Playing to Win

Sports, Video Games, and the Culture of Play

Edited by Thomas P. Oates and Robert Alan Brookey

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, Ian Summers, Sarah Ullrish-French and Gerald Voorhees

Published by: Indiana University Press

252 Pages, 6.00 x 9.00 in

  • Paperback
  • 9780253015020
  • Published: January 2015

$26.00

  • Hardcover
  • 9780253014993
  • Published: January 2015

$75.00

  • eBook
  • 9780253015051
  • Published: January 2015

$25.99

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.