Thursday, 11 February 2016

FIFA and postmodernism

https://research.ncl.ac.uk/media/sites/researchwebsites/frenchmediaresearchgroup/ERVINE%20abstract.pdf




Fifa 16:


FIFA is a game developed and published by EA sports. It has been released on PlayStation, Xbox, Android and IOS. It was released on 24th of September 2015.


 
EA Sports:


The main publisher and developer is EA sports. This is a multinational video game developer and has developed many high profile games such as: the FIFA series, Madden NFL, Tiger Woods series, NBA series and UFC. They usually focus purely on sporting games, however EA has produced more real life simulation games such as The Sims. The aspect of EA sports which makes them stand out compared to competitors is that they have the rights to most things in real life. For example the FIFA series has the copyrights to the FIFA world cup and the European championships. Furthermore they have recently got the rights to ESPN which enhances all their sporting games footage.


FIFA and Postmodernism:

Paris Saint-Germain boss Vahid Halihodzic have reportedly sought to ban players from spending time playing video games, this has done little to prevent football and footballers being increasingly influenced by video games culture in recent years.
In November 2015, French footballer Jimmy Briand marked a goal by imitating a novel goal celebration that is associated with the football video game FIFA 2016. This shows how videogames such as FIFA try to replicate the realities and quirks of modern football and ways in which football’s evolution has seen in incorporate elements such as goal-line review technology - that turns a real match into a computer simulation in order to aid the referee.
These types of interactions have been mirrored by the way Arsenal
manager Arsene Wenger has described Barcelona and Argentina star
Lionel Messi as having PlayStation-like abilities while French video
games champion Bruce Grannec has been heralded as ‘le Messi des
jeux video’.Postmodernism has already been used as a means of conceptualizing
fan culture, commercialisation and stadium design within in football and
this paper will demonstrate that concepts such as hyperreality and
intertextuality can also be exploited in order to better understand
interactions between football and video games in a French context.



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