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

Published: 15 October 2021 Publication History

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.

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References

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      cover image ACM Conferences
      CHI PLAY '21: Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play
      October 2021
      414 pages
      ISBN:9781450383561
      DOI:10.1145/3450337
      Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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      Published: 15 October 2021

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      Author Tags

      1. E-Sports
      2. Game-based Learning
      3. ICT Competencies
      4. Let’s Play

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