Playing to Win : Sports, Video Games, and the Culture of Play.
Material type:
- text
- computer
- online resource
- 9780253015051
- 794.8
- GV716 -- .P53 2015eb
Cover -- Contents -- Introduction -- PART 1. GENDER PLAY -- 1. The Name of the Game Is Jocktronics: Sport and Masculinity in Early Video Games -- 2. Madden Men: Masculinity, Race, and the Marketing of a Video Game Franchise -- 3. Neoliberal Masculinity: The Government of Play and Masculinity in E-Sports -- 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 -- PART 2. THE USES OF SIMULATION -- 6. Avastars: The Encoding of Fame within Sport Digital Games -- 7. Keeping It Real: Sports Video Game Advertising and the Fan-Consumer -- 8. Exploiting Nationalism and Banal Cosmopolitanism: EA's FIFA World Cup 2010 -- 9. Ideology, It's in the Game: Selective Simulation in EA Sports' NCAA Football -- 10. Yes Wii Can or Can Wii? Theorizing the Possibilities of Video Games as Health Disparity Intervention -- Contributors -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- X -- Y -- Z.
This book explores the points of convergence at which gaming and sports culture merge.
Description based on publisher supplied metadata and other sources.
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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