D 2021

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

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

Basic information

Original name

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

Authors

GÖBL, Barbara, Suzana JOVICIC, Natalie DENK and Simone KRIGLSTEIN (40 Austria, belonging to the institution)

Edition

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

Publisher

ACM

Other information

Language

English

Type of outcome

Stať ve sborníku

Field of Study

10201 Computer sciences, information science, bioinformatics

Country of publisher

United States of America

Confidentiality degree

není předmětem státního či obchodního tajemství

Publication form

printed version "print"

References:

RIV identification code

RIV/00216224:14330/21:00125042

Organization unit

Faculty of Informatics

ISBN

978-1-4503-8356-1

Keywords in English

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

Abstract

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.