000 | 02892nam a22004693i 4500 | ||
---|---|---|---|
001 | EBC1865436 | ||
003 | MiAaPQ | ||
005 | 20240729123201.0 | ||
006 | m o d | | ||
007 | cr cnu|||||||| | ||
008 | 240724s2015 xx o ||||0 eng d | ||
020 |
_a9780253015051 _q(electronic bk.) |
||
020 | _z9780253014993 | ||
035 | _a(MiAaPQ)EBC1865436 | ||
035 | _a(Au-PeEL)EBL1865436 | ||
035 | _a(CaPaEBR)ebr10989223 | ||
035 | _a(OCoLC)896824905 | ||
040 |
_aMiAaPQ _beng _erda _epn _cMiAaPQ _dMiAaPQ |
||
050 | 4 | _aGV716 -- .P53 2015eb | |
082 | 0 | _a794.8 | |
100 | 1 | _aBrookey, Robert Alan. | |
245 | 1 | 0 |
_aPlaying to Win : _bSports, Video Games, and the Culture of Play. |
250 | _a1st ed. | ||
264 | 1 |
_aBloomington : _bIndiana University Press, _c2015. |
|
264 | 4 | _c©2015. | |
300 | _a1 online resource (260 pages) | ||
336 |
_atext _btxt _2rdacontent |
||
337 |
_acomputer _bc _2rdamedia |
||
338 |
_aonline resource _bcr _2rdacarrier |
||
490 | 1 | _aDigital Game Studies | |
505 | 0 | _aCover -- 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. | |
520 | _aThis book explores the points of convergence at which gaming and sports culture merge. | ||
588 | _aDescription based on publisher supplied metadata and other sources. | ||
590 | _aElectronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries. | ||
650 | 0 | _aSimulation games - Social aspects. | |
655 | 4 | _aElectronic books. | |
700 | 1 | _aOates, Thomas P. | |
776 | 0 | 8 |
_iPrint version: _aBrookey, Robert Alan _tPlaying to Win _dBloomington : Indiana University Press,c2015 _z9780253014993 |
797 | 2 | _aProQuest (Firm) | |
830 | 0 | _aDigital Game Studies | |
856 | 4 | 0 |
_uhttps://ebookcentral.proquest.com/lib/orpp/detail.action?docID=1865436 _zClick to View |
999 |
_c43119 _d43119 |