Abstract
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.
Original language | English (US) |
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Title of host publication | Handbook of Research on the Societal Impact of Digital Media |
Publisher | IGI Global |
Pages | 238-267 |
Number of pages | 30 |
ISBN (Electronic) | 9781466683112 |
ISBN (Print) | 1466683104, 9781466683105 |
DOIs | |
State | Published - Aug 27 2015 |
ASJC Scopus subject areas
- Computer Science(all)
- Social Sciences(all)
- Arts and Humanities(all)