: Vice City, as well as a consideration of the ways in which game-playing crosses socioeconomic, age, gender and racial lines. The concluding essays discuss scholars’ perceptions of digital media and efforts to frame them. Instructors considering this book for use in a course may request an examination copy here.
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