Using Esports to Teach Bystanders Leadership and Collaboration for Students in STEM
Byrne, A. M. (2020). Using Esports to Teach Bystanders Leadership and Collaboration for Students in STEM. About Campus, March-April 2020, 24-27.
Byrne, A. M.
About Campus
2020
English
Journal Paper
<a href="https://doi.org/10.1177%2F1086482220906286">https://doi.org/10.1177%2F1086482220906286</a>
Coordinating teamplay using named locations in a multilingual game environment - Playing esports in an educational context
This study investigates the video game play of a multiplayer firstperson shooter, Counter-Strike: Global Offensive, as part of an esports programme at a vocational school. The game environment is multilingual, and the focal participants are all Finnish-Swedish bilinguals who are proficient in English. The study focuses on the action of providing callouts, which are coordinated English words that refer to specific in-game locations and, when provided, point to opponents’ locations. The aim is to investigate how participants employ callouts as part of their in-game interaction and teamplay, and what they orient to as ‘callout competence’. With a greater understanding of the social organisation of the multilingual game environment and actions, such as callouts, we can better understand the affordances for collaborative and multilingual learning that games can provide for education. Callout competence appears to align with skills and knowledge that may be transferrable into the educational setting; that is, the components that are part of callout competence require collaborative skills and multilingual competence. These skills are part of what makes the teamwork work, as well as an inherent part of activities in an esports education programme that has broadened the classroom to encompass esports game play outside of the classrooms.
Fredrik Rusk & Matilda Ståhl
Classroom Discourse
03 Feb 2022
English
Article
<a href="https://doi.org/10.1080/19463014.2021.2024444">https://doi.org/10.1080/19463014.2021.2024444</a>
Coordinating teamplay using named locations in a
multilingual game environment - Playing esports
in an educational context
Rusk, F., & Ståhl, M. (2022). Coordinating teamplay using named locations in a multilingual game environment-Playing esports in an educational context. Classroom Discourse, 1-24.
Rusk, F., & Ståhl, M.
Classroom Discourse
2022
English
Journal Paper
<a href="https://doi.org/10.1080/19463014.2021.2024444" target="_blank" rel="noreferrer noopener">https://doi.org/10.1080/19463014.2021.2024444</a>
Twitch for higher education marketing and communications: Creating a presence in the gaming world
Cassel, A. (2021). Twitch for higher education marketing and communications: Creating a presence in the gaming world. Journal of Education Advancement & Marketing, 5(4), 323-334.
Cassel, A.
Henry Stewart Publications LLP
2021
English
Journal Paper
not available
Sentence Punctuation for Collaborative Commentary Generation in Esports Live-Streaming
Huang, H., Xu, J. H., Ling, X., & Paliyawan, P. (2022). Sentence Punctuation for Collaborative Commentary Generation in Esports Live-Streaming. In 2022 IEEE International Conference on Consumer Electronics (ICCE) (pp. 1-2). IEEE.
Huang, H., Xu, J. H., Ling, X., & Paliyawan, P.
IEEE
2022
English
Conference Paper
<a href="https://doi.org/10.1109/ICCE53296.2022.9730453" target="_blank" rel="noreferrer noopener">https://doi.org/10.1109/ICCE53296.2022.9730453</a>
NCAA e-sports 20XX: an analysis of radical innovation adoption through firm collaboration
Williams, D. P., Tutka, P., Gawrysiak, J., Jenny, S. E. (2021). NCAA e-sports 20XX: an analysis of radical innovation adoption through firm collaboration. International Journal Sport Management and Marketing.
Williams, D. P., Tutka, P., Gawrysiak, J., Jenny, S. E.
International Journal Sport Management and Marketing
2021
English
Journal Papers
https://doi.org/10.1504/IJSMM.2021.114167