Browse Items (14 total)

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

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

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.

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

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

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

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

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.

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

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.

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.

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

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

atom, csv, dcmes-xml, json, omeka-xml, rss2