Aarhus Universitets segl

Helle Spindler

Exploring institutionalised esport in high school: A mixed methods study of well-being

Publikation: Bidrag til bog/antologi/rapport/proceedingKonferencebidrag i proceedingsForskningpeer review

Standard

Exploring institutionalised esport in high school: A mixed methods study of well-being. / Fiskaali, Anne; Lieberoth, Andreas; Spindler, Helle.
Proceedings of the 14th European Conference on Game Based Learning, ECGBL 2020. red. / Panagiotis Fotaris. Reading: Academic Conferences and Publishing International Limited, 2020. s. 160-167.

Publikation: Bidrag til bog/antologi/rapport/proceedingKonferencebidrag i proceedingsForskningpeer review

Harvard

Fiskaali, A, Lieberoth, A & Spindler, H 2020, Exploring institutionalised esport in high school: A mixed methods study of well-being. i P Fotaris (red.), Proceedings of the 14th European Conference on Game Based Learning, ECGBL 2020. Academic Conferences and Publishing International Limited, Reading, s. 160-167, 14th European Conference on Game Based Learning, ECGBL 2020, Virtual, Online, 24/09/2020. https://doi.org/10.34190/GBL.20.045

APA

Fiskaali, A., Lieberoth, A., & Spindler, H. (2020). Exploring institutionalised esport in high school: A mixed methods study of well-being. I P. Fotaris (red.), Proceedings of the 14th European Conference on Game Based Learning, ECGBL 2020 (s. 160-167). Academic Conferences and Publishing International Limited. https://doi.org/10.34190/GBL.20.045

CBE

Fiskaali A, Lieberoth A, Spindler H. 2020. Exploring institutionalised esport in high school: A mixed methods study of well-being. Fotaris P, red. I Proceedings of the 14th European Conference on Game Based Learning, ECGBL 2020. Reading: Academic Conferences and Publishing International Limited. s. 160-167. https://doi.org/10.34190/GBL.20.045

MLA

Fiskaali, Anne, Andreas Lieberoth, og Helle Spindler "Exploring institutionalised esport in high school: A mixed methods study of well-being". Fotaris, Panagiotis (redaktører). Proceedings of the 14th European Conference on Game Based Learning, ECGBL 2020. Reading: Academic Conferences and Publishing International Limited. 2020, 160-167. https://doi.org/10.34190/GBL.20.045

Vancouver

Fiskaali A, Lieberoth A, Spindler H. Exploring institutionalised esport in high school: A mixed methods study of well-being. I Fotaris P, red., Proceedings of the 14th European Conference on Game Based Learning, ECGBL 2020. Reading: Academic Conferences and Publishing International Limited. 2020. s. 160-167 doi: 10.34190/GBL.20.045

Author

Fiskaali, Anne ; Lieberoth, Andreas ; Spindler, Helle. / Exploring institutionalised esport in high school : A mixed methods study of well-being. Proceedings of the 14th European Conference on Game Based Learning, ECGBL 2020. red. / Panagiotis Fotaris. Reading : Academic Conferences and Publishing International Limited, 2020. s. 160-167

Bibtex

@inproceedings{4a07d4b346d04fe5aa76558bb3e5a697,
title = "Exploring institutionalised esport in high school: A mixed methods study of well-being",
abstract = "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.",
keywords = "E-sports in school, Loneliness, Psychological well-being, Social self-efficacy, Structural challenges",
author = "Anne Fiskaali and Andreas Lieberoth and Helle Spindler",
year = "2020",
doi = "10.34190/GBL.20.045",
language = "English",
isbn = "978-1-912764-71-6",
pages = "160--167",
editor = "Panagiotis Fotaris",
booktitle = "Proceedings of the 14th European Conference on Game Based Learning, ECGBL 2020",
publisher = "Academic Conferences and Publishing International Limited",
note = "14th European Conference on Game Based Learning, ECGBL 2020 ; Conference date: 24-09-2020 Through 25-09-2020",

}

RIS

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

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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 -