Sports Videogames

Sports Videogames

Author: Mia Consalvo

Publisher: Routledge

Published: 2013-07-18

Total Pages: 318

ISBN-13: 1136191992

DOWNLOAD EBOOK

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.


Playing to Win

Playing to Win

Author: Robert Alan Brookey

Publisher: Indiana University Press

Published: 2015-01-12

Total Pages: 260

ISBN-13: 0253015057

DOWNLOAD EBOOK

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.


Fundamentals of Sports Game Design

Fundamentals of Sports Game Design

Author: Ernest Adams

Publisher: New Riders

Published: 2014-01-29

Total Pages: 65

ISBN-13: 0133812189

DOWNLOAD EBOOK

You understand the basic concepts of game design: gameplay, user interfaces, core mechanics, character design, and storytelling. Now you want to know how to apply them to the sports game genre. This focused guide gives you exactly what you need. It walks you through the process of designing for the sports game genre and shows you how to use the right techniques to create fun and challenging experiences for your players.


Sports Videogames

Sports Videogames

Author: Mia Consalvo

Publisher: Routledge

Published: 2013-07-18

Total Pages: 324

ISBN-13: 1136191984

DOWNLOAD EBOOK

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.


Athletic Esports

Athletic Esports

Author: Daniel Montgomery Cole Mauleón

Publisher: Wide World of Esports

Published: 2019-08

Total Pages: 33

ISBN-13: 1543573525

DOWNLOAD EBOOK

"Explores the history, format, training, and controversies involved in modern athletic esport tournaments"--


Raising the Stakes

Raising the Stakes

Author: T. L. Taylor

Publisher: MIT Press

Published: 2015-01-30

Total Pages: 333

ISBN-13: 0262527588

DOWNLOAD EBOOK

How a form of play becomes a sport: players, agents, referees, leagues, tournaments, sponsorships, and spectators, and the culture of professional computer game play. Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest score; the television show Starcade (1982–1984) featured competitions among arcade game players; and first-person shooter games of the 1990s became multiplayer through network play. A new development in the world of digital gaming, however, is the emergence of professional computer game play, complete with star players, team owners, tournaments, sponsorships, and spectators. In Raising the Stakes, T. L. Taylor explores the emerging scene of professional computer gaming and the accompanying efforts to make a sport out of this form of play. In the course of her explorations, Taylor travels to tournaments, including the World Cyber Games Grand Finals (which considers itself the computer gaming equivalent of the Olympics), and interviews participants from players to broadcasters. She examines pro-gaming, with its highly paid players, play-by-play broadcasts, and mass audience; discusses whether or not e-sports should even be considered sports; traces the player's path from amateur to professional (and how a hobby becomes work); and describes the importance of leagues, teams, owners, organizers, referees, sponsors, and fans in shaping the structure and culture of pro-gaming. Taylor connects professional computer gaming to broader issues: our notions of play, work, and sport; the nature of spectatorship; the influence of money on sports. And she examines the ongoing struggle over the gendered construction of play through the lens of male-dominated pro-gaming. Ultimately, the evolution of professional computer gaming illuminates the contemporary struggle to convert playful passions into serious play.


History of Video Games

History of Video Games

Author: David Paris

Publisher: Teacher Created Materials

Published: 2016-08-01

Total Pages: 51

ISBN-13: 1480756989

DOWNLOAD EBOOK

Highlighting important milestones in video game history, this informational text examines the history of video games, from the very first computer game created in 1940, to modern-day games created for mobile platforms. Developed by Timothy Rasinski and Lori Oczkus, this book includes essential text features like an index, captions, glossary, and table of contents. The detailed sidebars, fascinating images, and Dig Deeper section prompt students to connect back to the text and encourage multiple readings. Check It Out! includes suggested resources for further reading. Aligned with state standards, this title features complex content appropriate for students preparing for college and career readiness.


Playing the Field

Playing the Field

Author: Sascha Pöhlmann

Publisher: Walter de Gruyter GmbH & Co KG

Published: 2019-08-19

Total Pages: 310

ISBN-13: 3110655721

DOWNLOAD EBOOK

American Studies has only gradually turned its attention to video games in the twenty-first century, even though the medium has grown into a cultural industry that is arguably the most important force in American and global popular culture today. There is an urgent need for a substantial theoretical reflection on how the field and its object of study relate to each other. This anthology, the first of its kind, seeks to address this need by asking a dialectic question: first, how may American Studies apply its highly diverse theoretical and methodological tools to the analysis of video games, and second, how are these theories and methods in turn affected by the games? The eighteen essays offer exemplary approaches to video games from the perspective of American cultural and historical studies as they consider a broad variety of topics: the US-American games industry, Puritan rhetoric, cultural geography, mobility and race, urbanity and space, digital sports, ludic textuality, survival horror and the eighteenth-century novel, gamer culture and neoliberalism, terrorism and agency, algorithm culture, glitches, theme parks, historical guilt, visual art, sonic meaning-making, and nonverbal gameplay.


Electronic Arts: Makers of Madden NFL and The Sims

Electronic Arts: Makers of Madden NFL and The Sims

Author: Carla Mooney

Publisher: ABDO

Published: 2023-08-01

Total Pages: 115

ISBN-13: 1098276779

DOWNLOAD EBOOK

This book introduces readers to Electronic Arts, the publisher behind hit franchises such as Madden NFL, FIFA, and The Sims. Readers will explore the company's history, its dominance of the sports video game landscape, and how the company continues to innovate today. Features include infographics, a glossary, references, websites, source notes, and an index. Aligned to Common Core Standards and correlated to state standards. Essential Library is an imprint of Abdo Publishing, a division of ABDO.


The Epic Evolution of Video Games

The Epic Evolution of Video Games

Author: Arie Kaplan

Publisher: Lerner Publications

Published: 2013-10-01

Total Pages: 36

ISBN-13: 1467712485

DOWNLOAD EBOOK

Have you ever wondered what video games would be like if they never changed? The first games were little more than bouncing dots on a plain screen. Modern games include astonishing action, realistic environments, and epic story lines. Take a look at how video games have evolved over the years, and learn about the kinds of games we might be playing in the future.