9780262527583-0262527588-Raising the Stakes: E-Sports and the Professionalization of Computer Gaming (Mit Press)

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

ISBN-13: 9780262527583
ISBN-10: 0262527588
Edition: Reprint
Author: T. L. Taylor
Publication date: 2015
Publisher: The MIT Press
Format: Paperback 332 pages
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Book details

ISBN-13: 9780262527583
ISBN-10: 0262527588
Edition: Reprint
Author: T. L. Taylor
Publication date: 2015
Publisher: The MIT Press
Format: Paperback 332 pages

Summary

Raising the Stakes: E-Sports and the Professionalization of Computer Gaming (Mit Press) (ISBN-13: 9780262527583 and ISBN-10: 0262527588), written by authors T. L. Taylor, was published by The MIT Press in 2015. With an overall rating of 4.1 stars, it's a notable title among other Sports & Entertainment (Games & Strategy Guides, Popular Culture, Social Sciences, Industries) books. You can easily purchase or rent Raising the Stakes: E-Sports and the Professionalization of Computer Gaming (Mit Press) (Paperback) from BooksRun, along with many other new and used Sports & Entertainment books and textbooks. And, if you're looking to sell your copy, our current buyback offer is $0.3.

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.

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