GÖBL, Barbara, Suzana JOVICIC, Natalie DENK a Simone KRIGLSTEIN. Let’s Play - Professional Views on Barriers and Potentials in Digital Gaming and E-Sports. In Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '21. ACM, 2021. s. 314-319. doi:10.1145/3450337.3483455.
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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.
Vydání Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '21, od s. 314-319, 2021.
Nakladatel ACM
Další údaje
Originální jazyk angličtina
Typ výsledku Stať ve sborníku
Utajení není předmětem státního či obchodního tajemství
WWW ACM DL - paper
Organizační jednotka Fakulta informatiky
Doi http://dx.doi.org/10.1145/3450337.3483455
Klíčová slova anglicky E-Sports, ICT Competencies, Game-based Learning, Let’s Play
Změnil Změnil: RNDr. Pavel Šmerk, Ph.D., učo 3880. Změněno: 11. 4. 2022 15:17.
Anotace
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.
VytisknoutZobrazeno: 1. 12. 2022 04:28