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Robert Alan Brookey is Professor of Telecommunications at Ball State University where he also serves as the Director of Graduate Studies for the MA program in Digital Storytelling. He is the author of
Hollywood Gamers: Digital Convergence in the Film and Video Game Industries (IUP, 2010).
Thomas P. Oates is Assistant Professor of American Studies and Journalism and Mass Communication at the University of Iowa.
List of contents
Playing to Win: An introduction. / Thomas P. Oates and Robert Alan Brookey
Part I: Gender Play
1. The Name of the Game is Jocktronics: Sport and Masculinity in Early Video Games / Michael Z. Newman
2.
Madden Men: Masculinity, Race, and the Marketing of a Video Game Franchise / Thomas P. Oates
3. Neoliberal Masculinity: The Government of Play and Masculinity in E-Sports / Gerald Voorhees
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 / Rene Powers and Robert Alan Brookey
Part II. The Uses of Simulation
6. Avastars: The Encoding of Fame within Sport Digital Games / Steven Conway
7. Keeping it Real: Sports Video Game Advertising and the Fan-Consumer / Cory Hillman and Michael Butterworth
8. Exploiting Nationalism and Banal Cosmopolitanism: EA's
FIFA World Cup 2010 / Andrew Baerg
9. Ideology, It's In The Game: Selective Simulation in EA Sports'
NCAA Football / Meredith M. Bagley and Ian Summers
10. Yes Wii Can or Can Wii: Theorizing the Possibilities of Video Games as Health Disparity Intervention / David J. Leonard, Sarah Ullrich-French, and Thomas G. Power
Contributors
Index
About the author
edited by Thomas P. Oates, with contributions by Andrew Baerg, Meredith M. Bagley, Michael L. Butterworth, Perri Campbell, Steven Conway, Cory Hillman, Luke Howie, David J. Leonard, Michael Z. Newman, Thomas George Power, Renne M. Powers
Summary
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. This book explores the points of convergence at which gaming and sports culture merge.