What can we learn from the latest - Youth Sport Trust · for students as the future esports...

Preview:

Citation preview

What can we learn from the latest

research on young people’s

relationship with gaming?

Panel (session EE7)

Our panel

Dr Bobbie Fletcher (Staffordshire University)

David James (Staffordshire University)

Shahneila Saaed (UK Interactive Entertainment)

Colin Smith (Youth Sport Trust)

Dr Bobbie Fletcher

Dr Bobbie Fletcher

Image

Image

Dr Bobbie Fletcher is an Associate Professor of Games Education and Head of Department for Games and Visual Effects at Staffordshire University.

In 2017 Dr Fletcher teamed up with colleagues from the Staffordshire Business School to create the first esports degree in the UK, working closely with an industry advisory panel to insure the best education for students as the future esports workforce in the UK.

She is the lead researcher and co-author of "Esports: Engaging Education", an extensive study into the positive impacts of participation in schools' esports tournaments

David JamesLecturer in Games Technical Design at

Staffordshire University.

Specialises in teaching the design and

technical implementation of games.

PhD research student, focusing on the

links between games, behaviour and

physical well-being.

Shahneila SaaedProgramme Director for Digital Schoolhouse, at Ukie

- The Association for UK Interactive Entertainment

Digital Schoolhouse uses play-based learning to

engage the next generation of pupils and teachers

with the Computing curriculum

The programme successfully bridges the gap

between academia and industry, to ensure pupils

are aptly equipped for the future digital economy

Colin SmithDevelopment Manager at the Youth Sport Trust

and former School Games Organiser in West

London.

Led the #ReframeCompetition work for the

Youth Sport Trust and works closely with a range

of competition pilot projects around England

Has researched global practice in competition,

and in understanding the motivations and

attitudes of young people to competition

Objectives • Learn more about gaming and esports – what are

they/not, scale

• Be among the first to learn about the physical

activity behaviours and attitudes of young gamers

• Consider the application of this learning into your

own physical activity and competition programmes

Inside the World of Esports

and GamingDr Bobbie Fletcher

Esports is Online Competitive

Gaming

• There were over 600 million viewers worldwide

• 61% of viewers were under the age of 35.

What is Esports and Who Participates?

Esports…it’s more than a game

Image

Esports Ecosystems

Image

ImageImage

Esports- The Professionals

Image

ImageImage

How sport and gaming/esports

are interactingWill Roberts

2.1 millionChildren and young people do

less than an average of

30 minutes activity a day

“There’s a positive

association between levels

of engagement in sport and

physical activity and levels

of mental wellbeing”

“More physically literate children and young

people are happier, more resilient and more

trusting of other children and young people

The more elements of physical literacy present,

the higher the levels of reported happiness,

resilience and social trust.”

Active Lives –

December 2019

Research into the physical

activity attitudes and

behaviours of young gamersDavid James

Origins of work

2018 Esports: Engaging Education

Found many positives to pupil esport engagement.

Need to dive deeper to better understand relationship between student

happiness, physical activity and gaming activity.

Combined effort between Youth Sport Trust, Digital Schoolhouse and

Staffordshire University.

Getting the Data

Questionnaire and Focus Group sessions held in 6 Secondary

Schools across UK.

Focus Groups were separated into less active and more active groups,

based on their questionnaire responses.

Nominal Group Technique was used to generate ideas via group

activity and discussion.

Focus Questions

“It has been proved that physicalactivity breaks every 30 minutes can help with improving cognitivefunction. If improved cognitive function could improve your esports ability, what physicalactivity breaks would you design?”

3rd – Walking a Pet

Focus Questions

“It has been proved that physicalactivity breaks every 30 minutes can help with improving cognitivefunction. If improved cognitive function could improve your esports ability, what physicalactivity breaks would you design?”

2nd – Jogging/Running

Focus Questions

“It has been proved that physicalactivity breaks every 30 minutes can help with improving cognitivefunction. If improved cognitive function could improve your esports ability, what physicalactivity breaks would you design?”

1st – Stretching

Barriers to Activity“What are the barriers to having short physical activity breaks?”

Injury

Flow

Mood

Tech limitations

Gaming Students“What does eSports give you that physical exercise does not?”

Enjoyment

Knowledge

Meeting People

Active Students

“What does physical exercise give you that eSports does not?”

Fitness

Mental Health

Maintaining Relationships

Confidence

Most non-game

screen timeMost activeMost competitive

gaming time

Confidence

SummaryParticipants found physical activity to be better for physical fitness, mental health and maintaining relationships.

Esports were seen as more enjoyable, giving moreknowledge and a better way to meet new people. They also promoted a more balanced playing-field.

Promote competitive gaming over screen-time to increase confidence in students.

Reframing CompetitionColin Smith

84%of 1,000 children aged 8-

16 year olds agreed

that experiencing

winning and losing is

important

https://www.chancetoshine.org

/news/it-s-only-a-game-

competition-in-school-sport-

under-threat

45%of girls agreed that sport

was too competitive

Liked the opportunity to take part in competition but

don’t like the behaviours associated with competition

Women’s Sport and Fitness Foundation (2011)

Changing the Game for Girls

Theme 1: Widening the competition environment to develop character and life skills

Theme 2: Adapting the scoring to develop different sport skills

Theme 3: Adding fun elements to engage new audiences

Theme 4: Widening the competition environment to develop health

Theme 5: Adapting the format to increase motivation

Theme 6: Considering age or maturity levels to support fair competition and foster social

connections

Theme 7: Using technology to develop physical skills

Theme 8: Adapting the competition environment to support individual development in sport

Themes of Different Approaches to Competition

Approaches to Competition

#ReframeCompetition

Objectives • Learn more about gaming and esports – what are

they/not, scale

• Be among the first to learn about the physical

activity behaviours and attitudes of young gamers

• Consider the application of this learning into your

own physical activity and competition programmes

Discussion

Recommended