State of Play: We Don't Play For Fun, We Play For Work
(eVideo)
Contributors
Published
[San Francisco, California, USA] : Kanopy Streaming, 2015.
Physical Desc
1 online resource (streaming video file)
Status
Description
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More Details
Format
eVideo
Language
und
Notes
General Note
Title from title frames.
General Note
In Process Record.
Date/Time and Place of Event
Originally produced by Visual Antics in 2013.
Description
"Man only plays when in the full meaning of the word he is a man, and he is only completely a man when he plays." — Friedrich Schiller Globally, thousands of teenagers are seriously contemplating a professional career as a gamer. Annually, millions of viewers are attending the leagues or following the tournaments online. As competitive gaming is gaining momentum all over the world, it is time to show the true face of eSports. Every year thousands of South-Koreans flock to the game stadiums in Seoul to watch the Pro League, a live sports event where professional gamers compete to be the best at one single video game: Starcraft. It's a title many young South Koreans dream of. The game itself is more than a decade old, almost ancient in the fast developing world of video games, but in South Korea it has become a national past-time. Like most specator sports, this world of eSports rapidly evolved in a multi-million dollar business. The stars of the Starcraft league are national celebrities, participating on all levels of popular culture. 24hr TV networks devote entire theme shows to a single player, while teenage girls from Seoul devote their entire teenage life to the fan club of their favourite gaming star. As top players earn hundreds of thousands of euros, being a Starcraft player isn't only a wise career move, it is also the path to respect and credibility in the highly competitive society of South Korea.They are envied and admired because they do what they love and make a lot of money doing so. Unfortunately few people realise these gamers live a spartan life of training and competition - just as any other professional athlete. However, a series of radical events has broken the status quo of the Korean eSports scene. First there was the match-fixing scandal, where several high profile players were caught losing games in exchange for money. Soon after that, Starcraft II, a follow-up to the game was released. New players entered the scene and brand new tournaments were established. As eSports finally became global, the South-Korean professional gaming scene faced a clear-cut choice: adapt or perish. In this story, we follow 3 boys in different stages of their career as a Pro-Gamer in South Korea. For some it will be a struggle to stay on top of their game, for others it might be the turning point of their lives
System Details
Mode of access: World Wide Web.
Citations
APA Citation, 7th Edition (style guide)
Dhoedt, S., & Van Berckelaer, G. (2015). State of Play: We Don't Play For Fun, We Play For Work . Kanopy Streaming.
Chicago / Turabian - Author Date Citation, 17th Edition (style guide)Dhoedt, Steven and Gert, Van Berckelaer. 2015. State of Play: We Don't Play For Fun, We Play For Work. Kanopy Streaming.
Chicago / Turabian - Humanities (Notes and Bibliography) Citation, 17th Edition (style guide)Dhoedt, Steven and Gert, Van Berckelaer. State of Play: We Don't Play For Fun, We Play For Work Kanopy Streaming, 2015.
MLA Citation, 9th Edition (style guide)Dhoedt, Steven,, and Gert Van Berckelaer. State of Play: We Don't Play For Fun, We Play For Work Kanopy Streaming, 2015.
Note! Citations contain only title, author, edition, publisher, and year published. Citations should be used as a guideline and should be double checked for accuracy. Citation formats are based on standards as of August 2021.
Staff View
Grouped Work ID
b73972c7-8536-9840-76fd-00aeb5784f75-und
Grouping Information
Grouped Work ID | b73972c7-8536-9840-76fd-00aeb5784f75-und |
---|---|
Full title | state of play we don t play for fun we play for work |
Author | kanopy |
Grouping Category | movie |
Last Update | 2023-09-27 09:56:57AM |
Last Indexed | 2024-04-17 02:33:47AM |
Book Cover Information
Image Source | sideload |
---|---|
First Loaded | Feb 9, 2024 |
Last Used | Feb 16, 2024 |
Marc Record
First Detected | Sep 08, 2015 12:00:00 AM |
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Last File Modification Time | Sep 27, 2023 09:57:55 AM |
MARC Record
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518 | |a Originally produced by Visual Antics in 2013. | ||
520 | |a "Man only plays when in the full meaning of the word he is a man, and he is only completely a man when he plays." — Friedrich Schiller Globally, thousands of teenagers are seriously contemplating a professional career as a gamer. Annually, millions of viewers are attending the leagues or following the tournaments online. As competitive gaming is gaining momentum all over the world, it is time to show the true face of eSports. Every year thousands of South-Koreans flock to the game stadiums in Seoul to watch the Pro League, a live sports event where professional gamers compete to be the best at one single video game: Starcraft. It's a title many young South Koreans dream of. The game itself is more than a decade old, almost ancient in the fast developing world of video games, but in South Korea it has become a national past-time. Like most specator sports, this world of eSports rapidly evolved in a multi-million dollar business. The stars of the Starcraft league are national celebrities, participating on all levels of popular culture. 24hr TV networks devote entire theme shows to a single player, while teenage girls from Seoul devote their entire teenage life to the fan club of their favourite gaming star. As top players earn hundreds of thousands of euros, being a Starcraft player isn't only a wise career move, it is also the path to respect and credibility in the highly competitive society of South Korea.They are envied and admired because they do what they love and make a lot of money doing so. Unfortunately few people realise these gamers live a spartan life of training and competition - just as any other professional athlete. However, a series of radical events has broken the status quo of the Korean eSports scene. First there was the match-fixing scandal, where several high profile players were caught losing games in exchange for money. Soon after that, Starcraft II, a follow-up to the game was released. New players entered the scene and brand new tournaments were established. As eSports finally became global, the South-Korean professional gaming scene faced a clear-cut choice: adapt or perish. In this story, we follow 3 boys in different stages of their career as a Pro-Gamer in South Korea. For some it will be a struggle to stay on top of their game, for others it might be the turning point of their lives | ||
538 | |a Mode of access: World Wide Web. | ||
653 | |a Asian and Middle Eastern Studies | ||
653 | |a Computer Science and IT | ||
653 | |a Documentaries | ||
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