Detailed Information on Publication Record
2021
Let’s Play - Professional Views on Barriers and Potentials in Digital Gaming and E-Sports
GÖBL, Barbara, Suzana JOVICIC, Natalie DENK and Simone KRIGLSTEINBasic 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.