Computer Games As Professional Sport Digital Original Edition

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Computer Games as Professional Sport, digital original edition

Author : T. L. Taylor
Publisher : MIT Press
Page : 69 pages
File Size : 44,6 Mb
Release : 2014-01-10
Category : Games & Activities
ISBN : 9780262316408

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Computer Games as Professional Sport, digital original edition by T. L. Taylor Pdf

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.

Raising the Stakes

Author : T. L. Taylor
Publisher : MIT Press
Page : 333 pages
File Size : 40,8 Mb
Release : 2015-01-30
Category : Games & Activities
ISBN : 9780262527583

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Raising the Stakes by T. L. Taylor Pdf

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.

Sport 2.0

Author : Andy Miah
Publisher : MIT Press
Page : 286 pages
File Size : 55,9 Mb
Release : 2017-02-17
Category : Social Science
ISBN : 9780262343121

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Sport 2.0 by Andy Miah Pdf

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.

The Routledge Handbook of Digital Sport Management

Author : Michael L. Naraine,Ted Hayduk III,Jason P. Doyle
Publisher : Taylor & Francis
Page : 396 pages
File Size : 45,6 Mb
Release : 2022-12-01
Category : Business & Economics
ISBN : 9781000788198

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The Routledge Handbook of Digital Sport Management by Michael L. Naraine,Ted Hayduk III,Jason P. Doyle Pdf

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.

Playing the Field

Author : Sascha Pöhlmann
Publisher : Walter de Gruyter GmbH & Co KG
Page : 310 pages
File Size : 49,9 Mb
Release : 2019-08-19
Category : History
ISBN : 9783110655728

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Playing the Field by Sascha Pöhlmann Pdf

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.

The Digital Era 2

Author : Jean-Pierre Chamoux
Publisher : John Wiley & Sons
Page : 176 pages
File Size : 54,9 Mb
Release : 2019-01-23
Category : Social Science
ISBN : 9781119585756

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The Digital Era 2 by Jean-Pierre Chamoux Pdf

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.

Sport and Play in a Digital World

Author : Ivo Van Hilvoorde
Publisher : Routledge
Page : 126 pages
File Size : 46,5 Mb
Release : 2019-03-22
Category : Electronic
ISBN : 0367264692

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Sport and Play in a Digital World by Ivo Van Hilvoorde Pdf

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.

Sports Videogames

Author : Mia Consalvo,Konstantin Mitgutsch,Abe Stein
Publisher : Routledge
Page : 318 pages
File Size : 46,8 Mb
Release : 2013-07-18
Category : Games & Activities
ISBN : 9781136191992

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Sports Videogames by Mia Consalvo,Konstantin Mitgutsch,Abe Stein Pdf

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

Author : Robert Alan Brookey,Thomas P. Oates
Publisher : Indiana University Press
Page : 260 pages
File Size : 51,5 Mb
Release : 2015-01-12
Category : Technology & Engineering
ISBN : 9780253015051

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Playing to Win by Robert Alan Brookey,Thomas P. Oates Pdf

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.

Digital Media Sport

Author : Brett Hutchins,David Rowe
Publisher : Routledge
Page : 305 pages
File Size : 51,6 Mb
Release : 2013-09-05
Category : Sports & Recreation
ISBN : 9781134108015

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Digital Media Sport by Brett Hutchins,David Rowe Pdf

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. .

Encyclopedia of Video Games [3 volumes]

Author : Mark J. P. Wolf
Publisher : Bloomsbury Publishing USA
Page : 1173 pages
File Size : 40,8 Mb
Release : 2021-05-24
Category : Games & Activities
ISBN : 9798216161820

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Encyclopedia of Video Games [3 volumes] by Mark J. P. Wolf Pdf

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.

Research Handbook on the Law of Virtual and Augmented Reality

Author : Woodrow Barfield,Marc Jonathan Blitz
Publisher : Edward Elgar Publishing
Page : 712 pages
File Size : 47,8 Mb
Release : 2018-12-28
Category : Computers
ISBN : 9781786438591

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Research Handbook on the Law of Virtual and Augmented Reality by Woodrow Barfield,Marc Jonathan Blitz Pdf

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.

Interdisciplinary Analyses of Professional Basketball

Author : Till Neuhaus,Niklas Thomas
Publisher : Springer Nature
Page : 355 pages
File Size : 44,9 Mb
Release : 2024-01-03
Category : Sports & Recreation
ISBN : 9783031416569

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Interdisciplinary Analyses of Professional Basketball by Till Neuhaus,Niklas Thomas Pdf

This edited collection conceptualizes professional basketball not just as a sport but as an historically, culturally, and economically embedded entity. The chapters analyse the fact that the sport of basketball contains alternative logics that can easily clash, and by treating professional basketball as the negotiation place of these multiple demands, ideas, and logics, the editors have identified three areas in which these clashes manifest: the realization of the game; the cultural impact of professional basketball and the global outreach of professional basketball. The book is explanatory and qualitative, offering new perspectives and touching on topics including gender, diversity, racism, and minority experiences within professional basketball. As such it will be of interest to sport sociologists, as well as those researching the history of sport, sports marketing and cultural studies.

Sport Beyond Television

Author : Brett Hutchins,David Rowe
Publisher : Taylor & Francis
Page : 256 pages
File Size : 40,5 Mb
Release : 2012-04-27
Category : Sports & Recreation
ISBN : 9781136321108

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Sport Beyond Television by Brett Hutchins,David Rowe Pdf

Television is no longer the only screen delivering footage and news to people about sport. Computers, the Internet, Web, mobile and other digital media are increasingly important technologies in the production and consumption of sports media. Sport Beyond Television analyzes the changes that have given rise to this situation, combining theoretical insights with original evidence collected through extensive research and interviews with people working in the media and sport industries. It locates sports media as a pivotal component in online content economies and cultures, and counteracts the scant scholarly attention to sports media when compared to music, film and publishing in convergent media cultures. An expanding array of popular sports media – industry, user, club, athlete and fan produced – is now available and accessible in networked digital communications environments. This change is confounding the thinking of major sports organizations that have lived off the generous revenue flowing from exclusive broadcast contracts with free-to-air and subscription television networks for the last five decades. These developments are creating commercial and policy confusion, particularly as sports audiences and the advertising market fragment in line with the proliferation of niche channels and sources of digital sports media. Chapters in this title examine the shift from broadcast to online sports media markets, the impact of social networking platforms like Twitter and Facebook, evolving user and fan practices, the changing character of sports journalism, and the rise of sports computer gaming. Each chapter traces the socio-cultural implications of trends and trajectories in media sport.

Sport and Play in a Digital World

Author : Ivo van Hilvoorde
Publisher : Unknown
Page : 128 pages
File Size : 53,7 Mb
Release : 2017
Category : Electronic books
ISBN : 1315142058

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Sport and Play in a Digital World by Ivo van Hilvoorde Pdf

"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. "--Provided by publisher.