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Backseat Gaming" A Study of Co-Regulated Learning within a Collegiate Male Esports Community

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... Teambased titles are characterized by a network of established practices within a community of experienced players, requiring new players to learn within often challenging environments (Huston et al., 2023). These "noobs" (new players) may discontinue playing without guidance (Kleinman et al., 2022) or due to negative experiences (Huston et al., 2023), often before they can engage with the beneficial learning processes within esports teams (Kleinman et al., 2024). Essentially, as with traditional sports, new players may stop playing due to a myriad of contextual factors. ...
... One key route to improvement is through the social learning inherent in playing and reflecting as a team (Kleinman et al., 2024). This socialization and subsequent knowledge creation in esports teams is comparable to how knowledge is created within organizations (Kong et al., 2024). ...
... It took six full weeks of play until December 15 th , when I wrote "I think that's the first time it's really become clear to me how the different roles actually operate". That it took so long is indicative of the challenges inherent in trying to improve within such a complex environment without coaching support (Kleinman et al., 2022) or a consistent set of teammates (Kleinman et al., 2024). Ongoing play/practice led to becoming more familiar with agents, game maps and weapons, which in turn developed my game sense. ...
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Purpose This study aims to explore the potential of a team-based esports game, Valorant, as a platform for developing individuals and teams in organizations. Design/methodology/approach This work represents an auto-netnographic exploration of a team-based esports title from a consumer perspective through extensive diaries recorded through the initial 10 weeks of play. Findings Three key themes are identified that illuminate the experience of entering a new team-based game experience. The results illustrate that at the core of Valorant is the team experience, which suggests potential for the game as a platform to develop teams and enhance relevant individual and team-based skills in organizational contexts. Organizational teams should benefit from the use of esports as a team development tool, but any such organizational initiative requires a structured approach. Virtual teams may benefit more than their co-located equivalents from the affordances of online team-based play. Originality/value This study is one of the few auto-netnographic explorations of a team-based game in esports. Valorant, as an increasingly popular game, remains underexplored in academic literature.
... Coaching is a form of development in which a learner receives support, in the form of training or guidance, from an individual with expertise in the domain [112]. In esports, providing input to a lower-level teammate or friend [78] may be considered coaching. However, in this work, we look specifcally at coaching in the context where "coach" is a designated position of authority, and the coach is recognized to possess greater expertise than their students. ...
... Further, they occurred outside of the domain of Human Computer Interaction (HCI), which makes it difcult to link the fndings to actionable, technological insights. Prior work has demonstrated how HCI best practices, theories, and frameworks can advance the domain of esports player well-being [101], individual and social esports learning [78,79], and esports players' emotional regulation [84]. Here, we build upon the foundation laid by this prior work to explore how HCI can advance another element of the esports domain: coaching. ...
... Not all interactions are toxic, and other research seeks to better understand how player communities communicate and share knowledge [78,85]. Prior work found that players aim to support each other and build connections that extend beyond the game [56]. ...
... All authors reviewed the themes and determined that saturation [26] had been reached. 13 participants is consistent with common standards for similar, qualitative research [27,44,97]. ...
... Primarily, we acknowledge that we interviewed 13 GMs for this study. While we did see saturation in the data, and this number is consistent with common HCI standards [27,44], a larger sample size may yield additional insights. To better understand GMs' best practices more broadly, we aim, in the future, to expand this work with a survey study that can reach a wider audience and build a stronger foundation of knowledge. ...
... Additionally, eSports players often rely on insights from peers and online communities to refine their skills. This social learning process is facilitated by coregulated learning, where players collaboratively regulate their learning activities, leading to enhanced performance and knowledge acquisition (Kleinman et al., 2024). ...
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Purpose-This study aims to find out whether eSports as intrinsic motivation has a positive effect on innovative behavior and whether knowledge sharing plays a mediating role in this relationship. Design/methodology/approach-This study uses a quantitative approach. The research hypotheses were tested using partial least square-structural equation modeling with multi-group analysis using Smart-PLS 4. The sample was 208 respondents from the academic community affiliated with the universities in Indonesia and India. Findings-For India, there is a positive relationship between eSports-driven intrinsic motivation and innovative behavior. Knowledge sharing acted as a mediator. For Indonesia, however, the results indicate a more complex dynamic. Although intrinsic motivation in eSports leads to knowledge-sharing behaviors, the direct relationship between intrinsic motivation and innovative behavior was not significant. Knowledge sharing, therefore, plays a crucial role as a mediator. Originality/value-The study advances the literature by demonstrating how eSports as intrinsic motivation influences innovative behavior through knowledge sharing based on self-determination theory by focusing on academic communities in two different countries.
... Additionally, eSports players often rely on insights from peers and online communities to refine their skills. This social learning process is facilitated by coregulated learning, where players collaboratively regulate their learning activities, leading to enhanced performance and knowledge acquisition (Kleinman et al., 2024). ...
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This article advances a tentative theory of skill in relation to eSports. This conjectural theory of skill rests on hypothesizes informed by assumptions from watching 100+ hours of eSport events on Twitch, YouTube, and AfreecaTV and is supported by discussions, reflections and evaluations with eSport players. The case material of this article includes the games Clash Royale (CR), StarCraft 2 (SC2), Counter-Strike: Global Offensive (CS:GO), and online battle arenas (mobas) such as League of Legends (LOL) and Defense of the Ancient 2 (DOTA2). This inferred theory of skill is conjoined and composed of seven strands, which provide a framework for explaining how to understand skill in eSport. These seven strands are presented under the headings: (1) knowledge about game objects, (2) insights into game systems, (3) understanding metagaming, (4), yomi: ‘reading’ the opponent, (5) ability to execute, (6) emotional discipline, and finally (7) team coherency (depending upon whether the skill is associated with a one-versus-one or team-versus-team game). In conclusion, the proposed theory of skill will expose its explanatory power and reach by providing an example of how it can both be implemented to create profiles of players’ skill, and how these profiles in turn can serve as guides to help players improve their skill levels in eSport.
Article
Learner modeling systems so far formulated model learning in three main ways: a learner’s “position” within a lattice of declarative and procedural knowledge about highly structured disciplines such as geometry or physics, a learner’s path through curricular tasks compared to milestones, or profiles of a learner’s achievements on a set of tasks relative to mastery criteria or a peer group. Opening these models to learners identifies for them factors and relations among factors. Open learner models tacitly invite learners to regulate learning. However, contemporary learner models omit data about how learners have and should process information to learn, understand, consolidate and transfer new knowledge and skills. What to do with information opened to learners is opaque. I propose incorporating trace data about learning processes in learner models. Trace data allow generating learning analytics that inform self-regulating learners about potentially productive adaptations to processes they have used to learn. In a context of big data, such elaborated learner models are positioned to collaborate with self-regulating learners. Together, they can coordinate symbiotically, creating a platform for the system to improve its models of learners and for learners to more productively self-regulate learning.
Chapter
Becoming a competent player of online games involves complex processes and networks of online and offline life where the player is socialized into social norms and expectations. An important aspect of what constitutes gamers learning trajectories is guidance from experienced players. Games are public spheres where learning is social and distributed and where players often are enabled to learn new and advanced competencies. However, there is little educational research on how these competencies are cultivated and employed within a competitive gaming scene. In the current paper, we analyze the mentor-apprentice relationship between an expert and a novice in the multiplayer FPS CS:GO within an eSports and educational context. By assuming a dialogic approach to meaning making, we will examine how novices and experts uphold and talk the relationship into being and how the peer teaching and learning manifests in the in-game interaction. The ethnographic data was collected in collaboration with a vocational school with an eSports program in Finland in 2017-2018. Students (aged 17-18, all male) playing CS:GO shared screen recordings of their matches and took part in interviews. The participants play in two different teams. Here, we focus on Martin (expert) and John (novice) from team one. Martin was the highest ranked team member, something his team members are aware of and make relevant in interviews and in-game interactions. This position seems to provide him authority and leadership within the team. In the interviews, Martin aligns with being the leader and repeatedly mentions that he coached John to become part of the team. This relationship is also evident in the in-game data where Martin, together with the rest of the team, often provides feedback and support for John. The learning appears to be how to become competent in the game, and there are strong indications of other aspects of learning that relate to sociality and leadership.
Article
The open learner model (OLM) represents the knowledge or skill levels of learners in various ways, encouraging learners to actively participate in thinking about and crafting their own learning. Despite the important roles that OLMs play in higher education to support the learning process and self-regulated learning (SRL) in particular, there are few studies systematically reviewing OLM technology in higher education, and investigating their potential to foster self-regulated learning. Therefore, we carried out a systematic review of a 30-year sample of OLM studies in higher education and identified 64 articles that study the use of OLMs in supporting SRL. Our findings show that OLMs have been mainly used to support learners' cognition and a bit less metacognition and motivation; however, emotional support has been rarely provided. The most supported ones are Appraisal and Performance phases; Preparation of learning is enhanced by OLMs not so often. Although learners can edit or negotiate with their learning model in advanced ways, a simple inspectable OLM is more preferred. Reliance on unobservable nodes is less favored in modeling techniques in OLMs because such methods are highly dependent on expert authoring, thereby time-intensive and costly. Comparison and color-coding are two most-used features in OLMs, where the comparison feature is often used for enhancing learners’ engagement and motivation.
Article
In this paper, we explore the ways in which a collegiate esports team’s play and performance underscore micro-level shifts in learning, domain mastery, and expertise through simultaneously collaborative and competitive gameplay. Specifically, with this aim, we evaluate how esports’ high-stakes team play and organizational activities provide evidence of processes and practices that are important for learning-relevant trajectories in and beyond higher education. Throughout the course of a threegame match in a major collegiate esports tournament, players demonstrated decision-making, reflection and dimensions of individual and collaborative learning. We also found support for improved meta-gaming knowledge – or distributed, communitycentered knowledge around the game – which underscored players’ domain learning and growth. Our findings highlightevidence of perceptual learning, as demonstrated through the players’ flexibility in adapting to increasingly complex challenges. We propose that these findings emphasize the importance of esports as meaningful and noteworthy learning ecologies which need to be more deeply examined in light of historic gender and racial barriers to educational and professional aspirations in gaming.
Conference Paper
eSports matches offer fast-paced entertainment for millions of viewers worldwide, but little is known about how to support a positive viewer experience. One of the key challenges related to popular real-time eSports games (e.g., multiplayer online battle arena games or first-person shooters) is empowering viewers to effectively follow rapid gameplay. In our paper, we address this challenge through the design of information dashboards to improve spectator insight and experience in League of Legends, and Counter Strike: Global Offensive. Based on surveys that received a total of 788 responses, we design information dashboards that we evaluate with 18 experienced eSports viewers. Our results show that dashboards contribute to spectator insight and experience, but that careful consideration is necessary to adequately manage in-game complexity and cognitive load of viewers, and establish spectator trust in information dashboards through transparent design. Based on these findings, our paper formulates design goals for spectator dashboards, and outlines key opportunities for future work.