Sport and Video Games

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A01=Lukasz Muniowski
accessible
affiliation
athletic competitions
Author_Lukasz Muniowski
Category=JBCT1
Category=JHBS
Category=NHT
Category=SC
Category=UBJ
Category=UBL
Category=UDX
Category=UYZ
digital sports culture
entertaining
entertainment
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eq_computing
eq_history
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eq_non-fiction
eq_society-politics
eq_sports-fitness
experience
fandom
gameplay
gamer
gamers
identity representation games
inclusivity in gaming
intersection sport digital media
League sponsors
licensed
ludology
media sociology
narrative in gaming
performance
real-life athletes
simulated sporting events
simulation
sponsorship
Sport
sport fans
sporting competitions
sports fans
sports franchises
sports media
Video Games

Product details

  • ISBN 9781032462226
  • Weight: 270g
  • Dimensions: 156 x 234mm
  • Publication Date: 26 Feb 2025
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Paperback
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This book explores the complex relationships between sport and video games, two of the largest entertainment sectors globally.

Focusing on those games that depict real-life sports and athletic competitions, from FIFA, Madden, and NBA 2K to Football Manager and Tony Hawk’s Pro Skater, the book examines how sport has influenced gaming, and vice versa, and how this relationship is likely to develop in the future. Arguing that sports games are a unique interface between virtual worlds and our real-life social worlds, the book examines the concept of simulation; how the performance of athletes and teams in the real world influences video games; and whether those close links enhance or limit the player’s experience. It also considers how video games are used by leagues and sports franchises, through sponsorship and in-game advertisements, to reinforce their brands. Furthermore, it presents a concise history of sports video games, and using narrative methods, it takes a close look at the importance of storytelling in sports video games, not only in the sense of the stories built into the structure of a game but also in the way that fans and media organizations build their own stories in sport, in both real and virtual worlds. The book also asks how sports video games illuminate our understanding of key social issues, including race and gender.

This is fascinating reading for anybody with an interest in the sociology or culture of sport or video games, sport business, or the gaming industry.

Łukasz Muniowski is Assistant Professor of English Studies at the University of Szczecin, Poland, and author of numerous academic articles and sports books.

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