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Media technologies and learning in the starcraft esport community

Published: 23 February 2013 Publication History

Abstract

Interest-driven Internet communities often use an assemblage of media technologies to support knowledge creation and learning. In this paper, we examine the uneven functions of these media technologies in meeting the learning needs of online game players. StarCraft is an online game and electronic sport where millions around the world compete in virtual battlegrounds. To become better players, gamers actively share strategies in online forums, wiki, videos, and in person. We conducted participant observation of a StarCraft community known as Teamliquid. We performed 24 in-depth interviews with professional gamers, editors, game commentators, and community leaders. We found that the novice learners generally learned from, and participated in, public media channels, whereas the StarCraft experts congregated in small teams in which members learn from each other within private media channels and in person. We use the concepts of informational media and socially-oriented media to describe the general learning needs supported by media technologies.

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    cover image ACM Conferences
    CSCW '13: Proceedings of the 2013 conference on Computer supported cooperative work
    February 2013
    1594 pages
    ISBN:9781450313315
    DOI:10.1145/2441776
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Published: 23 February 2013

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    Author Tags

    1. communities of practice
    2. learning
    3. online community
    4. online games

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    February 23 - 27, 2013
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