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The impact of esports participation on the development of 21st century skills in youth: A systematic review

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Abstract

Esports have increased in popularity among young people over the past decade. There is evidence that involvement in esports helps young players to develop skills that are needed in 21st century societies and increasingly valued by employers. However, there has been no systematic investigation of what 21st century skills can be developed through esports participation and how these skills are acquired through esports. This paper presents a systematic review of the literature for the purpose of providing a holistic understanding of the impact of esports on the development of 21st century skills in young people. The review focuses on the methodologies employed in esports research, the effects of different types of esports games on the development of various skills, the mechanics embodied in esports through which these skills are acquired and the potential negative effects and trade-offs of esports participation. The findings show that the literature has paid most attention to collaboration and communication skills, with less focus on other life and career skills related to creativity and innovation, information literacy and citizenship. The review also reveals the possibility of transferring acquired skills, such as those in leadership and communication, to the real-world context. Further research is needed on the transferability of a wider range of skills from esports to broader settings, on instruments and designs for examining the value of esports for educational purposes, and other areas that are not well covered in the literature. Identifying the skill development potential of esports has implications for designing specific skill development programmes for students, making pedagogical innovations for teachers’ professional development and empowering educational change at the school level.

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This article explores the use of massively multiplayer online games (MMOGs) as a type of serious games that have English as a Foreign Language (EFL) learning potentials. It highlights evidence from a case study which investigated the effects of role-playing in MMOGs on communication behaviours among EFL game players. Additionally, findings from the study elucidate the learning principles of good games that incorporate the dynamics of gaming which induce the language learner to be active generators of information, knowledge and language. Essentially the preliminary findings reported affirm the viability of online games as a potential tool for teaching and learning in the 4.0 era, which endeavours to engage the digital natives of the 21st century. The study thus claims that MMOGs in particular the massively multiplayer online role-playing games or MMORPGs can facilitate in providing contextualized and authentic language interaction opportunities in English between online multilingual speakers.
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Family types in Asian countries are rapidly changing as the society is changing. Thus, in this study, we analyzed and compared how the newly evolving family types (multicultural/dual-income) affect adolescents’ online game addiction, delinquency, and online gaming (eSports) participation motivation. Multiple regression analysis was performed to examine the causal relationships between the variables, and multivariate analysis of variance and analysis of variance were performed for comparative analyses. The results indicate that adolescents from dual-income families scored significantly higher on all factors related to juvenile delinquency and addiction factors (“salience”, “tolerance” and “withdrawal”). Additionally, adolescents from multicultural families revealed significantly higher scores on an addiction factor, “mood modification”. Lastly, adolescents in dual-income families were motivated to play online games to pass the time, and adolescents in multicultural families play online games to engage in social interaction. Results of this study may provide the answers required to help address societal issues related to adolescents in a changing society.
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The benefits and challenges of using game-based learning (GBL) methods in project management higher education have not been widely investigated. This study employs qualitative methods and builds on in-depth interview data from 22 experienced university teachers with a project management teaching background. It shows that teachers perceive beneficial consequences for students from gaming, such as increased interest and knowledge acquisition with a memorable learning experience. Teachers' inspirations and motivations are boosted by a novel method to motivate and engage students. The perceived challenges of GBL for students manifest as increased cognitive load and stress. This paper contributes to a deeper understanding of the impact of GBL methods while identifying challenges and disadvantages, which are not as widely discussed as benefits. This research identifies experiences from project management teachers' perspectives, covering both learners' and instructors’ viewpoints. The findings may help teachers to decide whether GBL could be used in their courses.
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The popularity of Electronic Sports (esports) have grown tremendously in the last few years, becoming one of the most popular forms of digital entertainment. Despite continued growth, definitions and classifications of esports remain elusive, and the industry is still considered by many to be in its infancy. Understanding of esports originate from diverse, sometimes conflicting fields, which has created fragmented interpretations of its definition, positioning and core components. This has hindered esports from embracing opportunities afforded by emerging digital technologies and progressing as a distinct field. The purpose of this conceptual paper is threefold, to redefine esports, propose a unified framework to capitalise on esports business potential, and inspire a more structured future esports research agenda. The proposed esports Matrix, presents four distinct realms that distinguish esports; esports as a representation of current physical sports (sports digitalisation), esports as traditional (multi-player) game experience (competitive multiplayer computer games), esports that modify existing sports, player rules and setups through digital augmentations (digitally enhanced sports), and new types of esports involving emerging technologies such as virtual and augmented reality (immersive reality sports). The esports Matrix was developed incorporating industry expertise thus verifying its suitability and relevance to advance conceptual and empirical understanding, and importantly, facilitating a more structured approach, to enable businesses to realise the potential of esports.
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Background Current research supports the use of recreational games in higher education settings for student development. Team-based esports in collegiate settings offer leadership experiences analogous to other organizational contexts. Distributed leadership reflects leader roles shared dynamically with multiple points of salience and dynamic or absent hierarchy. Aim This study looked at elements of distributed leadership claimed among collegiate esports teams and whether esports play contributed to distributed leadership development. Methods This phenomenological deductive qualitative research study used themes from distributed leadership theory to examine the experiences of focus groups composed of competitive collegiate esports participants on three teams from three different popular esport games, respectively. Results Researchers found that ample comparisons across respondent team interviews corresponded with the leadership theory and found that the more static influence of credibility seemed to mediate team-based communications and behaviors. Conclusion Implications for distributed leadership both in esports and in other organizations include considerations for intentionality behind how hierarchies are enacted and how credibility may inform an understanding of power distribution within teams.
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Today, there is growing interest in digital game-based learning (DGBL) due to the increase in the variety of educational and commercial games available. Literature indicates that video games in general have entertaining, motivational, and educational benefits. Despite this, there is a lack of research comparing game types to assess their value for learning. Typically, DGBL approach may include a variety of game types, like those designed for educational purposes such as digital education games (DEGs), as well as those created for entertainment and commercial reasons, such as massively multiplayer online games (MMOs). Digital games do possess a significantly high capacity to keep users engaged, which is a potential that can be used to motivate learners to interact more deeply with their learning environments, and consequently enhance their performances. This study supports the hypothesis that both DEGs and MMOs can be instrumental in improving engagement and learning versus traditional teaching methods. The article shares the results of the mixed methods study that examined the use of one DEG and four MMOs in undergraduate courses within a community college. The results suggest that learner performance and engagement are enhanced when using DGBL for both types of games, versus the traditional teaching methods. Additionally, practitioner and future research implications are also discussed.
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Game-based learning environments are designed to foster high levels of student engagement and motivation during learning of complex topics. Game-based learning environments allow students freedom to navigate a space to interact with game elements that foster learning, i.e., agency. Agency has been studied in learning, and it has been demonstrated that increased student agency results in greater learning outcomes. However, it is unclear what is the level of agency that is required to demonstrate this effect, and whether this effect applies only to learning or to problem solving and affect during game-based learning as well. To investigate how the level of student agency impacts learning, problem solving, and affect, a study was conducted with 138 college students interacting with a game-based learning environment for microbiology, Crystal Island. This study is an extension of a previous study that examined the impact of agency on learning and problem-solving behaviors during game-based learning with Crystal Island. Students were randomly assigned to either a High Agency condition, a Low Agency condition, or a No Agency condition. It was found that students in the Low Agency condition achieved significantly higher normalized learning gain scores than students in the No Agency condition, and marginally higher normalized learning gains than the High Agency condition. Post-surveys of interest and presence indicated that students in the No Agency condition were less interested, and perceived themselves as less present in the virtual environment, than students in the other conditions. Students in the No Agency condition also experienced less frustration, confusion, and joy than the other agency conditions, indicating a less cognitively stimulating experience. Overall the results indicate that a moderate degree of agency provided to students in game-based learning environments leads to better learning outcomes without sacrificing interest and without yielding a negative emotional experience, demonstrating how even low levels of agency can positively impact learning, problem solving, and affect during game-based learning.
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Social ties are the invisible glue that keeps together human ecosystems. Despite the massive amount of research studying the role of social ties in communities (groups, teams, etc.) and society at large, little attention has been devoted to study their interplay with other human behavioral dynamics. Of particular interest is the influence that social ties have on human performance in collaborative team-based settings. Our research aims to elucidate the influence of social ties on individual and team performance dynamics. We will focus on a popular multiplayer online battle arena (MOBA) collaborative team-based game, Defense of the Ancients 2 (Dota 2) , a rich data set with millions of players and matches. Our research reveals that, when playing with their friends, individuals are systematically more active in the game as opposed to taking part in a team of strangers. However, we find that increased activity does not homogeneously lead to an improvement in players’ performance. Despite being beneficial to low-skill players, playing with friends negatively affects the performance of high-skill players. Our findings shed light on the mixed influence of social ties on performance and can inform new perspectives on virtual team management and behavioral incentives.
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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 three-day sleep-over summer camp with various team building activities. Data collected included API metadata from pre- and post-camp as well as semi-structured interview data with youth who attended the camp. Exposing the participants to teamwork methods had a significant impact on changing how players approached competitive game play and engagement in digital environments. In particular, we find that participation in the summer camp led to significant changes in vision score, the most team-focused aspect of the game for which statistics were available. Furthermore, as demonstrated by the qualitative data, evidence suggests youth have an understanding for how teamwork can positively influence peer interactions within digital environments. These findings are important as they demonstrate that teaching team-focused activities can have a significant impact on the players of competitive esports games, and it also implies that the role of teamwork within various digital platforms needs deeper study. Findings indicate that a transfer of learning occurs between physical and digital spaces and that youth recognize the importance of teamwork and team-building activities in digital learning spaces.
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Since the release of video games numerous studies have assessed the impact of violence within video games on aggression, yet few have assessed the impact of competition. Initial studies that include competition indicate that competition within video games does impact aggression, and that it is the competitive nature of violent video games rather than the actual violence that has increased aggression. However, previous competitive video game studies have assumed levels of competition within video games or have used different games across conditions, both of which may have confounded results. As such, this study aimed to assess the impact of both competition and violence on aggression using a true experimental design and using the same game across conditions. Sixty-four participants played one of four versions of a video game (2 [Competitive] x 2 [Violent]) and it was found that competition, but not violence, impacted aggressive affect. In addition, participants who lost in the competitive version of the game had even higher levels of aggressive affect. Neither competition nor violence impacted aggressive behaviour. Possible limitations to this study included the poor validity of the Taylor Competitive Reaction Time Task (TCRTT) and the delay between participants finishing the game and then competing the TCRTT. Overall, these findings further support the notion that competition rather than violence within video games impacts aggression. Future research should assess ways to encourage fair play within video game communities to reduce the impact of competition on aggression.
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This study surveys and synthesises prior research on the processes by which teams adapt when collaborating on high-tempo, high-stakes work. Of principal concern are adaptation processes within teams operating in extreme environments, whether precipitated by changes within the team itself (such as loss or gain of new members) or within the team’s operational environment (such as unplanned-for contingencies). Propositions concerning three aspects of adaptation are developed: changes in the distribution of workflow across team members, improvisation of team members’ individual roles, and emergent behaviours intended to compensate for fluctuations in team member performance. Issues and opportunities for addressing these propositions in highly instrumented environments are then identified, taking as a test case the multiplayer online battle arena combat game, League of Legends. This article concludes with a discussion of opportunities and challenges in using detailed and voluminous naturally occurring data from highly instrumented environments – whether real or virtual – to address the propositions presented here.
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Teams can be defined by their interactions and successful performance rests on their members' behaviour. Although this topic has been studied both in sports and management, research on computer mediated team interactions, communication, cooperative work and efficiency in online competitive environments is scarce. In this article, networks will be used as a novel approach to understand how League of Legends professional players assist each other during a competitive match and to link their computer mediated behaviour and social interactions to their team's performance. Starting from a dataset consisting of 453.386 kill assists, the network structure and efficiency is assessed over 7.582 matches in total. After controlling for potential mixed-effects, such as the quality of the involved teams or their geography, this study reinforces previous research showing that team efficiency in the League of Legends professional scene is positively affected by the intensity of their interaction while centralization of resources is detrimental. Networks with high intensity and low inner centralization are, therefore, related to a higher performance as a team not only in traditional sports but also in computer mediated contexts.
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Communicating with others is a key motivation for playing digital games, but associated gratifications often require the presence of and interaction with other agents that may be inherently demanding. This demand has been characterized as emerging from intersections of implicit or explicit awareness of and implicit or explicit response to the social other. To explore phenomenological dimensions of this concept—nascent in relation to immersive digital environments—this study explored online gamers’ assessments of the demands of encountering an unknown avatar in a massively multiplayer online game (MMO). After experiencing a survey-based, simulated encounter, players were asked to describe the ease or effortfulness of such an interpersonal encounter. In these descriptions, emergent thematic analysis identified six key factors in degrees of experienced demand: individual differences in personality and skill, environmental and social contexts of encounters, awareness of identity and agency boundaries in the online environment, game culture norms for interaction, perceived interaction value, and anticipations for how a communicative episode would unfold. Findings suggest that although social demand has, to date, been characterized as emerging from the game itself, it may be best understood as a function of the intersection of micro-level (intrapersonal), meso-level (interpersonal), and macro-level (cultural/situational) communicative factors.
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In the digital environment, gaming is one of the activities that has generated the greatest number of fans. What is more, gaming becomes a topic of conversation between gamers/users, who leverage the potential of different communication platforms to research, collaborate, share tips and even boast of their achievements. This article seeks to describe and analyse how these gamers’ communication environments work, on the basis of the inherent characteristics of communities of interest, learners and practice. Through examination of the activities on gaming forums for two highly popular massively multiplayer online games – League of Legends and Minecraft – and the exchange of comments between viewers of leading Spanish YouTubers like RevenantL0L and Vegetta777, we analyse users’ behaviour, the amount and content of messages and compare the structures and workings of the two environments.
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Previous studies have found that playing massively multiplayer online games (MMOGs) such as World of Warcraft (WoW) can lead to socializing and enhanced connectedness as well as negative well-being outcomes. Motivations for achievement and socializing play central roles in playing MMOGs. Using data from a survey of 181 WoW players, this study examined the relationship among game identities, motivations for playing WoW, and psychological outcomes. Results from analyses of path models suggested that motivations for achievement and socializing were influenced by game identities. Although these motivations substantially explained the variance in players' sense of WoW community, these factors only explained a small portion of negative psychological well-being. This study attests to the possibility of utilizing identity-based motivations in online game studies to understand psychological outcomes for players.
Article
This study examines the differential effects of social and individualistic motivations to play massively multiplayer online (MMO) games on feelings of general social support and tolerance (i.e., bridging social capital). Survey data collected from players of the popular MMO World of Warcraft (n = 147) were used to construct a structural equation model to assess the effects of various user motivations, behaviors, and demographic characteristics on self-reported bridging social capital. Results indicate that motivations to socialize and form relationships with other players have positive direct and indirect effects on bridging social capital, while individualistic motivations do not significantly influence the outcome variable. Additionally, the results reveal several demographic differences by age, sex, and number of online friends. Findings provide support for the “rich get richer” hypothesis (Kraut et al., 2002), suggesting that players with pre-established social networks and strong social skills are more likely to benefit from involvement in interactive online platforms. Limitations are discussed and directions for future research are proposed.