37
ESPORTS & EDUCATION Why eSports is Impacting Classrooms Elizabeth Newbury Serious Games Initiative, Wilson Center & PhD Candidate, Cornell University @enewb @WilsonSTIP Photo credit: British eSports Association

Education and Esports

Embed Size (px)

Citation preview

Page 1: Education and Esports

ESPORTS & EDUCATIONWhy eSports is

Impacting ClassroomsElizabeth Newbury

Serious Games Initiative,

Wilson Center &

PhD Candidate,

Cornell University

@enewb@WilsonSTIP

Photo credit: British eSports Association

Page 2: Education and Esports

Agenda

Background About eSports K12 Context

Page 3: Education and Esports

• The Serious Games Initiative is part of the

Science and Technology Innovation Program

at the Woodrow Wilson International Center

for Scholars, one of the top 10 think tanks in

the world

• We produce games to communicate leading

policy research to the public

• We aim to make research accessible,

engaging & fun to increase dialogue around

critical policy issues

– Current Games: The Fiscal Ship (www.fiscalship.org) created

with 1st Playable and the Brookings Institute to help

audiences learn about the federal budget

BackgroundAbout

eSportsK12 Context

Page 4: Education and Esports

About me• PhD Candidate at Cornell University

• Dissertation in a Tweet: “Why do people watch other people play video games?”

• Mixed method exploration of eSports fans

– Content analysis of eSports broadcast

– Field observation of eSports in semi-public spaces

– Interviews with eSports fans

• Key literatures: sociology of sport, audience studies,

fan studies, game studies, gender studies

BackgroundAbout

eSportsK12 Context

Page 5: Education and Esports

WHAT IS ESPORTS?

Page 6: Education and Esports

What is eSports?

• Definition of “serious play”

• eSports is competitive video game play, where video games are played like a sport

• Consists of increasingly professionalized leagues, teams, players

• Estimated $696M market*

• Audience of 385 million worldwide*

Sport Infrastructure

& Culture

eSports

Video Games & Gaming

culture

*NewZoo (Feb 2017), Global eSports Market Report 2017 Background

About eSports

K12 Context

Page 7: Education and Esports

Is eSports a sport?

• eSports exhibits many of the characteristics of sport

(c.f. Jenny, Manning, Keiper & Olrich, 2017)

– Organized play (leagues)

– Professionalization of play

– Dedicated following (fans)

• My research: Yes….and no

• eSports fans watch, socialize,

consume, learn from watching but also

play, which has long been divided in

“sport fandom” (supporting Taylor,

2012)

BackgroundAbout

eSportsK12 Context

Page 8: Education and Esports

Does it matter if

eSports is a sport?

Depends?

• Socially: being a sport provides legitimization for eSports fans to non-eSports fans

• Economically: eSports is doing well as it stands – unless you are a player

• Legally: Visas (e.g. Forbes, 2013, 2017); Ethical treatment of players, player health; Ramifications for cheating, drug use; Gambling – now legal in Las Vegas; Title IX

BackgroundAbout

eSportsK12 Context

Photo credit: High School StarLeague

Page 9: Education and Esports

Issues in eSports: Gender

parity

• Currently masculine dominated space

– Gamer masculinity + Sports masculinity = No space for

women (e.g. Connell’s Masculinities)

• Particularly true when it comes to professional and

casual play; less with spectating

BackgroundAbout

eSportsK12 Context

*See Casselman, 2015 on ESPN

Page 10: Education and Esports

Ageism in eSports

• Ageism is alive and well in eSports

• “Prime” age to be an eSports player is pre-college; Professional players frequently “retire” somewhere in the early 20’s

Why? Journalists claim it is due to reaction time, dexterity, etc.

Fans: “I had to become an adult”

What’s critical here is this is in terms of competitive playing -- the audience for eSports (those who watch & play casually) is much more flexible

BackgroundAbout

eSportsK12 Context

Photo credit: Mousesports

Page 11: Education and Esports

ESPORTS & K12 CLASSROOMS

Page 12: Education and Esports

What does an eSports

fan do?

BackgroundAbout

eSportsK12 Context

Page 13: Education and Esports

Applications for K12

Play

• Integration of competitive video gaming in terms of play

would provide many of the same benefits as organized sport:

teaching fair play, giving kids a sense of agency and self-

esteem

• Added benefit: pathways to STEM

Watching

• Understanding that watching contributes to play

eSports is critical

• Form of experiential learning: students are harnessing

what they watch and applying it to their own

experience; also evaluating what they watch

BackgroundAbout

eSportsK12 Context

Photo credit: UCI (which now offers scholarships!)

Page 14: Education and Esports

Skills from eSports

• Social engagement: eSports is a space where young

people can make friends, that they can engage in a

diversity of play, watching, and social identity

construction practices both online and offline

• Need for: awareness of cyberbullying; internet safety;

time management

• Research & Strategic thinking: fans often become

eSports fans as a result of researching how to play their

favorite game; they continue this research about the

game throughout their experience, tying both to

watching (critique of plays) and playing (developing

strategy)

• Ties to: evaluating data and sources; improved

statistical & logical reasoning; game theory; engaged

learning

BackgroundAbout

eSportsK12 Context

Photo credit: Riot Games

Page 15: Education and Esports

Pro-Social Skills in eSports

BackgroundAbout

eSportsK12 Context

Photo credit: Don’t feed the Trolls podcast (disclaimer: not endorsing)

Page 16: Education and Esports

Future Directions:

Care in Consumptive

Practices

In-Game

Platforms like STEAM and in-game purchasing make supporting the industry easy, giving fans a sense of agency

At the same time, purchases need to have some in-game value to be effective – see The International

Out-Game

Fans buy mostly game-related merchandise (not like a sports fan) but design spaces for watching, playing, and socializing around eSports

May not be buying jerseys, but will buy mice if has value for gaming

FANS ARE NOT SPORTS CONSUMERS; THE TENSIONS BETWEEN BEING A

SPECTATOR AND PLAYER ARE SEEN IN THEIR CONSUMPTION

BackgroundAbout

eSportsK12 Context

Page 17: Education and Esports

Future Directions:

Spaces for eSports

eSports Space

Spectating

Knowledge Acquisition

Socializing

Playing

• K12 audience need physical

spaces to gather

• History of arcades, LANs*

• Increasingly, the spectatorship

experience is being geared towards 21+

• K12: Need a physical space to gather,

with supportive instructors

• Ways to encourage diversity?

* Which are male-dominated spacesBackgroundAbout

eSportsK12 Context

Page 18: Education and Esports

Future Directions:

Design Implications

• It starts with the game: successful eSports games

have been changed to easily encourage spectator

mode

• Need to incorporate more diversity in gaming

characters to encourage wider audience

• Low skill floor, high skill ceiling – fans want to see

games that are easy to get into, but can be played at

increasingly complex levels

BackgroundAbout

eSportsK12 Context

Photo Credit: NY Times

Page 19: Education and Esports

ELIZABETH NEWBURYSERIOUS GAMES INITIATIVEWILSON CENTER

@enewb@WilsonSTIP

facebook.com/WilsonSTIP

[email protected]

wilsoncenter.org/program/science-and-technology-innovation-program

Page 20: Education and Esports

@OfficeOfEdTech

Education & Competitive GamingWhy Esports is Impacting Classrooms

James Collins, LiaisonOffice of Educational Technology •

US Department of Education

Page 21: Education and Esports

Office of Educational Technologytech.ed.gov

● provide leadership at the Federal level, through the Department of

Education, by developing a national vision and strategy

● provide leadership to the Nation in the use of technology to

promote achievement and to increase opportunities for all

students

● to infuse technology and technology planning into all educational

programs carried out within school systems at the State and

local level

Page 22: Education and Esports

Reimagining the Role of Technology in Education

https://tech.ed.gov/netp

Page 23: Education and Esports

● Learning

● Teaching

● Leadership

● Assessment

● Infrastructure

Page 24: Education and Esports
Page 25: Education and Esports
Page 26: Education and Esports
Page 27: Education and Esports
Page 28: Education and Esports
Page 29: Education and Esports
Page 30: Education and Esports
Page 31: Education and Esports
Page 32: Education and Esports

“We observed that participants who scored higher

on a number processing task had greater

improvements in MOBA skill and that this link

depended on the social context of the gameplay.

Specifically, numerical skill was linked to player

rankings generated from matches where they were

paired with random individuals...”

Page 33: Education and Esports
Page 34: Education and Esports
Page 35: Education and Esports
Page 36: Education and Esports

Further Research Needed

● Skill/Play connections

● Data Collection

● Data Interpretation

● Case Studies

Page 37: Education and Esports

Connect with us online:

@OfficeOfEdTech

tech.ed.gov

https://www.facebook.com/officeofedtech

https://medium.com/OfficeofEdTech

Web:

Blog:

[email protected]: