2021
Let’s Play - Professional Views on Barriers and Potentials in Digital Gaming and E-Sports
GÖBL, Barbara, Suzana JOVICIC, Natalie DENK a Simone KRIGLSTEINZákladní 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"
Odkazy
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.