In this literature review, I study the benefits and drawbacks of esports for educational institutions and students in an educational setting. First, I elaborate what esports is and introduce its condensed history. Research questions are then set. Literature for the research is obtained using various search engines and esports-related preset keywords. The searches are expanded when necessary. I display my findings in the results section, then answer the research questions and finally introduce my own insights. The first research question is: What benefits and drawbacks education related esports activities can have for students? The major benefit for students is the development of soft skills. Additionally, school related esports activitie...
In recent years, virtual sports or 'eSports' have grown exponentially both recreationally and at the...
The global spread of Covid19 poses a challenge to the business landscape at a magnitude we have not ...
Esports is a strong phenomenon, especially in the world of children, youth, and youth. This study ai...
The availability and affordability of increased internet bandwidth, video memory, and processing spe...
This was a White Paper created by UKie Digital Schoolhouse as part of this research was performed by...
Esports has been an emerging topic within the past decade. As video games are being more competitive...
This study examined the influence of 7 high school esports developmental programs on student self-re...
In a society defined by consistent advancements of technology, ecosystems such as the one of educati...
This study has two purposes in order to clarify the future needs of eSports research in Japan.1.Revi...
The purpose of this survey was to collect straight data from esports players globally to find out th...
With recognition of the need for studying eSports in this interactive digital communication era, thi...
As the modern society comes into the new era of innovation and technology, eSports industry has been...
Several studies have explored esports games, and few have examined esports games in elementary schoo...
Local esports events like LAN events and collegiate esports events have been increasingly popular in...
The purpose of this review is to synthesize all the observational studies that studied the effects o...
In recent years, virtual sports or 'eSports' have grown exponentially both recreationally and at the...
The global spread of Covid19 poses a challenge to the business landscape at a magnitude we have not ...
Esports is a strong phenomenon, especially in the world of children, youth, and youth. This study ai...
The availability and affordability of increased internet bandwidth, video memory, and processing spe...
This was a White Paper created by UKie Digital Schoolhouse as part of this research was performed by...
Esports has been an emerging topic within the past decade. As video games are being more competitive...
This study examined the influence of 7 high school esports developmental programs on student self-re...
In a society defined by consistent advancements of technology, ecosystems such as the one of educati...
This study has two purposes in order to clarify the future needs of eSports research in Japan.1.Revi...
The purpose of this survey was to collect straight data from esports players globally to find out th...
With recognition of the need for studying eSports in this interactive digital communication era, thi...
As the modern society comes into the new era of innovation and technology, eSports industry has been...
Several studies have explored esports games, and few have examined esports games in elementary schoo...
Local esports events like LAN events and collegiate esports events have been increasingly popular in...
The purpose of this review is to synthesize all the observational studies that studied the effects o...
In recent years, virtual sports or 'eSports' have grown exponentially both recreationally and at the...
The global spread of Covid19 poses a challenge to the business landscape at a magnitude we have not ...
Esports is a strong phenomenon, especially in the world of children, youth, and youth. This study ai...