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Torchlight II

Game

2 documents in the library are about Torchlight II, from writers such as European Conference on Games Based Learning (ECGBL), Replay. The Polish Journal of Game Studies and Uniwersytet Jagielloński. Each has a summary and key insights with the page they come from.

Documents
2
newest 26 Sep 2025

Connections

Each row is a game or company named alongside Torchlight II, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

Documents about Torchlight II

Cover of Dialogic Teacher Facilitation of Esports Activities for Vulnerable Youth
Whitepaper8 pages

Dialogic Teacher Facilitation of Esports Activities for Vulnerable Youth

This study examines the application of dialogic teacher facilitation within esports activities for vulnerable youth in Denmark's Specially Planned Youth Education (STU) schools.

  • A teacher with only beginner-level game expertise can open and widen a dialogic space in which students with far greater gaming knowledge co-construct in-game roles and peer feedback routines, grounded in Wegerif's open/widen/deepen framework.
  • The study centres on video observation of a single pre-game briefing in Counter-Strike 2 in one class session at a Danish STU (Specially Planned Youth Education) school, funded by the Velux Foundation.
  • Students' differing mechanical skill and strategic understanding shape the perspectives they bring: an advanced student prioritised team strategy, while another emphasised personal weapon preference, revealing esports' inherently collaborative character.
European Conference on Games Based Learning (ECGBL)Sep 2025
Cover of El Presidente Experiences: Mechanisms of Capitalizing Player Productivity in Tropico, Torchlight, and Diablo
Whitepaper13 pages

El Presidente Experiences: Mechanisms of Capitalizing Player Productivity in Tropico, Torchlight, and Diablo

This analysis examines how video game developers capitalize on player productivity, defined as the investment of time, skills, and cultural capital to generate value for a title.

  • Game developers increasingly design mechanics that prioritize the capitalization of player productivity—defined as both gameplay efficiency and the creation of fan-made modifications—over traditional notions of player skill.
  • In Tropico III (2009), success is tied to the adoption of authoritarian and neocolonial management styles, forcing players to internalize and execute specific ideological patterns to progress.
  • Diablo III (2012) and Torchlight II (2012) utilize different strategies for player engagement: Blizzard focused on centralizing gameplay through online systems and auction houses to monetize play, while Runic Games leveraged expressive productivity by encouraging community-driven modding.
Uniwersytet JagiellońskiJan 2015