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Computers, the Internet, Web, mobile, and other digital media are increasingly important technologies in the production and consumption of sports media. Sport Beyond Television analyzes the changes that have given rise to this situation, combining theoretical insights with original evidence collected through extensive research and interviews with people working in the media and sport industries. It locates sports media as a pivotal component in online content economies and cultures, and counteracts the scant scholarly attention to sports media when compared to music, film and publishing in convergent media cultures.
Television is no longer the only screen delivering footage and news to people about sport. Computers, the Internet, Web, mobile and other digital media are increasingly important technologies in the production and consumption of sports media. Sport Beyond Television analyzes the changes that have given rise to this situation, combining theoretical insights with original evidence collected through extensive research and interviews with people working in the media and sport industries. It locates sports media as a pivotal component in online content economies and cultures, and counteracts the scant scholarly attention to sports media when compared to music, film and publishing in convergent media cultures. An expanding array of popular sports media – industry, user, club, athlete and fan produced – is now available and accessible in networked digital communications environments. This change is confounding the thinking of major sports organizations that have lived off the generous revenue flowing from exclusive broadcast contracts with free-to-air and subscription television networks for the last five decades. These developments are creating commercial and policy confusion, particularly as sports audiences and the advertising market fragment in line with the proliferation of niche channels and sources of digital sports media. Chapters in this title examine the shift from broadcast to online sports media markets, the impact of social networking platforms like Twitter and Facebook, evolving user and fan practices, the changing character of sports journalism, and the rise of sports computer gaming. Each chapter traces the socio-cultural implications of trends and trajectories in media sport.
Live broadband streaming of the 2008 Beijing Olympics accounted for 2,200 of the estimated 3,600 total hours shown by the American NBC-Universal networks. At the 2012 London Olympics, unprecedented multi-platforming embraced online, mobile devices, game consoles and broadcast television, with the BBC providing 2,500 hours of live coverage, including every competitive event, much in high definition and some in 3D. The BBC also had 12 million requests for video on mobile phones and 9.2 million browsers on its mobile Olympics website and app. This pattern will only intensify at future sport mega events like the 2014 FIFA World Cup and 2016 Summer Olympics, both of which will take place in Brazil. Increasingly, when people talk of the screen that delivers footage of their favorite professional sport, they are describing desktop, laptop, and tablet computer screens as well as television and mobile handsets. Digital Media Sport analyzes the intersecting issues of technological change, market power, and cultural practices that shape the contemporary global sports media landscape. The complexity of these related issues demands an interdisciplinary approach that is adopted here in a series of thematically-organized essays by international scholars working in media studies, Internet studies, sociology, cultural studies, and sport studies. .
This book offers an introductory guide to sports TV, its history in the United States, the genre’s defining characteristics, and analysis of its critical significance for the business practices, formal properties, and social, cultural, and political meanings of the medium. Victoria E. Johnson discusses a range of examples, from textual analysis of programs such as Monday Night Football and Being Serena to examination of television rights details, to sports TV’s technological innovations and engagement of critical political debates. Johnson examines sports TV from its introduction to the ESPN+ era. She proposes that sports, as seen on TV in all of its iterations, is the central cultural forum for working through questions of community ideals, struggles over national and regional mythologies, and questions of representative citizenship. This book is an ideal guide for students and scholars of television, media, and cultural studies as well as those with an interest in television genre, sports TV history, and contemporary sport and media culture.
Live broadband streaming of the 2008 Beijing Olympics accounted for 2,200 of the estimated 3,600 total hours shown by the American NBC-Universal networks. At the 2012 London Olympics, unprecedented multi-platforming embraced online, mobile devices, game consoles and broadcast television, with the BBC providing 2,500 hours of live coverage, including every competitive event, much in high definition and some in 3D. The BBC also had 12 million requests for video on mobile phones and 9.2 million browsers on its mobile Olympics website and app. This pattern will only intensify at future sport mega events like the 2014 FIFA World Cup and 2016 Summer Olympics, both of which will take place in Brazil. Increasingly, when people talk of the screen that delivers footage of their favorite professional sport, they are describing desktop, laptop, and tablet computer screens as well as television and mobile handsets. Digital Media Sport analyzes the intersecting issues of technological change, market power, and cultural practices that shape the contemporary global sports media landscape. The complexity of these related issues demands an interdisciplinary approach that is adopted here in a series of thematically-organized essays by international scholars working in media studies, Internet studies, sociology, cultural studies, and sport studies. .
Since the cable revolution of the 1990s and early 2000s, the TV landscape has changed dramatically. Beyond Television explores the modern mediascape and changes in television production through analyses of prominent TV series (e.g. True Detective, Transparent, Better Call Saul, Stranger Things, Twin Peaks: The Return and Euphoria) and interviews with more than 100 people from the industry, including David Chase, David Simon, Mary Harron, Nic Pizzolatto, Beau Willimon, Tricia Brock, Jesse Armstrong, Jay Duplass, Joel Fields, Tom Fontana, Angela Kang, Peter Gould, Derek Cianfrance, Tom Perrotta, Sabrina Sutherland and Sam Levinson.
Cricket has been the single most popular sport in India. In a technologically unmediated age, the game was played in the five-day test format. In 2007 though, the sport evolved itself into the Indian Premier League, an association that transformed it from mere a sport to an entertainment spectacle, raising its viewership, TRPs and popularity of the game, to hitherto unimaginable heights. The IPL consequently became India's first sporting platform. This book posits that the growth of the IPL (and of the popularity of cricket in contemporary India) has also been dependent on the parallel evolution of information and technology systems. The implications of technology have affected the way in which it can now be viewed by audiences on the television set at home; new technologies have affected umpiring decisions; new software are critically tied to generating digital audiences for the sport (it can be viewed on one's smartphone and e-devices); and in general, information and communication technology (ICT) has brought major interface between cricket players, administrators, brand managers, PR agencies and the audience. Developing ICTs as a real-time technological mediation has made the IPL dependent on the internet, television broadcast, Twitter, facebook and mobile phones. This book studies this impact; it studies not only how the sport has evolved in a post liberal India, but also how technology has affected the way it is viewed and spectated upon thereby altering the cultural and social milieu of the nation.
Sport on television is big business, but it is about more than just commerce. Using a range of national case studies from Europe and beyond, this book analyses the political, economic, social and regulatory issues raised in relation to the buying and selling of television sports rights.
A Companion to American Sport History presents a collection of original essays that represent the first comprehensive analysis of scholarship relating to the growing field of American sport history. Presents the first complete analysis of the scholarship relating to the academic history of American sport Features contributions from many of the finest scholars working in the field of American sport history Includes coverage of the chronology of sports from colonial times to the present day, including major sports such as baseball, football, basketball, boxing, golf, motor racing, tennis, and track and field Addresses the relationship of sports to urbanization, technology, gender, race, social class, and genres such as sports biography Awarded 2015 Best Anthology from the North American Society for Sport History (NASSH)
In the late 2000s, television no longer referred to an object to be watched; it had transformed into content to be streamed, downloaded, and shared. Tens of millions of viewers have “cut the cord,” abandoned cable television, tuned into online services like Netflix, Hulu, and YouTube, and also watch pirated movies and programmes at an unprecedented rate. The idea that the Internet will devastate the television and film industry in the same way that it gutted the music industry no longer seems farfetched. The television industry, however, remains driven by outmoded market-based business models that ignore audience behaviour and preferences. In Post-TV, Michael Strangelove explores the viewing habits and values of the post-television generation, one that finds new ways to exploit technology to find its entertainment for free, rather than for a fee. Challenging the notion that the audience is constrained by regulatory and industrial regimes, Strangelove argues that cord-cutting, digital piracy, increased competition, and new modes of production and distribution are making audiences and content more difficult to control, opening up the possibility of a freer, more democratic, media environment. A follow-up to the award-winning Watching YouTube, Post-TV is a lively examination of the social and economic implications of a world where people can watch what they want, when they want, wherever they want.