Playing to win sports, video games, and the culture of play

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...

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Detalles Bibliográficos
Otros Autores: Brookey, Robert Alan, 1959- (-), Oates, Thomas Patrick
Formato: Libro electrónico
Idioma:Inglés
Publicado: Bloomington : Indiana University Press [2015]
Colección:EBSCO Academic eBook Collection Complete.
Digital game studies.
Acceso en línea:Conectar con la versión electrónica
Ver en Universidad de Navarra:https://innopac.unav.es/record=b35645763*spi
Descripción
Sumario: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.
Descripción Física:1 recurso electrónico
Formato:Forma de acceso: World Wide Web.
Bibliografía:Incluye referencias bibliográficas e índice.
ISBN:9780253015051