If it's in the game, it's in the game : an analysis of the football digital game and its players

2.50
Hdl Handle:
http://hdl.handle.net/10547/241859
Title:
If it's in the game, it's in the game : an analysis of the football digital game and its players
Authors:
Conway, Steven Craig
Abstract:
The focus of this thesis is the representation of football, as sport and culture, within the medium of the digital game. Analysing its three sub-genres - the televisual, the extreme and the management genre. This dissertation outlines how each configures, incorporates, rejects or ignores certain conventions, values and practices connected to the socio-cultural system of the sport, and the wider sport-media complex in its representational and ludic system. Though the marketing literature surrounding these games often makes claims to their simulational quality, these products will be shown to present very particular, dissimilar and above all ideologically loaded versions of the sport they claim to impartially represent. In an evolution of Baudrillard's (1983) concept of the simulacrum, these digital games will be revealed as euphemisms for sport, as inoffensive representations of something that may in reality be considered to offensive, or too harsh for inclusion into a marketable product. Also central to this thesis is the increasingly trans-medial nature of sport consumption, as the post-modern consumer does not simply distinguish between the various media he or she consumes and the 'reality' of the mediated object; indeed it is the mediation of the sport that now constitutes the dominant interpretation of its conventions and values. To quote John Fiske, the media no longer supply 'secondary representations of reality; they affect and produce the reality they mediate' (1994, p.xv).
Citation:
Conway, Steven Craig (2010) 'If it's in the game, it's in the game : an analysis of the football digital game and its players'. PhD thesis. University of Bedfordshire.
Publisher:
University of Bedfordshire
Issue Date:
Sep-2010
URI:
http://hdl.handle.net/10547/241859
Type:
Thesis or dissertation
Language:
en
Description:
A thesis submitted to the University of Bedfordshire, Faculty of Creative Arts, Technologies & Science, in partial fulfilment for the degree of Doctor of Philosophy
Appears in Collections:
PhD e-theses

Full metadata record

DC FieldValue Language
dc.contributor.authorConway, Steven Craigen_GB
dc.date.accessioned2012-09-07T14:00:35Z-
dc.date.available2012-09-07T14:00:35Z-
dc.date.issued2010-09-
dc.identifier.citationConway, Steven Craig (2010) 'If it's in the game, it's in the game : an analysis of the football digital game and its players'. PhD thesis. University of Bedfordshire.en_GB
dc.identifier.urihttp://hdl.handle.net/10547/241859-
dc.descriptionA thesis submitted to the University of Bedfordshire, Faculty of Creative Arts, Technologies & Science, in partial fulfilment for the degree of Doctor of Philosophyen_GB
dc.description.abstractThe focus of this thesis is the representation of football, as sport and culture, within the medium of the digital game. Analysing its three sub-genres - the televisual, the extreme and the management genre. This dissertation outlines how each configures, incorporates, rejects or ignores certain conventions, values and practices connected to the socio-cultural system of the sport, and the wider sport-media complex in its representational and ludic system. Though the marketing literature surrounding these games often makes claims to their simulational quality, these products will be shown to present very particular, dissimilar and above all ideologically loaded versions of the sport they claim to impartially represent. In an evolution of Baudrillard's (1983) concept of the simulacrum, these digital games will be revealed as euphemisms for sport, as inoffensive representations of something that may in reality be considered to offensive, or too harsh for inclusion into a marketable product. Also central to this thesis is the increasingly trans-medial nature of sport consumption, as the post-modern consumer does not simply distinguish between the various media he or she consumes and the 'reality' of the mediated object; indeed it is the mediation of the sport that now constitutes the dominant interpretation of its conventions and values. To quote John Fiske, the media no longer supply 'secondary representations of reality; they affect and produce the reality they mediate' (1994, p.xv).en_GB
dc.language.isoenen
dc.publisherUniversity of Bedfordshireen_GB
dc.subjectP304 Electronic Media studiesen_GB
dc.subjectFootballen_GB
dc.subjectcomputer gamesen_GB
dc.subjectmediaen_GB
dc.titleIf it's in the game, it's in the game : an analysis of the football digital game and its playersen
dc.typeThesis or dissertationen
dc.type.qualificationnamePhDen
dc.type.qualificationlevelDoctoralen
dc.publisher.institutionUniversity of Bedfordshireen
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