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

Barbara Göbl, Suzana Jovicic, Natalie Denk, Simone Kriglstein
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引用次数: 2

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.
让我们一起玩——专业人士对数字游戏和电子竞技的障碍和潜力的看法
数字游戏在当今的青年文化中扮演着越来越重要的角色。很多青少年都在玩Let’s Plays和电子竞技等相关游戏,但作为职业选择,它们也变得越来越突出。本文介绍了与数字游戏领域专家的小组访谈结果,并将调查结果嵌入到一个项目中,该项目旨在详细阐述这些实践在学校环境中的教学潜力。我们的参与者提供了他们的职业见解,并根据他们的经验,讨论了Let 's Plays和流媒体在教学领域可能存在的障碍,但也详细说明了可以通过创造性,自主创造基于游戏玩法的媒体来加强的能力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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