Video game making and modding

Elisabeth Gee, Kelly M. Tran

Research output: Chapter in Book/Report/Conference proceedingChapter

12 Scopus citations

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 languageEnglish (US)
Title of host publicationHandbook of Research on the Societal Impact of Digital Media
PublisherIGI Global
Pages238-267
Number of pages30
ISBN (Print)9781466683112, 1466683104, 9781466683105
DOIs
StatePublished - Aug 27 2015

ASJC Scopus subject areas

  • Computer Science(all)
  • Social Sciences(all)
  • Arts and Humanities(all)

Fingerprint Dive into the research topics of 'Video game making and modding'. Together they form a unique fingerprint.

  • Cite this

    Gee, E., & Tran, K. M. (2015). Video game making and modding. In Handbook of Research on the Societal Impact of Digital Media (pp. 238-267). IGI Global. https://doi.org/10.4018/978-1-4666-8310-5.ch010