Foundations for esports curricula in higher education

MJ Scott, R Summerley, N Besombes… - Proceedings of the …, 2021 - dl.acm.org
Esports has generated an industry of increasing economic and cultural importance. In recent
years, universities and other higher education institutions have responded to its growth by …

Embodied involvement in virtual worlds: The case of eSports practitioners

D Ekdahl, S Ravn - Sport, Ethics and Philosophy, 2019 - Taylor & Francis
Abstract eSports practice designates a unique set of activities tethered to competitive, virtual
environments, or worlds. This correlation between eSports practitioner and virtual world, we …

Motivational profile and knowledge creation in eSports: examining the roles of mutualistic co-presence

JSL Kong, RCW Kwok, GCH Lai, M Law - Internet Research, 2024 - emerald.com
Purpose Research on knowledge creation within eSports learning is scarce. This study
extends the understanding of competition-oriented collaborative learning in eSports by …

The literacies of a competitive esports team: Livestreaming, vods, and mods

HR Gerber - L1-Educational Studies in Language and Literature, 2022 - l1research.org
This article explores a variety of literacy practices that exist with competitive esports, namely
livestreaming, moderating/Mods, and VODs/VODcasting. Nearly two decades of research …

Using API data to understand learning in League of Legends: a mixed methods study

HR Gerber, K Sweeney, E Pasquini - Educational Media …, 2019 - Taylor & Francis
This mixed-methods research was conducted to understand the impact of learning and
player growth in a League of Legends summer camp. Eighteen adolescents engaged in a …

Press B to Belong: Using Esports to Promote Inclusive School Communities

M Harrison, J Rowlings, D Aivaliotis-Martinez - 2024 - emerald.com
Finke, EH, Hickerson, B., & McLaughlin, E.(2015). Parental intention to support video game
play by children with autism spectrum disorder: An application of the theory of planned …

This Is Next Level: Combining Video Games With Literature to Promote Literacy

R Marlatt, M Pando, MM Harvey - … of Mobile Phone Use in English …, 2021 - igi-global.com
This chapter features instructional approaches positioning video games and literature as text
sets that can promote reading and writing engagement in English language arts …

The effect of game as a service on future game industry based on users view

Y He - 2021 International Conference on Culture-oriented …, 2021 - ieeexplore.ieee.org
Based on the trend of wide application and the different views on Game as a Service
(GaaS), this paper explores the effect of GaaS on the further development of the game …

Literacies at Play

LEP Cortés - Gaming Ecologies and Pedagogies Series, 2024 - brill.com
This chapter explores esports in high schools through a lens of multiliteracies and digital-
age literacies. I asked the overarching question: How are digital-age multiliteracies taking …

Designing an ESportsU Living Learning Community with the Creative Media Factory through Culturally Relevant Computing Activities

M Gupta, JA Engerman, RF Otto… - Gaming Ecologies and …, 2024 - brill.com
Esports, as a form of digital competition, has the potential to be leveraged for STEM skills
development through game based culturally relevant activities within living learning …