Publikation: Bidrag til bog/antologi/rapport/proceeding › Konferencebidrag i proceedings › Forskning › peer review
Publikation: Bidrag til bog/antologi/rapport/proceeding › Konferencebidrag i proceedings › Forskning › peer review
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TY - GEN
T1 - Exploring institutionalised esport in high school
T2 - 14th European Conference on Game Based Learning, ECGBL 2020
AU - Fiskaali, Anne
AU - Lieberoth, Andreas
AU - Spindler, Helle
PY - 2020
Y1 - 2020
N2 - Educational institutions in countries such as Denmark, US and UK are adopting esports as a way of accommodating to a growing interest in competitive gaming, and to attract and retain students in the educational system. In light of inconclusive research on the effect of gaming on issues like social isolation associations between screen-time and mental health, the question remains whether students opting for esport programmes fare worse than regular students in terms of everyday well-being. The current study explored whether students enrolled in sport programmes differ from regular students (gamers and non-gamers) on psychological measures of mental well-being, social and academic self-efficacy as well as loneliness and gaming addiction through a survey conducted at a school offering both esport and regular school programs (N=104). Additionally, participant observation was used to explore how esport students experienced and engaged in their gaming environment. Results showed no significant difference in well-being, loneliness, and academic and social self-efficacy between esport students and regular students. Observations provided insight into an esport environment challenged by both inexperienced coaches and students unaccustomed to participation in formal training environment.
AB - Educational institutions in countries such as Denmark, US and UK are adopting esports as a way of accommodating to a growing interest in competitive gaming, and to attract and retain students in the educational system. In light of inconclusive research on the effect of gaming on issues like social isolation associations between screen-time and mental health, the question remains whether students opting for esport programmes fare worse than regular students in terms of everyday well-being. The current study explored whether students enrolled in sport programmes differ from regular students (gamers and non-gamers) on psychological measures of mental well-being, social and academic self-efficacy as well as loneliness and gaming addiction through a survey conducted at a school offering both esport and regular school programs (N=104). Additionally, participant observation was used to explore how esport students experienced and engaged in their gaming environment. Results showed no significant difference in well-being, loneliness, and academic and social self-efficacy between esport students and regular students. Observations provided insight into an esport environment challenged by both inexperienced coaches and students unaccustomed to participation in formal training environment.
KW - E-sports in school
KW - Loneliness
KW - Psychological well-being
KW - Social self-efficacy
KW - Structural challenges
UR - http://www.scopus.com/inward/record.url?scp=85096700289&partnerID=8YFLogxK
U2 - 10.34190/GBL.20.045
DO - 10.34190/GBL.20.045
M3 - Article in proceedings
AN - SCOPUS:85096700289
SN - 978-1-912764-71-6
SP - 160
EP - 167
BT - Proceedings of the 14th European Conference on Game Based Learning, ECGBL 2020
A2 - Fotaris, Panagiotis
PB - Academic Conferences and Publishing International Limited
CY - Reading
Y2 - 24 September 2020 through 25 September 2020
ER -