deal-dx.com
 
 
 
 
 
 
New arrivals Blogs 10 US$ Gadgets Amazon reviews Advertising Privacy statement
 
 
 
Sports & Entertainment
Sports
Entertainment
 
Price navigation
Any price
to 5 US$
5 to 10 US$
10 to 20 US$
20 to 30 US$
30 to 50 US$
Luxury
 
 
 

Raising the Stakes (MIT Press): E-Sports and the Professionalization of Computer Gaming (The MIT Press)

SKU: 0262527588 (Updated 2023-01-12)
Price: US$ 17.95
 
 

You might be also interested in
 
 
Freud DS0408CF 4in Steel Demon Carbide-tipped Reciprocating Blades
US$ 9.50
 
Reciprocating Saw Blades
 
 
Old National Bank
US$ 0.00
 
Personal Finance
 
 
Makita B-50289 Ratchet and Bit Set (47 Piece)
US$ 27.93
 
Screwdriver Bit Sets
 
 
Guru - Investments and stocks in real time
US$ 0.00
 
Stocks & Investing
 
 
Personal Credit Repair
US$ 0.00
 
Personal Finance
 
     
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.

 


EAN: 9780262527583


ISBN: 0262527588


Manufacturer: MIT Press


Brand: The MIT Press
 
We hope you love the products we recommend! All of products are independently selected by deal-dx editors. Just to let you know, deal-dx may collect a share of sales or other compensation from the links on this page if you decide to shop from them. As an Amazon Associate we earn from qualifying purchases. Prices are accurate and items in stock as of time of publication.
© deal-dx.com 2013        info(at)deal-dx.com
 
 
This website uses cookies for the correct display and functionality. Do you also want to take full advantage of the website and accept cookies?
About cookies. Accept cookies