Open this publication in new window or tab >>2022 (English)Conference paper, Oral presentation only (Refereed)
Abstract [en]
Esports is a wide spread cultural phenomenon in the 21stcentury. It is a dominant youth cultural expression in many countries, from east to west, and the industry’s revenues increases exponentially each year. In 2018 the sum for that, only in the US, was $100 millions. Piggybacking on the sport phenomenon, at least nominally, it differs greatly from its elder sibling as to some decisive (arguably paradoxical) aspects: Its capitalist preconditions, its fundamental grassroots and community culture, and its conspicuous lack of, or inconsistencies regarding formalization, regulation and organization. In connection to this, and which this paper will delve into, another area in which esports hasn’t been thoroughly established is Higher education. There are numerous instances of how esports and Higher education have begun to mire during the last two decades. However, there is no comprehensive discussion yet on the conditions and arguments for their fusion based on the values it could create, supplementing the literature of how to meet the needs of the industry. Firstly, we will make a brief scan of its analogue counterpart sport to see how that phenomenon and cultural practice has fared in combination with Higher education. Secondly, we will look into the examples of how esport and Higher education have begun to mire by a state of the art review of the literature, and also the suggestions which relations they still might and ought to develop. Thirdly, we will discuss education in relation to the terminology and metaphors used to comprehend the whole phenomenon of esport scholarly. Here, concepts like ecosystem, industry, ecology, party, community, and culture will be focused. This terminological discussion is crucial for a sustainable relation between Higher education and esport and thus to secure a sustainable existence for esport in general. We suggest that, contrary to what have been case before, higher education should be regarded as a part of the esport ecosystem. The paper is concluded with some remarks and what the combination of education and esport has displayed, what it could develop into, and, perhaps what it shouldn’t do and become. This discussion is based the examples of collabaration with esports actors at Halmstad University, such as esports federations, esports high schools, and non profit organizations focussing young people and children with disabilities.
National Category
Educational Sciences
Research subject
Smart Cities and Communities, LEADS
Identifiers
urn:nbn:se:hh:diva-48683 (URN)
Conference
ERNC22, Esport Research Network Conference, Jönköping, Sweden, November 21-23, 2022
2022-11-242022-11-242022-12-06Bibliographically approved