StarCraft Essays

  • E-Sports On The Rise

    817 Words  | 2 Pages

    relevant thing now. As the scene grows more people become involved which causes the scene to grow more, people have been making a living since the late 90's off their skills in the gaming scene, however it wasn't until 2010 when Blizzard released Starcraft II that e-sports really grew and blossomed into what it really is today (Jackson). Major League Gaming or MLG was one of the first tournaments that really help e-sports continue to grow, to this day MLG has become one of the most prestigious eSports

  • Star Trek Into Darkness And Starcraft Movie Comparison

    1514 Words  | 4 Pages

    Top Ten Starcraft Similar Movies If you’re an avid StarCraft fan or player such as myself, you have to had sat back at some point in time and wondered, why hasn’t blizzard made a movie from such an amazing storyline. All the fundamental elements for an award winning movie of legendary proportions have already been laid. Starcraft has, love, hatred, anger, heroes, villains, monsters and even robots. What more could a science fiction fanatic need? Sure the game has its occasional flaws and what the

  • A Brief History of Sports

    891 Words  | 2 Pages

    Sports have been a major part of human history since ancient times. From the Greeks to the Mayans, humanity has been playing games competitively for prizes and glory. While most sports are traditionally outdoor activities, there has emerged the beginning of a new style of sport involving one of the fastest growing and most popular forms of entertainment today, video games. Dubbed e-sports, the competitive playing of video games is an industry that is starting to shine in the modern world. It is debated

  • Accraft 2 Essay

    949 Words  | 2 Pages

    In this article we take a look at the top 10 games with the best stories. 10. StarCraft 2: Legacy of the Void StarCraft 2 was released back in 2010 and has finally come to an end with StarCraft 2: Legacy of the Void. Legacy of the Void is a stand-alone expansion and while StarCraft is one of the most competitive games in the world, there's also a terrific story attached to this game. The campaign concludes the StarCraft 2 trilogy and focuses on the Protoss, more specifically on Artanis as the protagonist

  • Esports: Next Generation of Athlete Culture

    1993 Words  | 4 Pages

    Throughout the course of history, individuals have enjoyed playing sports. Whether it would be throwing a football, sprinting around the track, or kicking a soccer ball; sports have been a popular activity worldwide. The determination and expertise needed to play sports at the highest level has made it a challenging yet enjoyable activity. However in the recent years, sports have slowly drifted off from it’s traditional roots of physical prowess and into competitions of mental proficiencies. With

  • Gaming In Korea Essay

    1168 Words  | 3 Pages

    help cheer themselves up and to pass time. But because many Japanese gaming products were banned in Korea, they had to look toward games made from other countries. The most popular game at this time was StarCraft, a game made in the U.S. that was playable only on computers. At this time, StarCraft was a game that was not only very fun to play, but it was also a very cheap game. The game could be easily pirated and played either solo or with othe... ... middle of paper ... ...lled as a “disease”

  • James Paul Gee's Discourse Analysis

    759 Words  | 2 Pages

    or fame. A non-dominant discourse serves to feel more connected to a group, but does not gain an individual anything else. For example, doctors have a dominant discourse, while people who go bowling on the weekends have a non-dominant discourse. Starcraft 2 tournaments follow this separation. Commentators earn money and therefore use a dominant discourse. However, even though the language viewers use is near-identical to that of the commentators, they are not also a dominant discourse. The commentators

  • Why are advertising campaigns for video games moving away from traditional platforms?

    772 Words  | 2 Pages

    the game gain 146% increase in their sales, this proves that the digital water cooler affect is stronger that most believe. Advertising on different digital platforms took a major turn when StarCraft pondered the question how do we advertise in such a hermetic world as the world of computer players. StarCraft implemented and advert into the game, an actual map featuring the landscape showing the words “ESL.TV” which is a professional gaming organisation trying to get the attention of gamers that

  • Korean Culture: The Role Of Work In South Korea

    2012 Words  | 5 Pages

    Historically, in South Korean (from hereafter referred to as Korean) culture people need to work hard. According to Andrew Eungi Kim and Gil-Sung Park, work is “regarded as a social obligation, patriotic duty, and moral duty, replete with the notion that the more each individual works, the better off everyone is, including the company, and more importantly, the country” (41). This view towards work highlights that Koreans view work with the utmost importance. Only by working, will they be able to

  • The Rise Of The Professional Competitive Video Gaming

    1520 Words  | 4 Pages

    Imagine that more than twenty years ago people didn’t even know about professional competitive gaming. They would never think that in the future eSport (electronic sport), would be growing up extremely fast. “Last year, tournaments awarded more than $15 million around the world, up from just over a $1 million a decade ago” (Holden 87) according to the statistics from the esportsearnings.com. Just think about it, the first place team can be guaranteed to get at least $1 million dollars, and this is

  • Video Games As A Sport Essay

    920 Words  | 2 Pages

    Video Games as a Sport Video games are a sport; they have the potential to rival if not dominate traditional sports in viewership alone on a professional level, and they challenge their players to the same extent as conventional sports. E-sports exist and are defined as such; the competitive play of video games as a commercial spectator sport. Yet despite this fact, many still foolishly believe it to be a farce, a sham, or even a mockery of so called actual sports like baseball, football, and soccer

  • Professional Gaming is a bad Career Choice

    776 Words  | 2 Pages

    Over the past few years, the professional gaming scene bloomed to new heights. Large sums of prize money offered from lavish tournaments. An example of this was Valve’s DOTA 2 “The International” tournament, sixteen of the best DOTA teams were invited to compete and the champions would gain over a Million dollars. However, what is the definition of a professional gamer? According to the dictionary a professional is a person who participates in a specified activity as a main occupation rather than

  • Positive Effects of Video Games On Teens

    687 Words  | 2 Pages

    the kids can be more focused in real life events. Furthermore, A study, done by Queen Mary, University Of London and University College London found that people who played Starcraft gained higher performance on psychological tests, completing cognitive flexibility task much faster and more accurate (Guarini 1) Games like Starcraft involve a lot of events happening at one time which can cause such an i... ... middle of paper ... ...yable and have been for many years. Developers working on video

  • Blizzard Entertainment Case Study

    2354 Words  | 5 Pages

    Warcraft, which was a Real Strategy Time game, that set the new standards for further developments in that genre. Warcraft’s considerable accomplishment paved the way for next successful releases, like Warcraft II, Warcraft III, Diablo, Diablo II StarCraft, S... ... middle of paper ... ...] Moltenbrey, Karen, "Gaming for the Masses," Computer Graphics World, March 2002, p. 12. Roberts M. 2005, A study of massively multiplayer online business model within the interactive entertainment industry

  • Summary Of Getting To The Heart Of The Appeal Of Video Games

    1074 Words  | 3 Pages

    For decades, video games have had an amazing growth in popularity, appeal, and influence. But what exactly is the source of this? What is it in the human mind that makes a little man running around on a screen so enjoyable? What is the psychological and cultural appeal of all this? In an article titled “Getting to The Heart of The Appeal of Videogames,” by Andrew Przybylski, it is stated that people spend an average of three billion hours a week playing video games. However, why is

  • The Rise of E-Sports in Korea

    3104 Words  | 7 Pages

    1.1 Introduction to E-sports With the rise of esports since the 1990s, multiplayer gaming has become more and more popular in South Korea. Almost half of South Korea’s 50 million population plays online games, and it has now become a part of their lifestyle. One thing that has a major contribution in the rise of Esports in South Korea is the career opportunities that the esports is now providing. The recent League of Legends tournament in Staples Center, Los Angeles gave $ 1 million dollars to the

  • How Does Esports Get Paid?

    1154 Words  | 3 Pages

    Although new when compared to traditional athletic sports, eSports have erupted into a worldwide phenomenon. Perhaps the first organized video game tournament, the First National Space Invaders Competition took place in 1980, hosted by Atari. It was “the first of its kind to attract more than 10,000 participants, helping the competitive gaming movement gain a foothold in the mainstream.” (Langshaw 2012) On the other hand, the first Olympic games took place in 776 BC. (Christesen 2012) Although they

  • Gaming: Video Games

    2452 Words  | 5 Pages

    you just have to choose the right ones to benefit you. For example, if you pick a strategy game, it would help you in critical thinking and benefit you by helping to make good decisions. A great strategy game called Starcraft was inspected in an experiment. It was found that Starcraft helped increased brain flexibility. Brain flexibility is the ability to switch between tasks and look at things from a different point of view. Higher brain flexibility allows you to comprehend multiple concepts at the

  • Why Do Gamers Buy the Video Games They Buy?

    2325 Words  | 5 Pages

    Video games might have started out as a very small market. But today, this market has grown even bigger than the movie or music industry. Each year, millions and millions games fly off store shelves. Grand Theft Auto V broke sales records of the fastest selling entertainment property ever. While this game and others such as Call of Duty, Battlefield, and Assassin’s Creed sell millions of copies every year, other games don’t sell so well and just sit in store shelves. So, why do gamers rush out to

  • College Application Essay

    657 Words  | 2 Pages

    I am Troy Edwards, a senior computer science major from Amarillo Texas. Since I was little, my family, family friends, and I knew that I would be a scientist or engineer when I grew up. The school district in my home town had a special school known as AACAL (pronounced "A-Cal"). At AACAL, students would take their math, science, and a specialty class. They offered engineering, computer science, medical, animal science, and automotive as specialties. During a student’s senior year, they would have