Seriously...

The Art of StarCraft

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Sinopsis

Stephen Evans goes deep into the Milky Way to look at the phenomenon of StarCraft and reveals how, in South Korea, it is more than just a computer game and is a key part of the rapidly growing multi-billion dollar world of esports. Worth over $620 million globally, with a worldwide audience of over 135 million people, esports are now big business, and in South Korea much of this thanks to the impact of certain computer game called StarCraft. StarCraft is essentially a sci-fi, military-based real-time strategy (RTS) game developed and published by Blizzard Entertainment. It was released in 1998 and in the years since has become one of the world's most popular computer game titles shifting over 11 million copies and spawning a mainstream cultural sensation in South Korea where thousands of fans pack into stadiums across the country to watch the best StarCraft players in the world battle it out for big money stakes. From the importance of PC Bangs - the ubiquitous street corner hubs for gaming fans - to the mult