2021
DOI: 10.4018/978-1-7998-7069-2.ch011
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The Implementation of an Academic and Applied Esports Program in Higher Education

Abstract: Drawing on sociocultural theories of learning, this case study describes how a small liberal arts university, steeped in a tradition of innovation and discovery, developed and introduced an interdisciplinary academic and applied esports program. The study describes the importance of a multi-interdisciplinary approach to program development and building community, drawn from the voices and expertise of interdepartmental stakeholders including administration, faculty, staff, and students. The authors share the t… Show more

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Cited by 4 publications
(3 citation statements)
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“…According to Mosca et al (2019), this age range represents Generation Z as it is defined as birth years between 1995 and 2012. According to King et al (2021), this generation is considered a new generation of college students. Based on this argument, therefore, our sample can be considered suitable for this study as they represent Generation Z.…”
Section: Methodsmentioning
confidence: 99%
“…According to Mosca et al (2019), this age range represents Generation Z as it is defined as birth years between 1995 and 2012. According to King et al (2021), this generation is considered a new generation of college students. Based on this argument, therefore, our sample can be considered suitable for this study as they represent Generation Z.…”
Section: Methodsmentioning
confidence: 99%
“…For example, one industry certification was widely condemned as irrelevant on social media [44]. Furthermore, there are concerns that the traditional organisation of departments at many universities is inadequate for esports instruction [77]. This is because esports crosses disciplinary boundaries (e.g.…”
Section: Introductionmentioning
confidence: 99%
“…Higher education institutions have been adding esports on their campuses to attract students for competitive play (Anderson, 2020) while building community (King et al, 2021;Wang, 2021), and increasing student engagement (Marsh et al, 2020). Prior scholarship on esports identified gaming spending habits, academic and personal benefits of playing esports, as well as the perceived risks for college students based in the United States (Delello et al, 2021).…”
mentioning
confidence: 99%