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Raising the stakes : e-sports and the professionalization of computer gaming /

"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 shoot...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Taylor, T. L.
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Cambridge, Mass. : MIT Press, ©2012.
Temas:
Acceso en línea:Texto completo

MARC

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100 1 |a Taylor, T. L. 
245 1 0 |a Raising the stakes :  |b e-sports and the professionalization of computer gaming /  |c T. L. Taylor. 
260 |a Cambridge, Mass. :  |b MIT Press,  |c ©2012. 
300 |a 1 online resource (viii, 323 pages) :  |b illustrations 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
347 |a data file  |2 rda 
504 |a Includes bibliographical references (pages [263]-297) and index. 
588 0 |a Description based on print version record. 
505 0 |a Playing for keeps -- Computer games as professional sport -- Professionalizing players -- Growing an industry -- Spectatorship and fandom -- Conclusion. 
520 |a "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's description. 
520 |a 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. 
590 |a ProQuest Ebook Central  |b Ebook Central Academic Complete 
650 0 |a Computer games  |x Social aspects. 
650 0 |a Sports  |x Sociological aspects  |v Case studies. 
650 0 |a Sports  |x Psychological aspects. 
650 0 |a Video games. 
650 0 |a Competition (Psychology) 
650 0 |a Sports  |x Computer network resources. 
650 2 |a Competitive Behavior 
650 4 |a Sports  |x Sociological aspects  |v Case studies. 
650 4 |a Competition (Psychology) 
650 4 |a Computer games  |x Social aspects. 
650 4 |a Internet games. 
650 4 |a Sports  |x Computer network resources. 
650 4 |a Sports  |x Psychological aspects. 
650 6 |a Sports  |x Aspect sociologique  |v Études de cas. 
650 6 |a Jeux sur Internet. 
650 6 |a Compétition (Psychologie) 
650 7 |a GAMES  |x Gambling  |x Sports.  |2 bisacsh 
650 7 |a SPORTS & RECREATION  |x Business Aspects.  |2 bisacsh 
650 7 |a SPORTS & RECREATION  |x Essays.  |2 bisacsh 
650 7 |a SPORTS & RECREATION  |x History.  |2 bisacsh 
650 7 |a SPORTS & RECREATION  |x Reference.  |2 bisacsh 
650 7 |a TRAVEL  |x Special Interest  |x Sports.  |2 bisacsh 
650 7 |a Competition (Psychology)  |2 fast 
650 7 |a Computer games  |x Social aspects  |2 fast 
650 7 |a Internet games  |2 fast 
650 7 |a Sports  |x Computer network resources  |2 fast 
650 7 |a Sports  |x Psychological aspects  |2 fast 
650 7 |a Sports  |x Sociological aspects  |2 fast 
650 7 |a Professionalisierung  |2 gnd 
650 7 |a E-Sport  |2 gnd 
650 7 |a Computerspiel  |2 gnd 
650 7 |a E-Sport.  |2 gnd  |0 (DE-601)719471176 
650 7 |a Professionalisierung.  |2 gnd  |0 (DE-601)104509368 
653 |a SOCIAL SCIENCES/Media Studies 
653 |a CULTURAL STUDIES/Popular Culture 
653 |a GAME STUDIES/General 
655 2 |a Case Reports 
655 7 |a Case studies  |2 fast 
655 7 |a Case studies.  |2 lcgft 
655 7 |a Études de cas.  |2 rvmgf 
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