255 Slices
Medium 9780253014993

9. Ideology, It’s in the Game: Selective Simulation in EA Sports’ NCAA Football

Thomas P Oates Indiana University Press ePub

Meredith M. Bagley and Ian Summers

ON JULY 9, 2013, THE LEADING SPORTS STORY IN TUSCALOOSA, Alabama, a college town obsessed with its university’s football team, was not predictions for a third straight national championship, not news of yet another five-star recruit, nor updates on injuries and summer training sessions. Instead, inch-high headlines announced “GAME ON: EA Sports Releases NCAA Football 14.”1 Above the text, a color screen shot from the game featured an offensive player in the familiar crimson-and-white jersey breaking tackles on the way to a presumed touchdown. The would-be tacklers happened to be in white and maroon, the colors of Texas A&M, the only team to hand Alabama a loss in its 2012 national championship season. Though completely digital, fabricated, and based on advanced computational formulas, the video game redemption offered by the photo perfectly illustrates the power of simulation-based digital games such as EA Sports’ NCAA Football.

See All Chapters
Medium 9780253014993

7. Keeping It Real: Sports Video Game Advertising and the Fan-Consumer

Thomas P Oates Indiana University Press ePub

Cory Hillman and Michael L. Butterworth

IN THE UNITED STATES, FEW, IF ANY, CULTURAL ACTIVITIES, products, or experiences are immune to the often unrestrained hands of commercialism, marketing, and advertising in the ambitious and overzealous pursuit of audiences and consumers. Sports are especially subject to these conditions, evidenced by the following examples: advertisers spent approximately $10.9 billion on national sports broadcasts between the final quarter of 2010 through September 2011; NBC paid the International Olympic Committee $2.2 billion to broadcast the 2010 and 2012 Winter and Summer Olympics; CBS and Turner Broadcasting agreed to pay nearly $11 billion to the NCAA for the rights to the annual men’s college basketball tournament. Divisional realignment in college football has also been stimulated by the desire to create “megaconferences” in the chase for lucrative television packages with major networks, and the NCAA’s decision to determine its national champion of college football’s Football Bowl Subdivision with a four-team playoff beginning in 2014 came with estimates that the tournament could be worth as much as $6 billion.1 Meanwhile, fans spent $3.2 billion on Major League Baseball (MLB) team merchandise in 2011, marking an 8.1 percent increase from the previous season, and the typical NFL fan spends approximately $60 on apparel, snacks, and other merchandise during the week of the Super Bowl.2

See All Chapters
Medium 9780253014993

10. Yes Wii Can or Can Wii? Theorizing the Possibilities of Video Games as Health Disparity Intervention

Thomas P Oates Indiana University Press ePub

David J. Leonard, Sarah Ullrich-French, and Thomas G. Power

THE DEBATE ABOUT EXERGAMING OFTEN APPEARS IN headlines such as “Can Wii Games Replace Regular Exercise?” and “Is the Wii Fit Better than Regular Exercise?”1 In this regard, virtual gaming has been reduced to a binary, a mathematical formula that treats participants as universal subjects and analyzes how well the games transport those bodies into virtual space. It reflects on whether these games have real-life impact on the universal game subject and how these virtual activities compare to their real-life brethren. Take one study from the American Council on Exercise, which after testing sixteen participants on six of Wii’s most challenging games – Free Run, Island Run, Free Step, Advanced Step, Super Hula Hoop, and Rhythm Boxing – concluded that virtual reality was distinctively different from the real world, in that twice as many calories were burned with the real “thing.” Emblematic of much of the discourse, the adherence to the virtual-real binary and its conceptualization of all participants as having equal access and opportunity demonstrate the shortcomings of the discourse surrounding virtual exercise.2 Furthering the establishment of this dualistic framework, the discourse focuses on the caloric impact–energy expenditure rates of virtual exercise games; it works to understand if exergaming is a substitute for real-world exercise. Yet there has been little effort to measure the impact of games on the physical body (core strength, balance) and, more important, the impact of games on identity, knowledge about fitness, health, and nutrition. In the end, these studies, more than the games themselves, disembody people and fail to look at how games change people in a myriad of ways, from the physical to the mental, from identity to self-worth.

See All Chapters
Medium 9780253014993

5. Domesticating Sports: The Wii, the Mii, and Nintendo’s Postfeminist Subject

Thomas P Oates Indiana University Press ePub

Renee M. Powers and Robert Alan Brookey

IN 2005 NINTENDO BEGAN RELEASING INFORMATION ABOUT their next console, code-named “Revolution.” The reception from the video game press was rather mixed. Ryan Block, covering Nintendo’s introduction of the Revolution at the 2005 Electronic Entertainment Expo (E3) for the tech blog Engadget, had this to say: “The Revolution is a really unsexy device, all things considered – but it is a prototype, and [Nintendo] did hammer home that they want input from their adoring public. This may also just prove that Nintendo is serious when they say they don’t care about the hardware as much as they do about the gaming experience. They had to show something, and they did. It didn’t hurt them, it didn’t help them.” Mark Casamassina, writing for IGN, provided a more positive assessment: “At E3 2005, Nintendo unveiled the Revolution console. It is the company’s sleekest unit to date. The tiny-sized system is designed to be quiet and affordable. The revolutionary aspect of the machine – its input device – remains a secret.”1 Yet even Casamassina noted how the new console broke with industry tradition by not incorporating significant technological advances in graphic capability.

See All Chapters
Medium 9780253014993

3. Neoliberal Masculinity: The Government of Play and Masculinity in E-Sports

Thomas P Oates Indiana University Press ePub

Gerald Voorhees

We’re at a point where only about forty people in the U.S. can make a living playing video games. I’d like to get it to a hundred. I think we’re a year or two away from that.

SUNDANCE DIGIOVANNI, quoted in Richard Nieva,
“Video Gaming on the Pro Tour for Glory but Little
Gold,” New York Times, November 28, 2012

While scholars have begun to investigate the professionalization of gaming, I take it on only to the extent that it is an exemplary site for thinking about the sportification of digital games, a broader sociocultural phenomenon that emerges at the juncture of neoliberal rationality and distinct – often competing – constructions of masculinity circulating in contemporary Western culture. Indeed, the sportification of digital games has led to the creation of national leagues, international tournaments, and corporate-sponsored teams of professional cyberathletes, but it is not rooted in these institutions or in the professionalization of players; rather, they are both effects of the hegemony of the sportive mentality. The games are objective things defined by protocological affordances and constrains, but their status as sport and the practices constituting the process of sportification are a result of the meaning attributed to them by player and fan communities.1 In this chapter I examine the cultural implications of the figuration of digital games as sports, often called e-sports, focusing on the production of an intelligible subject position at the nexus of neoliberalism and masculinity.

See All Chapters

See All Slices