ISBN13: | 9781032462226 |
ISBN10: | 1032462221 |
Kötéstípus: | Puhakötés |
Terjedelem: | 146 oldal |
Méret: | 234x156 mm |
Nyelv: | angol |
700 |
Számítógépes játékok
A számítástechnika biztonsági és egészségügyi vonatkozásai
Az ember-gép kölcsönhatás
A sport, testnevelés általában
Gazdaságszociológia
Média és kommunikációtudomány általában
Számítógépes játékok (karitatív célú kampány)
A számítástechnika biztonsági és egészségügyi vonatkozásai (karitatív célú kampány)
Az ember-gép kölcsönhatás (karitatív célú kampány)
A sport, testnevelés általában (karitatív célú kampány)
Gazdaságszociológia (karitatív célú kampány)
Média és kommunikációtudomány általában (karitatív célú kampány)
Sport and Video Games
GBP 39.99
Kattintson ide a feliratkozáshoz
This book explores the complex relationships between sport and video games, two of the largest entertainment sectors globally. Focusing on those games that depict real-life sports and athletic competitions, the book examines how sport has influenced gaming, and vice versa, and how this relationship is likely to develop in the future.
This book explores the complex relationships between sport and video games, two of the largest entertainment sectors globally.
Focusing on those games that depict real-life sports and athletic competitions, from FIFA, Madden, and NBA 2K to Football Manager and Tony Hawk?s Pro Skater, the book examines how sport has influenced gaming, and vice versa, and how this relationship is likely to develop in the future. Arguing that sports games are a unique interface between virtual worlds and our real-life social worlds, the book examines the concept of simulation; how the performance of athletes and teams in the real world influences video games; and whether those close links enhance or limit the player?s experience. It also considers how video games are used by leagues and sports franchises, through sponsorship and in-game advertisements, to reinforce their brands. Furthermore, it presents a concise history of sports video games, and using narrative methods, it takes a close look at the importance of storytelling in sports video games, not only in the sense of the stories built into the structure of a game but also in the way that fans and media organizations build their own stories in sport, in both real and virtual worlds. The book also asks how sports video games illuminate our understanding of key social issues, including race and gender.
This is fascinating reading for anybody with an interest in the sociology or culture of sport or video games, sport business, or the gaming industry.
Introduction: What Are Sports Video Games, and Why and How Should We Study Them? 1. History of Sports Video Games: From Tennis for Two to Realistic Video Games, 2. How Real Sports Influence Video Games: Simulation, 3. How Video Games Influence Real Sports: Gameplay, 4. Career Modes in Sports Video Games, 5. Race and National Identity in Sports Video Games: Beyond Flags and Colors, 6. Gender and Sexuality in Sports Video Games: How Sports Video Games Became More Inclusive