Skip to content
You are not logged in |Login  
     
Limit search to available items
Book Cover
Bestseller
BestsellerE-Book
Author Dor, Simon, author.

Title StarCraft : legacy of real-time strategy / Simon Dor.

Publication Info. Ann Arbor : University of Michigan Press, 2024.
©2024

Copies

Location Call No. Status
 All Libraries - Shared Downloadable Materials  JSTOR Open Access Ebook    Downloadable
All patrons click here to access this title from JSTOR
 University of Saint Joseph: Pope Pius XII Library - Internet  WORLD WIDE WEB E-BOOK JSTOR    Downloadable
Please click here to access this JSTOR resource
Description 1 online resource (x, 145 pages) : illustrations
data file rda
Series Landmark video games
Landmark video games.
Bibliography Includes bibliographical references (pages 169-183)
Access Open access MiU
Summary 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 and 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.
Note This work is licensed under the Creative Commons Attribution-Non-Commercial 4.0 International License https://creativecommons.org/licenses/by-nc/4.0
Description based on information from the publisher.
Subject StarCraft -- History and criticism.
Fantasy games -- History and criticism.
Video games -- History and criticism.
Added Author Michigan Publishing (University of Michigan), publisher.
ISBN 9780472904457 (electronic bk.)
0472904450 (electronic bk.)
Standard No. 10.3998/mpub.12135287 doi
-->
Add a Review