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Developing Talent Intellectual Property for Digital Entertainment: Space to 'Play'?

机译:发展数字娱乐的人才与知识产权:“玩”的空间?

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This paper considers the notion of 'play' in education; as an integral part of developing talent and concepts for the digital entertainment industries; as a tool for designing and evaluating participants' experience of an educational trajectory; and as an approach towards developing innovative Continuing Professional Development (CPD) initiatives. The authors examine two case studies, one at Post Graduate level within Higher Education and a CPD initiative operating independently. The selection process, teaching methods, learning outcomes, assessment and feedback instruments are considered in each case. Overall, the paper argues for clearer communication of the benefits and limitations of any particular course and the degree to which apparently immutable practices within Higher Education can mitigate against the conditions conducive to experimentation and play.
机译:本文考虑了教育中“比赛”的概念;作为发展数字娱乐行业的人才和概念的一个组成部分;作为设计和评估教育轨迹的参与者体验的工具;作为发展创新持续专业发展(CPD)举措的方法。作者审查了两种案例研究,一个在高等教育中的研究生水平和CPD倡议独立运作。在每种情况下考虑了选择过程,教学方法,学习结果,评估和反馈仪器。总体而言,该论文旨在更清楚地沟通任何特定课程的益处和局限性以及高等教育中明显不可变实践的程度可以减轻有利于实验和娱乐的条件。

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