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9780262017374

Raising the Stakes

by
  • ISBN13:

    9780262017374

  • ISBN10:

    0262017377

  • Format: Hardcover
  • Copyright: 2012-03-23
  • Publisher: Mit Pr
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List Price: $29.95

Summary

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, agents, 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.

Table of Contents

Acknowledgmentsp. vii
Playing for Keepsp. 1
Computer Games as Professional Sportp. 35
Professionalizing Playersp. 85
Growing an Industryp. 135
Spectatorship and Fandomp. 181
Conclusionp. 239
Appendix: Standard Player Contract without Insurance Provisionp. 251
Notesp. 263
Bibliographyp. 277
Indexp. 299
Table of Contents provided by Ingram. All Rights Reserved.

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