Other formats:
BibTeX
LaTeX
RIS
@inproceedings{1802579, author = {Göbl, Barbara and Jovicic, Suzana and Denk, Natalie and Kriglstein, Simone}, address = {USA}, booktitle = {Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '21}, doi = {http://dx.doi.org/10.1145/3450337.3483455}, keywords = {E-Sports; ICT Competencies; Game-based Learning; Let’s Play}, howpublished = {tištěná verze "print"}, language = {eng}, location = {USA}, isbn = {978-1-4503-8356-1}, pages = {314-319}, publisher = {ACM}, title = {Let’s Play - Professional Views on Barriers and Potentials in Digital Gaming and E-Sports}, url = {https://dl.acm.org/doi/10.1145/3450337.3483455}, year = {2021} }
TY - JOUR ID - 1802579 AU - Göbl, Barbara - Jovicic, Suzana - Denk, Natalie - Kriglstein, Simone PY - 2021 TI - Let’s Play - Professional Views on Barriers and Potentials in Digital Gaming and E-Sports PB - ACM CY - USA SN - 9781450383561 KW - E-Sports KW - ICT Competencies KW - Game-based Learning KW - Let’s Play UR - https://dl.acm.org/doi/10.1145/3450337.3483455 N2 - 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. ER -
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 \textit{Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '21}. USA: ACM, 2021, p.~314-319. ISBN~978-1-4503-8356-1. Available from: https://dx.doi.org/10.1145/3450337.3483455.
|