StarCraft : (Record no. 235967)
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000 -LEADER | |
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fixed length control field | 02876cam a22004214a 4500 |
001 - CONTROL NUMBER | |
control field | musev2_120098 |
003 - CONTROL NUMBER IDENTIFIER | |
control field | MdBmJHUP |
005 - DATE AND TIME OF LATEST TRANSACTION | |
control field | 20240815120904.0 |
006 - FIXED-LENGTH DATA ELEMENTS--ADDITIONAL MATERIAL CHARACTERISTICS | |
fixed length control field | m o d |
007 - PHYSICAL DESCRIPTION FIXED FIELD--GENERAL INFORMATION | |
fixed length control field | cr||||||||nn|n |
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION | |
fixed length control field | 231027t20242024miu o 00 0 eng d |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
International Standard Book Number | 9780472904457 |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
Canceled/invalid ISBN | 9780472076772 |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
Canceled/invalid ISBN | 9780472056774 |
035 ## - SYSTEM CONTROL NUMBER | |
System control number | (OCoLC)1417393397 |
040 ## - CATALOGING SOURCE | |
Original cataloging agency | MdBmJHUP |
Transcribing agency | MdBmJHUP |
100 1# - MAIN ENTRY--PERSONAL NAME | |
Personal name | Dor, Simon, |
Relator term | author. |
245 10 - TITLE STATEMENT | |
Title | StarCraft : |
Remainder of title | Legacy of the Real-Time Strategy / |
Statement of responsibility, etc. | Simon Dor. |
264 #1 - PRODUCTION, PUBLICATION, DISTRIBUTION, MANUFACTURE, AND COPYRIGHT NOTICE | |
Place of production, publication, distribution, manufacture | Ann Arbor : |
Name of producer, publisher, distributor, manufacturer | University of Michigan Press, |
Date of production, publication, distribution, manufacture, or copyright notice | 2024. |
264 #3 - PRODUCTION, PUBLICATION, DISTRIBUTION, MANUFACTURE, AND COPYRIGHT NOTICE | |
Place of production, publication, distribution, manufacture | Baltimore, Md. : |
Name of producer, publisher, distributor, manufacturer | Project MUSE, |
Date of production, publication, distribution, manufacture, or copyright notice | 0000 |
264 #4 - PRODUCTION, PUBLICATION, DISTRIBUTION, MANUFACTURE, AND COPYRIGHT NOTICE | |
Date of production, publication, distribution, manufacture, or copyright notice | ©2024. |
300 ## - PHYSICAL DESCRIPTION | |
Extent | 1 online resource: |
Other physical details | illustrations |
336 ## - CONTENT TYPE | |
Content type term | text |
Content type code | txt |
Source | rdacontent |
337 ## - MEDIA TYPE | |
Media type term | computer |
Media type code | c |
Source | rdamedia |
338 ## - CARRIER TYPE | |
Carrier type term | online resource |
Carrier type code | cr |
Source | rdacarrier |
490 0# - SERIES STATEMENT | |
Series statement | Landmark video games |
506 0# - RESTRICTIONS ON ACCESS NOTE | |
Terms governing access | Open Access |
Standardized terminology for access restriction | Unrestricted online access |
Source of term | star |
520 3# - SUMMARY, ETC. | |
Summary, etc. | 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. |
588 ## - SOURCE OF DESCRIPTION NOTE | |
Source of description note | Description based on print version record. |
630 00 - SUBJECT ADDED ENTRY--UNIFORM TITLE | |
Uniform title | StarCraft |
General subdivision | History and criticism. |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name entry element | Video games |
General subdivision | History and criticism. |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name entry element | Fantasy games |
General subdivision | History and criticism. |
655 #7 - INDEX TERM--GENRE/FORM | |
Genre/form data or focus term | Electronic books. |
Source of term | local |
710 2# - ADDED ENTRY--CORPORATE NAME | |
Corporate name or jurisdiction name as entry element | Michigan Publishing (University of Michigan), |
Relator term | publisher. |
710 2# - ADDED ENTRY--CORPORATE NAME | |
Corporate name or jurisdiction name as entry element | Project Muse. |
Relator term | distributor |
830 #0 - SERIES ADDED ENTRY--UNIFORM TITLE | |
Uniform title | Book collections on Project MUSE. |
856 40 - ELECTRONIC LOCATION AND ACCESS | |
Public note | Full text available: |
Uniform Resource Identifier | <a href="https://muse.jhu.edu/book/120098/">https://muse.jhu.edu/book/120098/</a> |
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