Video Game Making and Modding

Video Game Making and Modding
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视频游戏制作和改装

DOI:
10.4018/978-1-4666-8310-5.ch010
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发表时间:
2015
期刊:
2020 IEEE Power & Energy Society General Meeting (PESGM)
影响因子:
--
通讯作者:
Kelly Tran
Kelly Tran
中科院分区:
--
文献类型:
--
作者:
E. Gee;Kelly Tran

文献摘要

参考文献

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相似文献

本章的目的是提供一个关于视频游戏制作和修改(修改)的现有文献的概述。本章介绍了关键的游戏制作工具和教育计划,将游戏制作,以促进学生的成果,从媒体素养的发展计算思维和更大的兴趣,在计算机科学。其次是对游戏制作和改装作为粉丝实践的经验文献的讨论,以及对新游戏制作工具和社区的概述,这些工具和社区模糊了教育,专业和粉丝驱动的游戏制作实践之间的界限。最后,本章讨论了关键问题,未来研究的方向,以及政策和实践的建议。
The purpose of this chapter is to provide an overview of current literature on video game making and modding (modification). The chapter describes key game making tools and educational programs that incorporate game making, to promote student outcomes ranging from media literacy to the development of computational thinking and greater interest in computer science. This is followed by a discussion of empirical literature on game making and modding as fan practices, and an overview of new game making tools and communities that are blurring the lines between educational, professional, and fandriven game making practices. Lastly, the chapter addresses key issues, directions for future research, and recommendations for policy and practice.
学习使用 Flip 进行计算通信:一种用于游戏创建的双模态编程语言
DOI: 10.1016/j.compedu.2014.08.014
发表时间: 2015
影响因子: 12
作者:
Howland K
通讯作者: Howland K