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Esports are a widespread phenomenon in today's digital youth culture. Little effort has been made to study its potential to positively influence learning and academic outcomes in education. Esports and gamification education have the potential to provide a quality, cost-effective, novel approach allowing interaction with tutors and peers. This paper examines the attitude of university students, using differential semantic to assess the students' perception about the idea to practice esports at the campus. Results show that competitive gamers reported better perceptions about esports than casual gamers. Non-gamers reported lower scores on all measures. The study underlines the importance of working with non-gamers to integrate esports and gamification education into the current curriculum to leverage their potential in education.
Masiar Babazadeh, University of Applied Science of Southern Switzerland
Presenting Author
Loredana Addimando, University of Applied Sciences and Arts of Southern Switzerland
Non-Presenting Author
Luca Angelo Botturi, Scuola universitaria professionale della Svizzera italiana - SUPSI
Non-Presenting Author