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Book Computer Games as Professional Sport  digital original edition

Download or read book Computer Games as Professional Sport digital original edition written by T. L. Taylor and published by MIT Press. This book was released on 2014-01-10 with total page 65 pages. Available in PDF, EPUB and Kindle. Book excerpt: Competitive video and computer game play is nothing new; what is new in the world of digital gaming is the emergence of professional computer game play. This BIT explores how a form of play becomes a sport, with professional players, agents, referees, leagues, tournaments, sponsorships, and spectators.

Book Raising the Stakes

Download or read book Raising the Stakes written by T. L. Taylor and published by MIT Press. This book was released on 2015-01-30 with total page 333 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Professional Online Game Players as New Media Workers  digital original edition

Download or read book Professional Online Game Players as New Media Workers digital original edition written by Dal Yong Jin and published by MIT Press. This book was released on 2014-01-10 with total page 32 pages. Available in PDF, EPUB and Kindle. Book excerpt: In South Korea, online gaming is a cultural phenomenon. Games are broadcast on television, professional gamers are celebrities, and youth culture is often identified with online gaming. This BIT examines the working conditions of professional gamers in the high-pressure world of the Korean online gaming industry.

Book Sport 2 0

    Book Details:
  • Author : Andy Miah
  • Publisher : MIT Press
  • Release : 2017-02-17
  • ISBN : 0262343126
  • Pages : 286 pages

Download or read book Sport 2 0 written by Andy Miah and published by MIT Press. This book was released on 2017-02-17 with total page 286 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ramifications of the convergence of sports and digital technology, from athlete and spectator experience to the role of media innovation at the Olympics. Digital technology is changing everything about modern sports. Athletes and coaches rely on digital data to monitor and enhance performance. Officials use tracking systems to augment their judgment in what is an increasingly superhuman field of play. Spectators tune in to live sports through social media, or even through virtual reality. Audiences now act as citizen journalists whose collective shared data expands the places in which we consume sports news. In Sport 2.0, Andy Miah examines the convergence of sports and digital cultures, examining not only how it affects our participation in sport but also how it changes our experience of life online. This convergence redefines how we think of about our bodies, the social function of sports, and the kinds of people who are playing. Miah describes a world in which the rise of competitive computer game playing—e-sports—challenges and invigorates the social mandate. Miah also looks at the Olympic Games as an exemplar of digital innovation in sports, and offers a detailed look at the social media footprint of the 2012 London Games, discussing how organizers, sponsors, media, and activists responded to the world's largest media event. In the end, Miah does not argue that physical activity will cease to be central to sports, or that digital corporeality will replace the nondigital version. Rather, he provides a road map for how sports will become mixed-reality experiences and abandon the duality of physical and digital.

Book Playing to Win

Download or read book Playing to Win written by Robert Alan Brookey and published by Indiana University Press. This book was released on 2015-01-12 with total page 260 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book The Routledge Handbook of Digital Sport Management

Download or read book The Routledge Handbook of Digital Sport Management written by Michael L. Naraine and published by Taylor & Francis. This book was released on 2022-12-01 with total page 396 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Routledge Handbook of Digital Sport Management provides students, researchers, and practitioners with a contemporary roadmap of the impact of digital technologies in sport management, at all levels and in all sectors, in a global context. Divided into three sections addressing digital transformations, digital tools, and emerging digital issues, this book explores the impact of digital technology in the core functional areas of sport management, such as sponsorship, event management, and human resources. It introduces essential digital innovations such as esports, social media, VR, wearables, analytics, and artificial intelligence, and examines the debates and issues that are likely to shape and transform sport business over the next decade. The only book to survey the full sweep of digital sport management, this book is an essential reference for all serious students of sport business and management, any researcher working in the nexus of sport business and digital, and all managers, policy-makers or associated professionals working in the sport industry.

Book Sports Videogames

Download or read book Sports Videogames written by Mia Consalvo and published by Routledge. This book was released on 2013-07-18 with total page 318 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Digital Media Sport

Download or read book Digital Media Sport written by Brett Hutchins and published by Routledge. This book was released on 2013-09-05 with total page 305 pages. Available in PDF, EPUB and Kindle. Book excerpt: Live broadband streaming of the 2008 Beijing Olympics accounted for 2,200 of the estimated 3,600 total hours shown by the American NBC-Universal networks. At the 2012 London Olympics, unprecedented multi-platforming embraced online, mobile devices, game consoles and broadcast television, with the BBC providing 2,500 hours of live coverage, including every competitive event, much in high definition and some in 3D. The BBC also had 12 million requests for video on mobile phones and 9.2 million browsers on its mobile Olympics website and app. This pattern will only intensify at future sport mega events like the 2014 FIFA World Cup and 2016 Summer Olympics, both of which will take place in Brazil. Increasingly, when people talk of the screen that delivers footage of their favorite professional sport, they are describing desktop, laptop, and tablet computer screens as well as television and mobile handsets. Digital Media Sport analyzes the intersecting issues of technological change, market power, and cultural practices that shape the contemporary global sports media landscape. The complexity of these related issues demands an interdisciplinary approach that is adopted here in a series of thematically-organized essays by international scholars working in media studies, Internet studies, sociology, cultural studies, and sport studies. .

Book Playing the Field

    Book Details:
  • Author : Sascha Pöhlmann
  • Publisher : Walter de Gruyter GmbH & Co KG
  • Release : 2019-08-19
  • ISBN : 3110655721
  • Pages : 310 pages

Download or read book Playing the Field written by Sascha Pöhlmann and published by Walter de Gruyter GmbH & Co KG. This book was released on 2019-08-19 with total page 310 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Sport and Play in a Digital World

Download or read book Sport and Play in a Digital World written by Ivo Van Hilvoorde and published by Routledge. This book was released on 2019-03-22 with total page 126 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital technology plays an important role in the everyday lives of people. New types of 'digital sports', (sport) gaming, exergaming, cybersport and eSports increase in popularity all over the world and are even challenging the modern and hegemonic concept of sport. Modern games can hardly be compared with the first generation of electronic games, as the diversity of games has increased dramatically. Philosophers (of sport) have much to say about these new forms of digital play. This book bridges the gap between 'game studies' and current topics within the philosophy of sport literature. It does so by dealing with a variety of topics in which the virtual or the electronic takes over, contradicts or melts with current sports as we know it. This book deals with a variety of conceptual and moral questions, such as: Can video games and eSports be considered as sports activities or not? Are motor skills a defining characteristic of eSports? Can the personal identity be explored within the virtual world? What is happening in a virtual (game) world? How playful is a virtual environment? How do moral standards change in a digital game and how does the game-person and role-playing relate to the real person? This book was originally published as a special issue of Sport, Ethics and Philosophy. n the virtual world? What is happening in a virtual (game) world? How playful is a virtual environment? How do moral standards change in a digital game and how does the game-person and role-playing relate to the real person? This book was originally published as a special issue of Sport, Ethics and Philosophy.

Book Research Handbook on the Law of Virtual and Augmented Reality

Download or read book Research Handbook on the Law of Virtual and Augmented Reality written by Woodrow Barfield and published by Edward Elgar Publishing. This book was released on 2018-12-28 with total page 712 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual and augmented reality raise significant questions for law and policy. When should virtual world activities or augmented reality images count as protected First Amendment ‘speech’, and when are they instead a nuisance or trespass? When does copying them infringe intellectual property laws? When should a person (or computer) face legal consequences for allegedly harmful virtual acts? The Research Handbook on the Law of Virtual and Augmented Reality addresses these questions and others, drawing upon free speech doctrine, criminal law, issues of data protection and privacy, legal rights for increasingly intelligent avatars, and issues of jurisdiction within virtual and augmented reality worlds.

Book The Book of Esports

Download or read book The Book of Esports written by William Collis and published by Rosetta Books. This book was released on 2020-08-04 with total page 199 pages. Available in PDF, EPUB and Kindle. Book excerpt: The definitive guide to the modern world of competitive gaming and the official history of Esports™. Almost overnight, esports—or competitive video games—have exploded into the largest entertainment and sporting phenomenon in human history. The Book of Esports answers: What exactly are esports, and how did they become so popular so quickly? Why did blockbuster video games like League of Legends, Fortnite and Starcraft succeed? Where exactly is all this video gaming headed? What do gamers and college students need to know to position themselves for success in the industry? How do you create a billion-dollar esports business? What strategic choices drive success in the modern gaming industry? Can video games really get your kid into college? (All expenses paid, of course...) Whether you are a lifelong gamer, a curious Fortnite parent, or a businessperson seeking to understand the marketing opportunities of this multibillion-dollar phenomenon, The Book of Esports charts the rise of this exciting new industry, for the first time ever crafting a comprehensive overview of esports and its implications for human competition—and even the future of humanity itself. Gaming luminary and Harvard MBA William Collis has painstakingly translated esports’ mysteries into a detailed and accessible testament for today. Featuring select interviews from the biggest names in the industry, The Book of Esportsweaves tales of trust, betrayal, and superhuman reflexes into predictive frameworks, explaining exactly why our industry looks the way it does, and how all this growth—and more—is inevitable as the divide between man and machine blurs into oblivion.

Book Digital Sport for Performance Enhancement and Competitive Evolution  Intelligent Gaming Technologies

Download or read book Digital Sport for Performance Enhancement and Competitive Evolution Intelligent Gaming Technologies written by Pope, Nigel and published by IGI Global. This book was released on 2009-05-31 with total page 414 pages. Available in PDF, EPUB and Kindle. Book excerpt: Provides an overview of the increasing level of digitization in sport including areas of gaming and athlete training.

Book The Digital Era 2

    Book Details:
  • Author : Jean-Pierre Chamoux
  • Publisher : John Wiley & Sons
  • Release : 2019-01-23
  • ISBN : 1119585759
  • Pages : 176 pages

Download or read book The Digital Era 2 written by Jean-Pierre Chamoux and published by John Wiley & Sons. This book was released on 2019-01-23 with total page 176 pages. Available in PDF, EPUB and Kindle. Book excerpt: Over 200 years, industry has mastered iron, fire, power and energy. Today, electronics shape our everyday objects with the widespread integration of chips; from computers and telephones to keys, games and white goods. Data, software and computation structure our behavior and the organization of our lives. Everything is translated into data: the digit is king. Consisting of three volumes, The Digital Era explores technical, economic and social phenomena that result from the generalization of the Internet. This second volume discusses the impact of digital technology on the evolution of market relations and the media and examines the reasons why such changes put political economy to the test.

Book Encyclopedia of Video Games  3 volumes

Download or read book Encyclopedia of Video Games 3 volumes written by Mark J. P. Wolf and published by Bloomsbury Publishing USA. This book was released on 2021-05-24 with total page 1173 pages. Available in PDF, EPUB and Kindle. Book excerpt: Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.

Book Digital Crossroads  second edition

Download or read book Digital Crossroads second edition written by Jonathan E. Nuechterlein and published by MIT Press. This book was released on 2013-07-05 with total page 528 pages. Available in PDF, EPUB and Kindle. Book excerpt: A thoroughly updated, comprehensive, and accessible guide to U.S. telecommunications law and policy, covering recent developments including mobile broadband issues, spectrum policy, and net neutrality. In Digital Crossroads, two experts on telecommunications policy offer a comprehensive and accessible analysis of the regulation of competition in the U.S. telecommunications industry. The first edition of Digital Crossroads (MIT Press, 2005) became an essential and uniquely readable guide for policymakers, lawyers, scholars, and students in a fast-moving and complex policy field. In this second edition, the authors have revised every section of every chapter to reflect the evolution in industry structure, technology, and regulatory strategy since 2005. The book features entirely new discussions of such topics as the explosive development of the mobile broadband ecosystem; incentive auctions and other recent spectrum policy initiatives; the FCC's net neutrality rules; the National Broadband Plan; the declining relevance of the traditional public switched telephone network; and the policy response to online video services and their potential to transform the way Americans watch television. Like its predecessor, this new edition of Digital Crossroads not only helps nonspecialists climb this field's formidable learning curve, but also makes substantive contributions to ongoing policy debates.

Book Playfulness  digital original edition

Download or read book Playfulness digital original edition written by Miguel Sicart and published by MIT Press. This book was released on 2015-08-03 with total page 24 pages. Available in PDF, EPUB and Kindle. Book excerpt: What do we think about when we think about play? A pastime? Games? Childish activities? The opposite of work? Play goes beyond games; it is a mode of being human. If we are happy and well rested, we may approach even our daily tasks in a playful way, taking the attitude of play without the activity of play. In this BIT, Miguel Sicart examines the distinction between play and playfulness.