Watching Starcraft, Strategy and South Korea
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.
McCrea, C.
Routledge
2009
English
Book Chapter
The Revolution of StarCraft Network Traffic
Lee, C. (n.d.). The Revolution of StarCraft Network Traffic.
Lee, C.
n.d.
English
Working Paper
<a href="http://choongsoo.info/docs/starcraft2.netgames12.pdf">http://choongsoo.info/docs/starcraft2.netgames12.pdf</a>
The Heuristic Circle of Real-Time Strategy Process: A StarCraft: Brood War Case Study
Dor, S. (2014). The Heuristic Circle of Real-Time Strategy Process: A StarCraft: Brood War Case Study. Game Studies, 14(1).
Dor, S.
Game Studies
2014
English
Journal Paper
<a href="http://gamestudies.org/1401/articles/dor">http://gamestudies.org/1401/articles/dor</a>
The Heuristic Circle of Real-time Strategy Process A StarCraft Brood War Case Study
Dor, S. (2014). The Heuristic Circle of Real-time Strategy Process A StarCraft Brood War Case Study. Game Studies, 14(1).
Dor, S.
Game Studies
2014
English
Journal Paper
<a href="http://gamestudies.org/1401/articles/dor">http://gamestudies.org/1401/articles/dor</a>
The Effects of Multitasking Training in StarCraft II.
Ross, A. E. (2013). The Effects of Multitasking Training in StarCraft II. Doctoral dissertation. Temple University, Phildadelphia.
Ross, A. E.
Temple University
2013
English
Dissertation
PC Bang, E-Sport und der Zauber von StarCraft
Werdenich, G. (2010). PC Bang, E-Sport und der Zauber von StarCraft. vwh Verlag.
Werdenich, G.
vwh Verlag
2010
German
Book
New Broadcasting Ways In IPTV — The Case of the Starcraft II Broadcasting Scene
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.
Scholz, T. M.
World Media Economics & Management Conference
2012
English
Conference Paper
Modeling and analyzing the video game live-streaming community
Nascimento, G., Ribeiro, M., Cerf, L., Cesário, N., Kaytoue, M., Raïssi, C., ... & Meira, W. (2014). Modeling and analyzing the video game live-streaming community. In 2014 9th Latin American Web Congress (pp. 1-9). IEEE.
Nascimento, G., Ribeiro, M., Cerf, L., Cesário, N., Kaytoue, M., Raïssi, C., ... & Meira, W.
Latin American Web Congress
2014
English
Conference Paper
<a href="https://doi.org/10.1109/LAWeb.2014.9" target="_blank" rel="noreferrer noopener">https://doi.org/10.1109/LAWeb.2014.9</a>
Media Technologies and Learning in the StarCraft eSport Community
Kow, Y. M., & Young, T. (2013). Media Technologies and Learning in the StarCraft eSport Community. CSCW ’13. San Antonio, TX.
Kow, Y. M., & Young, T.
CSCW
2013
English
Conference Paper
La stratégie comme processus cognitif dans le jeu vidéo StarCraft
Dor, S. (2010). La stratégie comme processus cognitif dans le jeu vidéo StarCraft. Master Thesis. Université de Montréal.
Dor, S.
Université de Montréal
2010
French
Dissertation
<a href="http://hdl.handle.net/1866/4638">http://hdl.handle.net/1866/4638</a>
Is National Mental Sport Ability a Sign of Intelligence? An Analysis of the Top Players of 12 Mental Sports
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.
Kirkegaard, E. O. W.
PsyArxiv
2018
English
Working Paper
Exclusion and Inclusion of Women in E-sport and the Example of StarCraft: Wings of Liberty
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.
Groen, M.
New Academic Press
2013
English
Book Chapter
Determinants of Victory in Esports - StarCraft II
Białecki, A., Gajewski, J., Białecki, P., Phatak, A., & Memmert. (2020). Determinants of Victory in Esports - StarCraft II. Zenodo
Białecki, A., Gajewski, J., Białecki, P., Phatak, A., & Memmert.
Zenodo
2020
English
Journal Paper
<a href="https://doi.org/10.5281/zenodo.5578805" target="_blank" rel="noreferrer noopener">https://doi.org/10.5281/zenodo.5578805</a>
Culture and Business of PC Bangs in Korea
Huhh, J. (2008). Culture and Business of PC Bangs in Korea. Games and Culture, 3(1), 26–37.
Huhh, J.
Games and Culture
2008
English
Journal Paper
<a href="https://doi.org/10.1177/1555412007309525">https://doi.org/10.1177/1555412007309525</a>
Crafting the Metagame: Connected Learning in the StarCraft 2 Community
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., & Salen Tekinbas, K.
Digital Media and Learning Research Hub
2014
English
Book
Approaching Growth in E-Sports
Brauer, J. T., & Van Wambeke-Long, J. H. (2014). Approaching Growth in E-Sports. Worcester Polytechnic Institute Digital WPI
Brauer, J. T., & Van Wambeke-Long, J. H.
Worcester Polytechnic Institute
2014
English
Working Paper
<a href="https://digitalcommons.wpi.edu/iqp-all/1319?utm_source=digitalcommons.wpi.edu/iqp-all/1319&utm_medium=PDF&utm_campaign=PDFCoverPages">https://digitalcommons.wpi.edu/iqp-all/1319?utm_source=digitalcommons.wpi.edu/iqp-all/1319&utm_medium=PDF&utm_campaign=PDFCoverPages</a>