GÖBL, Barbara, Suzana JOVICIC, Natalie DENK and 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. p. 314-319. doi:10.1145/3450337.3483455.
Other formats:   BibTeX LaTeX RIS
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.
Edition Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '21, p. 314-319, 2021.
Publisher ACM
Other information
Original language English
Type of outcome Proceedings paper
Confidentiality degree is not subject to a state or trade secret
WWW ACM DL - paper
Organization unit Faculty of Informatics
Doi http://dx.doi.org/10.1145/3450337.3483455
Keywords in English E-Sports, ICT Competencies, Game-based Learning, Let’s Play
Changed by Changed by: RNDr. Pavel Šmerk, Ph.D., učo 3880. Changed: 11/4/2022 15:17.
Abstract
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.
PrintDisplayed: 29/11/2022 17:49