StarCraft
StarCraft (Blizzard Entertainment, 1998) is a real-time strategy video game, placing the player in command of three extraterrestrial races fighting against each other for strategic control of resources, terrain, and power. Simon Dor examines the game’s unanticipated effect by delving into the histor...
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University of Michigan Press
2024
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| Խորագրեր: | |
| Առցանց հասանելիություն: | OCN: 1417393397 |
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Չկան պիտակներ, Եղեք առաջինը, ով նշում է այս գրառումը!
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| _version_ | 1869514688305299456 |
|---|---|
| author | Dor, Simon |
| author_browse | Dor, Simon |
| author_facet | Dor, Simon |
| author_sort | Dor, Simon |
| collection | Directory of Open Access Books |
| description | StarCraft (Blizzard Entertainment, 1998) is a real-time strategy video game, placing the player in command of three extraterrestrial races fighting against each other for strategic control of resources, terrain, and power. Simon Dor examines the game’s unanticipated effect by delving into the history of the game and the two core competencies it encouraged: decoding and foreseeing. Although StarCraft was not designed as an e-sport, its role in developing foreseeing skills helped give rise to one of the earliest e-sport communities in South Korea.
Apart from the game’s clear landmark status, StarCraft offers a unique insight into changes in gaming culture and, more broadly, the marketability and profit of previously niche areas of interest. The book places StarCraft in the history of real-time strategy games in the 1990s—Dune II, Command & Conquer, Age of Empires—in terms of visual style, narrative tropes, and control. It shows how design decisions, technological infrastructures, and a strong contribution from its gaming community through Battle.net and its campaign editor were necessary conditions for the flexibility it needed to grow its success. In exploring the fanatic clusters of competitive players who formed the first tournaments and professionalized gaming, StarCraft shows that the game was key to the transition towards foreseeing play and essential to competitive gaming and e-sports. |
| format | Online |
| id | doab-20.500.12854ir-132644 |
| institution | Directory of Open Access Books |
| language | eng |
| publishDate | 2024 |
| publishDateRange | 2024 |
| publishDateSort | 2024 |
| publisher | University of Michigan Press |
| publisherStr | University of Michigan Press |
| record_format | ojs |
| spelling | doab-20.500.12854ir-1326442025-03-21T07:24:35Z StarCraft Dor, Simon StarCraft, Strategy games, Real-time strategy games, Esports, Blizzard Entertainment, South Korea, Esports in South Korea, History of video games, Game Design History, Personal Computer History, Competitive Games, Cultural and Media History, Gameplay, Artificial Intelligence Opponents, Multiplayer Games, Map Editors, User-Generated Content, Hacker Culture, Modding, Science fiction, Video Games in the 1990s StarCraft (Blizzard Entertainment, 1998) is a real-time strategy video game, placing the player in command of three extraterrestrial races fighting against each other for strategic control of resources, terrain, and power. Simon Dor examines the game’s unanticipated effect by delving into the history of the game and the two core competencies it encouraged: decoding and foreseeing. Although StarCraft was not designed as an e-sport, its role in developing foreseeing skills helped give rise to one of the earliest e-sport communities in South Korea. Apart from the game’s clear landmark status, StarCraft offers a unique insight into changes in gaming culture and, more broadly, the marketability and profit of previously niche areas of interest. The book places StarCraft in the history of real-time strategy games in the 1990s—Dune II, Command & Conquer, Age of Empires—in terms of visual style, narrative tropes, and control. It shows how design decisions, technological infrastructures, and a strong contribution from its gaming community through Battle.net and its campaign editor were necessary conditions for the flexibility it needed to grow its success. In exploring the fanatic clusters of competitive players who formed the first tournaments and professionalized gaming, StarCraft shows that the game was key to the transition towards foreseeing play and essential to competitive gaming and e-sports. 2024-01-12T04:03:14Z 2024-01-12T04:03:14Z 2024-01-11T13:46:01Z 2024 book OCN: 1417393397 https://library.oapen.org/handle/20.500.12657/86607 9780472076772 9780472056774 https://directory.doabooks.org/handle/20.500.12854/132644 eng Landmark Video Games open access image/jpeg image/jpeg image/jpeg image/jpeg image/jpeg Attribution-NonCommercial 4.0 International Attribution-NonCommercial 4.0 International Attribution-NonCommercial 4.0 International Attribution-NonCommercial 4.0 International Attribution-NonCommercial 4.0 International https://library.oapen.org/bitstream/20.500.12657/86607/1/9780472904457.pdf https://library.oapen.org/bitstream/20.500.12657/86607/1/9780472904457.pdf https://library.oapen.org/bitstream/20.500.12657/86607/1/9780472904457.pdf https://library.oapen.org/bitstream/20.500.12657/86607/1/9780472904457.pdf https://library.oapen.org/bitstream/20.500.12657/86607/1/9780472904457.pdf University of Michigan Press 10.3998/mpub.12135287 10.3998/mpub.12135287 b7359529-e5f7-4510-a59f-d7dafa1d4d17 9780472076772 9780472056774 165 open access |
| spellingShingle | StarCraft, Strategy games, Real-time strategy games, Esports, Blizzard Entertainment, South Korea, Esports in South Korea, History of video games, Game Design History, Personal Computer History, Competitive Games, Cultural and Media History, Gameplay, Artificial Intelligence Opponents, Multiplayer Games, Map Editors, User-Generated Content, Hacker Culture, Modding, Science fiction, Video Games in the 1990s Dor, Simon StarCraft |
| title | StarCraft |
| title_full | StarCraft |
| title_fullStr | StarCraft |
| title_full_unstemmed | StarCraft |
| title_short | StarCraft |
| title_sort | starcraft |
| topic | StarCraft, Strategy games, Real-time strategy games, Esports, Blizzard Entertainment, South Korea, Esports in South Korea, History of video games, Game Design History, Personal Computer History, Competitive Games, Cultural and Media History, Gameplay, Artificial Intelligence Opponents, Multiplayer Games, Map Editors, User-Generated Content, Hacker Culture, Modding, Science fiction, Video Games in the 1990s |
| topic_facet | StarCraft, Strategy games, Real-time strategy games, Esports, Blizzard Entertainment, South Korea, Esports in South Korea, History of video games, Game Design History, Personal Computer History, Competitive Games, Cultural and Media History, Gameplay, Artificial Intelligence Opponents, Multiplayer Games, Map Editors, User-Generated Content, Hacker Culture, Modding, Science fiction, Video Games in the 1990s |
| url | OCN: 1417393397 |
| work_keys_str_mv | AT dorsimon starcraft |