Author: T. L. Taylor
Publisher: MIT Press
ISBN: 0262527588
Category : Games & Activities
Languages : en
Pages : 333
Book Description
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.
Raising the Stakes
Author: T. L. Taylor
Publisher: MIT Press
ISBN: 0262527588
Category : Games & Activities
Languages : en
Pages : 333
Book Description
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.
Publisher: MIT Press
ISBN: 0262527588
Category : Games & Activities
Languages : en
Pages : 333
Book Description
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.
Television Sports Production
Author: Jim Owens
Publisher: CRC Press
ISBN: 1136066780
Category : Language Arts & Disciplines
Languages : en
Pages : 297
Book Description
Television sports production is difficult, and producing a remote sports event is arguably the most complicated to orchestrate. Many factors can adversely affect your production, including weather, lighting, and natural sound. A successful production is dependent on extensive planning, from budgets, technology and location to the intricacies of the sport itself. With so much at stake, why not learn from the experts? Learn television sports production from the ISB, producers of the Olympics, who rely on the very same guide to train their own production staff. "Television Sports Production" walks you through the planning, set-up, directing, announcing, and editing involved with producing an event. Detailed descriptions of mobile units/OB vans, cameras, audio equipment and lighting requirements enable you to produce live or taped coverage of sporting events like an expert. You'll learn about the special considerations involved with producing various types of sports--from camera placement in figure skating to where to put the microphone during a tennis match. Whether producing a local high school football game, the Super Bowl, or something as complex as the Olympics, this book will give you an inside look at how a remote production operates and the role of each participant.
Publisher: CRC Press
ISBN: 1136066780
Category : Language Arts & Disciplines
Languages : en
Pages : 297
Book Description
Television sports production is difficult, and producing a remote sports event is arguably the most complicated to orchestrate. Many factors can adversely affect your production, including weather, lighting, and natural sound. A successful production is dependent on extensive planning, from budgets, technology and location to the intricacies of the sport itself. With so much at stake, why not learn from the experts? Learn television sports production from the ISB, producers of the Olympics, who rely on the very same guide to train their own production staff. "Television Sports Production" walks you through the planning, set-up, directing, announcing, and editing involved with producing an event. Detailed descriptions of mobile units/OB vans, cameras, audio equipment and lighting requirements enable you to produce live or taped coverage of sporting events like an expert. You'll learn about the special considerations involved with producing various types of sports--from camera placement in figure skating to where to put the microphone during a tennis match. Whether producing a local high school football game, the Super Bowl, or something as complex as the Olympics, this book will give you an inside look at how a remote production operates and the role of each participant.
Money Games
Author: David M Carter
Publisher: Stanford University Press
ISBN: 0804776792
Category : Business & Economics
Languages : en
Pages : 306
Book Description
“A compelling perspective on the evolution of sports business . . . provides an excellent roadmap to maximizing the benefits and minimizing the pitfalls.” —David Stern, NBA Commissioner The businesses behind Dubai Sports City, the branding of David Beckham, and the popularity of fantasy sports leagues are unmistakable indicators that the sports and the entertainment industries are quickly becoming one and the same. This rapid convergence has been key to the sports business industry’s continued growth and financial success. Money Games not only analyzes how industry stakeholders have monetized this convergence, but also answers this core question: how can the sports business continue to profit from the blurring of sports and entertainment? Author David M. Carter considers a wide array of implications for television content, video gaming, athlete branding, the Internet, mobile technology, gambling, sports-anchored real estate development, venue technology, and corporate marketing—in short, those areas where business opportunities exist now that sports and entertainment have become one. “Fans, sports and media executives, and even investors will find that Carter’s examination . . . of the changing landscape of sports and entertainment helps them understand their own experiences.” —Stephen A. Greyser, Harvard Business School “An invaluable resource for stakeholders hoping to monetize sports as entertainment.” —Kenneth L. Shropshire, Wharton School of the University of Pennsylvania and author of The Business of Sports Agents “The strategies and tactics that all the players will want—from the boardroom to the locker room—can be found in Money Games.” —John Nendick, Ernst & Young Global Media & Entertainment Industry Leader “Identifies the challenges facing the various sports leagues in delivering fans what they want.” —Allan H. (Bud) Selig, Baseball Commissioner
Publisher: Stanford University Press
ISBN: 0804776792
Category : Business & Economics
Languages : en
Pages : 306
Book Description
“A compelling perspective on the evolution of sports business . . . provides an excellent roadmap to maximizing the benefits and minimizing the pitfalls.” —David Stern, NBA Commissioner The businesses behind Dubai Sports City, the branding of David Beckham, and the popularity of fantasy sports leagues are unmistakable indicators that the sports and the entertainment industries are quickly becoming one and the same. This rapid convergence has been key to the sports business industry’s continued growth and financial success. Money Games not only analyzes how industry stakeholders have monetized this convergence, but also answers this core question: how can the sports business continue to profit from the blurring of sports and entertainment? Author David M. Carter considers a wide array of implications for television content, video gaming, athlete branding, the Internet, mobile technology, gambling, sports-anchored real estate development, venue technology, and corporate marketing—in short, those areas where business opportunities exist now that sports and entertainment have become one. “Fans, sports and media executives, and even investors will find that Carter’s examination . . . of the changing landscape of sports and entertainment helps them understand their own experiences.” —Stephen A. Greyser, Harvard Business School “An invaluable resource for stakeholders hoping to monetize sports as entertainment.” —Kenneth L. Shropshire, Wharton School of the University of Pennsylvania and author of The Business of Sports Agents “The strategies and tactics that all the players will want—from the boardroom to the locker room—can be found in Money Games.” —John Nendick, Ernst & Young Global Media & Entertainment Industry Leader “Identifies the challenges facing the various sports leagues in delivering fans what they want.” —Allan H. (Bud) Selig, Baseball Commissioner
Sports on Film
Author: Johnny D. Boggs
Publisher: Bloomsbury Publishing USA
ISBN: 1440875561
Category : Performing Arts
Languages : en
Pages : 252
Book Description
Sports on Film takes readers behind the scenes of how movies get made and puts them in the stands for some of the key moments in sports in America. Sports on Film documents key events in American sports history through the films that depict them, starting with the integration of major-league baseball when Jackie Robinson signed with the Brooklyn Dodgers. Other significant events and personalities examined include the college basketball point-shaving incident of the 1950s; journalist George Plimpton's attempt to go through the Detroit Lions' NFL training camp in the early 1960s; the originations and popularity of rodeo; the brief run of women's professional baseball during World War II; the underdog racehorse Seabiscuit during the Great Depression; the rise of African American boxer Muhammad Ali; the unique 1970s "Battle of the Sexes" tennis event between Bobby Riggs and Billie Jean King; and Ford Motor Company's run in the 1960s to take motorsports to Europe's premier event in Le Mans, France.
Publisher: Bloomsbury Publishing USA
ISBN: 1440875561
Category : Performing Arts
Languages : en
Pages : 252
Book Description
Sports on Film takes readers behind the scenes of how movies get made and puts them in the stands for some of the key moments in sports in America. Sports on Film documents key events in American sports history through the films that depict them, starting with the integration of major-league baseball when Jackie Robinson signed with the Brooklyn Dodgers. Other significant events and personalities examined include the college basketball point-shaving incident of the 1950s; journalist George Plimpton's attempt to go through the Detroit Lions' NFL training camp in the early 1960s; the originations and popularity of rodeo; the brief run of women's professional baseball during World War II; the underdog racehorse Seabiscuit during the Great Depression; the rise of African American boxer Muhammad Ali; the unique 1970s "Battle of the Sexes" tennis event between Bobby Riggs and Billie Jean King; and Ford Motor Company's run in the 1960s to take motorsports to Europe's premier event in Le Mans, France.
Games in the Global Village
Author: Anne Cooper-Chen
Publisher: Popular Press
ISBN: 9780879725990
Category : Performing Arts
Languages : en
Pages : 332
Book Description
Q. What is the most-watched TV format in history, seen by about 100 million people weekly around the world? A. Wheel of Fortune, a game show. Without putdowns or pandering, the author looks at 260 such shows, concluding that culture has triumphed over technology. For despite our capacity to transmit the same content world-wide, McLuhan's global village has not come to pass. Technology has, however, encouraged already-existing "cultural continents" to coalesce. About one-third of the world's game shows have been licensed or adapted from another country, especially from the United States. Conversely, a single program can cross borders unchanged, such as Sabado Gigante, which appeals to Spanish speakers in 18 countries. The first truly global study of TV entertainment, this book includes interviews with producers, contestants, and licensers. With its tables, illustrations and appendices, the text provides details on content and audiences, as well as explanatory overviews.
Publisher: Popular Press
ISBN: 9780879725990
Category : Performing Arts
Languages : en
Pages : 332
Book Description
Q. What is the most-watched TV format in history, seen by about 100 million people weekly around the world? A. Wheel of Fortune, a game show. Without putdowns or pandering, the author looks at 260 such shows, concluding that culture has triumphed over technology. For despite our capacity to transmit the same content world-wide, McLuhan's global village has not come to pass. Technology has, however, encouraged already-existing "cultural continents" to coalesce. About one-third of the world's game shows have been licensed or adapted from another country, especially from the United States. Conversely, a single program can cross borders unchanged, such as Sabado Gigante, which appeals to Spanish speakers in 18 countries. The first truly global study of TV entertainment, this book includes interviews with producers, contestants, and licensers. With its tables, illustrations and appendices, the text provides details on content and audiences, as well as explanatory overviews.
Sport Beyond Television
Author: Brett Hutchins
Publisher: Routledge
ISBN: 0415887186
Category : Computers
Languages : en
Pages : 256
Book Description
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.
Publisher: Routledge
ISBN: 0415887186
Category : Computers
Languages : en
Pages : 256
Book Description
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.
Sports Videogames
Author: Mia Consalvo
Publisher: Routledge
ISBN: 1136191992
Category : Games & Activities
Languages : en
Pages : 318
Book Description
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.
Publisher: Routledge
ISBN: 1136191992
Category : Games & Activities
Languages : en
Pages : 318
Book Description
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.
The Dirty College Game
Author: Al Figone
Publisher: McFarland
ISBN: 1476671125
Category : Sports & Recreation
Languages : en
Pages : 186
Book Description
Commercial aspects of college football and basketball during the mid- to late 20th century were dominated by a few "get rich quick" schools. Though the NCAA was responsible for controlling such facets of college sports, the organization was unwilling and unable to control the excesses of the few who opposed the majority opinion. The result was a period of corruption, rules violations, unnecessary injuries and overspending. These events led to the formation of larger conferences, richer bowl games and rules intended to preserve the "money-making" value of college football and basketball. This book explores gambling, academic fraud, illegal booster activity and the single-minded pursuit of television contracts in college sports, as well as the NCAA's involvement--or lack thereof--in such cases.
Publisher: McFarland
ISBN: 1476671125
Category : Sports & Recreation
Languages : en
Pages : 186
Book Description
Commercial aspects of college football and basketball during the mid- to late 20th century were dominated by a few "get rich quick" schools. Though the NCAA was responsible for controlling such facets of college sports, the organization was unwilling and unable to control the excesses of the few who opposed the majority opinion. The result was a period of corruption, rules violations, unnecessary injuries and overspending. These events led to the formation of larger conferences, richer bowl games and rules intended to preserve the "money-making" value of college football and basketball. This book explores gambling, academic fraud, illegal booster activity and the single-minded pursuit of television contracts in college sports, as well as the NCAA's involvement--or lack thereof--in such cases.
Game Over
Author: Dave Zirin
Publisher: The New Press
ISBN: 1595588159
Category : Political Science
Languages : en
Pages : 258
Book Description
Sportscaster Howard Cosell dubbed it "rule number one of the jockocracy" sports and politics just don't mix. But in Game Over, celebrated alt-sportswriter Dave Zirin proves once and for all that politics has breached the modern sports arena with a vengeance. From the NFL lockout and the role of soccer in the Arab Spring to the Penn State sexual abuse scandals and Tim Tebow's on-field genuflections, this timely and hard-hitting new book from the "conscience of American sportswriting" (The Washington Post) reveals how our most important debates about class, race, religion, sex, and the raw quest for political power are played out both on and off the field. Game Over offers new insights and analysis of headline-grabbing sports controversies, exploring the shady side of the NCAA, the explosive 2011 MLB All-Star Game, and why the Dodgers crashed and burned. It covers the fascinating struggles of gay and lesbian athletes to gain acceptance, female athletes to be more than sex symbols, and athletes everywhere to assert their collective bargaining rights as union members. Zirin also illustrates the ways in which athletes are once again using their exalted platforms to speak out and reclaim sports from the corporate interests that have taken it hostage. In Game Over, he cheers the victories but also reflects on how far we have yet to go. Combining brilliant set pieces with a sobering overview of today's sports scene in Zirin's take-no-prisoners style, Game Over is a must read for anyone, sports fan or not, interested in understanding how sports reflect and shape society--and why the stakes have never been higher.
Publisher: The New Press
ISBN: 1595588159
Category : Political Science
Languages : en
Pages : 258
Book Description
Sportscaster Howard Cosell dubbed it "rule number one of the jockocracy" sports and politics just don't mix. But in Game Over, celebrated alt-sportswriter Dave Zirin proves once and for all that politics has breached the modern sports arena with a vengeance. From the NFL lockout and the role of soccer in the Arab Spring to the Penn State sexual abuse scandals and Tim Tebow's on-field genuflections, this timely and hard-hitting new book from the "conscience of American sportswriting" (The Washington Post) reveals how our most important debates about class, race, religion, sex, and the raw quest for political power are played out both on and off the field. Game Over offers new insights and analysis of headline-grabbing sports controversies, exploring the shady side of the NCAA, the explosive 2011 MLB All-Star Game, and why the Dodgers crashed and burned. It covers the fascinating struggles of gay and lesbian athletes to gain acceptance, female athletes to be more than sex symbols, and athletes everywhere to assert their collective bargaining rights as union members. Zirin also illustrates the ways in which athletes are once again using their exalted platforms to speak out and reclaim sports from the corporate interests that have taken it hostage. In Game Over, he cheers the victories but also reflects on how far we have yet to go. Combining brilliant set pieces with a sobering overview of today's sports scene in Zirin's take-no-prisoners style, Game Over is a must read for anyone, sports fan or not, interested in understanding how sports reflect and shape society--and why the stakes have never been higher.
Routledge Handbook of Football Business and Management
Author: Simon Chadwick
Publisher: Routledge
ISBN: 1351262785
Category : Business & Economics
Languages : en
Pages : 600
Book Description
Soccer is the world’s most valuable sport, generating bigger revenues, as well as being watched and played by more people, than any other. It is virtually impossible to understand the business of sport without understanding the football industry. This book surveys contemporary football in unparalleled breadth and depth. Presenting critical insights from world-leading football scholars and introducing football’s key organisations, leagues and emerging nations, it explores key themes from governance and law to strategy and finance, as well as cutting edge topics such as analytics, digital media and the women’s game. This is essential reading for all students, researchers and practitioners working in football, sport business, sport management or mainstream business and management.
Publisher: Routledge
ISBN: 1351262785
Category : Business & Economics
Languages : en
Pages : 600
Book Description
Soccer is the world’s most valuable sport, generating bigger revenues, as well as being watched and played by more people, than any other. It is virtually impossible to understand the business of sport without understanding the football industry. This book surveys contemporary football in unparalleled breadth and depth. Presenting critical insights from world-leading football scholars and introducing football’s key organisations, leagues and emerging nations, it explores key themes from governance and law to strategy and finance, as well as cutting edge topics such as analytics, digital media and the women’s game. This is essential reading for all students, researchers and practitioners working in football, sport business, sport management or mainstream business and management.