How User Modified Controllers Overcome Design Limitations to Create Competitive Advantage in Super Smash Bros. Melee
2020 DiGRA ’20 – Proceedings of the 2020 DiGRA International Conference: Play Everywhere
Kirriemuir John McFarlane Angela
2003 DiGRA '03 - Proceedings of the 2003 DiGRA International Conference: Level Up
This paper examines the use of “pure” computer and video games in classrooms. It reports the findings of an ongoing informal survey of how and why such games are used as an integrated part of formal classroom learning. The paper presents a number of examples of the use of such games, and tries to determine likely trends in their use in such an environment. Of significance is an examination of the obstacles that teaching staff encounter in attempting to use such software during lesson times, and how some staff have overcome these obstacles.