Playing to Win: Sports, Video Games, and the Culture of Play

IF 0.6 Q3 SOCIAL SCIENCES, INTERDISCIPLINARY American Journal of Play Pub Date : 2015-09-22 DOI:10.5860/choice.190618
Christopher A. Paul
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引用次数: 6

Abstract

of why we should take sports video games seriously and oers critical insights into how we can think about them meaningfully. €e major drawback of the book is one of timing, because much of the work seems to be written well before the book was published. Divided into two sections, “Gender Play” and “€e Uses of Simulation,” Brookey and Oates set up the volume with an introduction that lays out the importance of sports video games by invoking games from Pong (1972) to Madden NFL (1988, 1990–present) to demonstrate that sports games are a key part of both a video game history and the contemporary video game market. Chapters range in focus, but most address representations of sports in video games like Madden, FIFA, and Pro Evolution Soccer. However, some contributions reach beyond the text of video games and consider elements like fantasy sports, e-sports, and the advertising surrounding games. €e strength of the collection is its breadth. In taking on a number of dierent kinds of topics, Brookey and Oates have assembled a collection that encourages the reader to think beyond any singular way of examining sports games. For example, I !nd the inclusion of an analysis of fantasy sports players in chapter 4 particularly commendable. Beyond the speci!c topics discussed, the group of authors also demonstrates a commitment to multiple methodologies because it includes scholars from a number of fields—most notably some who primarily analyze video games and some who primarily analyze sport. €e mix of the two groups may sometimes leave one or the other wanting more, but overall the place within it, and online fantasy-based creative-writing spaces. Even a mention of sociological and cultural relevance of D&D in its most recent incarnation (D&D Fi"h Edition) would have been welcomed. I hope that other scholars pick up Laycock’s threads and explore today’s player transformation, world building, and cultural contexts. In the final analysis, this book deserves a place in the library of any scholar of games as cultural texts—and especially those interested in religion and games. I will refer to the text o"en as both an eective analysis of the impact RPGs have on culture and as a masterful example of historical research into play and its place in society.
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为赢而玩:体育、电子游戏和游戏文化
为什么我们应该认真对待体育电子游戏,并对我们如何有意义地思考它们提出了批判性的见解。这本书的主要缺点是时间上的问题,因为书中的许多内容似乎在出版之前就已经写得很好了。该书分为“性别游戏”和“模拟的使用”两个部分,brokey和Oates在开篇介绍中列举了体育电子游戏的重要性,从《Pong》(1972年)到《Madden NFL》(1988年,1990年至今),以证明体育游戏是电子游戏历史和当代电子游戏市场的关键组成部分。章节的重点各不相同,但大多数都是关于电子游戏中的体育表现,如《Madden》、《FIFA》和《Pro Evolution Soccer》。然而,有些贡献超越了电子游戏的文本,并考虑到幻想体育、电子竞技和围绕游戏的广告等元素。这个系列的优点在于它的广度。布鲁基和奥茨选取了许多不同类型的主题,汇集成一本集子,鼓励读者超越任何单一的方式来审视体育比赛。例如,我在第4章中包含了对梦幻体育运动员的分析,这一点特别值得称道。超出规格!在讨论的主题中,作者小组也展示了对多种方法的承诺,因为它包括来自多个领域的学者——最引人注目的是一些主要分析电子游戏的学者和一些主要分析体育的学者。这两个群体的混合有时会让其中一个想要更多,但总的来说,其中的位置,以及基于网络幻想的创意写作空间。即使是提到《龙与地下城》最新版本(《龙与地下城Fi”h Edition)的社会学和文化相关性也会受到欢迎。我希望其他学者也能跟上Laycock的思路,探索当今的玩家转变、世界建设和文化背景。在最后的分析中,这本书应该在任何将游戏作为文化文本的学者的图书馆中占有一席之地,尤其是那些对宗教和游戏感兴趣的人。我认为《en》这篇文章既是对rpg对文化影响的有效分析,也是对游戏及其在社会中的地位进行历史研究的杰出范例。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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American Journal of Play
American Journal of Play SOCIAL SCIENCES, INTERDISCIPLINARY-
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