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Video Game Making and Modding

Video Game Making and Modding

Elisabeth R. Gee, Kelly M. Tran
Copyright: © 2016 |Pages: 30
ISBN13: 9781466683105|ISBN10: 1466683104|EISBN13: 9781466683112
DOI: 10.4018/978-1-4666-8310-5.ch010
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MLA

Gee, Elisabeth R., and Kelly M. Tran. "Video Game Making and Modding." Handbook of Research on the Societal Impact of Digital Media, edited by Barbara Guzzetti and Mellinee Lesley, IGI Global, 2016, pp. 238-267. https://doi.org/10.4018/978-1-4666-8310-5.ch010

APA

Gee, E. R. & Tran, K. M. (2016). Video Game Making and Modding. In B. Guzzetti & M. Lesley (Eds.), 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

Chicago

Gee, Elisabeth R., and Kelly M. Tran. "Video Game Making and Modding." In Handbook of Research on the Societal Impact of Digital Media, edited by Barbara Guzzetti and Mellinee Lesley, 238-267. Hershey, PA: IGI Global, 2016. https://doi.org/10.4018/978-1-4666-8310-5.ch010

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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 fan-driven game making practices. Lastly, the chapter addresses key issues, directions for future research, and recommendations for policy and practice.

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