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StarCraft
StarCraft
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Artificial Intelligence Opponents
Blizzard Entertainment
Category=JBCT
Category=KNTV
Category=SXE
Competitive Games
Cultural and Media History
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eq_nobargain
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Esports
Esports in South Korea
Game Design History
Gameplay
Hacker Culture
History of video games
Map Editors
Modding
Multiplayer Games
Personal Computer History
Real-time strategy games
Science fiction
South Korea
StarCraft
Strategy games
User-Generated Content
Video Games in the 1990s
Product details
- ISBN 9780472076772
- Weight: 272g
- Dimensions: 152 x 229mm
- Publication Date: 28 Feb 2024
- Publisher: The University of Michigan Press
- Publication City/Country: US
- Product Form: Hardback
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.
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.
Simon Dor is Associate Professor of video game studies at the UniversitÉ du QuÉbec en Abitibi-TÉmiscamingue.
StarCraft
€76.99
