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Raising the Stakes

Raising the Stakes
T. L. Taylor
MIT Press, 2012

T.L. Taylor’s book on professional computer gaming and the accompanying efforts to make a sport out of this form of play.

For sale at MIT Press.

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.

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.

T.L. Taylor
Written by
T.L. Taylor

T.L. Taylor is Professor of Comparative Media Studies at MIT and Director of the MIT Game Lab. She is a qualitative sociologist who has focused on the interrelations between culture and technology in online environments for over thirty years. Her work sits at the intersection of sociology, critical internet and game studies, and science and technology studies.

Her book about game live streaming, Watch Me Play: Twitch and the Rise of Game Live Streaming (Princeton University Press, 2018), was the first of its kind to chronicle the emerging media space of online game broadcasting and won the American Sociological Association’s CITAMS book award. She is also the author of Raising the Stakes: E-Sports and the Professionalization of Computer Gaming (MIT Press, 2012) which explored the rise of esports and Play Between Worlds: Exploring Online Game Culture (MIT Press, 2006), an ethnography of the massively multiplayer online game EverQuest. She is also co-author of, Ethnography and Virtual Worlds: A Handbook of Method (Princeton, 2012) which focuses on conducting ethnographic and qualitative research in online environments.

Dr. Taylor is a highly sought after speaker and consultant. Both the White House and the International Olympics Committee have invited her to special summits focused on gaming. Journalists for the New York Times, PBS, the Los Angeles Times, BBC, CBC, and many others often reach out to Dr. Taylor for her expertise and she also regularly serves as a consultant to industry and civic sector initiatives.

She currently serves as a member of Twitch’s Safety Advisory Council, co-founded the non-profit AnyKey, and sits on the editorial boards of Social Media & Society, Games and Culture, American Journal of Play, and ROMChip.

For more information about Dr. Taylor visit tltaylor.com.

T.L. Taylor Written by T.L. Taylor