Browse Items (14 total)

Dor, S. (2010). La stratégie comme processus cognitif dans le jeu vidéo StarCraft. Master Thesis. Université de Montréal.

Dor, S. (2014). The Heuristic Circle of Real-Time Strategy Process: A StarCraft: Brood War Case Study. Game Studies, 14(1).

Scholz, T. M. (2012). New Broadcasting Ways In IPTV — The Case of the Starcraft II Broadcasting Scene. World Media Economics & Management Conference 23–27.5.2012 in Thessaloniki, Greece.

McCrea, C. (2009). Watching Starcraft, Strategy and South Korea. In L. Hjorth & D. Chan (Eds.), Gaming Cultures and Place in Asia-Pacific (pp. 179–193). New York: Routledge.

Kow, Y. M., Young, T., & Salen Tekinbas, K. (2014). Crafting the Metagame: Connected Learning in the StarCraft 2 Community. Irvine, CA: Digital Media and Learning Research Hub.

Kow, Y. M., & Young, T. (2013). Media Technologies and Learning in the StarCraft eSport Community. CSCW ’13. San Antonio, TX.

Kirkegaard, E. O. W. (2018). Is National Mental Sport Ability a Sign of Intelligence? An Analysis of the Top Players of 12 Mental Sports. PsyArxiv.

Werdenich, G. (2010). PC Bang, E-Sport und der Zauber von StarCraft. vwh Verlag.

Ross, A. E. (2013). The Effects of Multitasking Training in StarCraft II. Doctoral dissertation. Temple University, Phildadelphia.

Lee, C. (n.d.). The Revolution of StarCraft Network Traffic.

Huhh, J. (2008). Culture and Business of PC Bangs in Korea. Games and Culture, 3(1), 26–37.

Groen, M. (2013). Exclusion and Inclusion of Women in E-sport and the Example of StarCraft: Wings of Liberty. In K. Mitgutsch, S. Huber, J. Wimmer, M. Wagner & H. Rosenstingl (Eds.), Context Matters (pp. 235–240). Vienna: New Academic Press.

Dor, S. (2014). The Heuristic Circle of Real-time Strategy Process A StarCraft Brood War Case Study. Game Studies, 14(1).

Brauer, J. T., & Van Wambeke-Long, J. H. (2014). Approaching Growth in E-Sports. Worcester Polytechnic Institute Digital WPI
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