D 2021

Let’s Play - Professional Views on Barriers and Potentials in Digital Gaming and E-Sports

GÖBL, Barbara, Suzana JOVICIC, Natalie DENK a Simone KRIGLSTEIN

Základní údaje

Originální název

Let’s Play - Professional Views on Barriers and Potentials in Digital Gaming and E-Sports

Autoři

GÖBL, Barbara, Suzana JOVICIC, Natalie DENK a Simone KRIGLSTEIN (40 Rakousko, domácí)

Vydání

USA, Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '21, od s. 314-319, 6 s. 2021

Nakladatel

ACM

Další údaje

Jazyk

angličtina

Typ výsledku

Stať ve sborníku

Obor

10201 Computer sciences, information science, bioinformatics

Stát vydavatele

Spojené státy

Utajení

není předmětem státního či obchodního tajemství

Forma vydání

tištěná verze "print"

Kód RIV

RIV/00216224:14330/21:00125042

Organizační jednotka

Fakulta informatiky

ISBN

978-1-4503-8356-1

Klíčová slova anglicky

E-Sports; ICT Competencies; Game-based Learning; Let’s Play
Změněno: 6. 4. 2023 10:16, RNDr. Pavel Šmerk, Ph.D.

Anotace

V originále

Digital games are playing an increasingly important role in today’s youth culture. Related phenomena, such as Let’s Plays and e-sports are consumed by numerous adolescents but are also becoming increasingly prominent as career choices. This paper presents the results of a group interview with experts in the field of digital gaming and embeds the findings in a project that aims to elaborate pedagogical potentials of these practices in a school context. Our participants provide insights into their careers and, based on their experiences, discuss possible barriers to Let’s Plays and streaming in the pedagogical field, but also elaborate on competencies that can be strengthened through the creative, self-determined creation of gameplay-based media.