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Esports at University: Is There a New Frontier of Learning? (Poster 3)

Sat, April 15, 2:50 to 4:20pm CDT (2:50 to 4:20pm CDT), Hyatt Regency Chicago, Floor: East Tower - Exhibit Level, Riverside West Exhibition Hall

Abstract

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.

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