Esports practice is growing exponentially around the world, and various high schools in the Nordic countries have integrated eSports as part of their academic curriculum. This offers a unique opportunity to encourage the safe and healthy practice of video game playing.
With the eSporstNS project, we want to contribute by providing insights and advice based on empirical research on the impact of eSports education on two core areas: well-being (e.g., mental and physical health, and social impact) and academic performance.
What is the esportsNS project?
The esportsNS project consists of a longitudinal study that follows eSports students at Nordic schools to understand the impact of their eSports education on their well-being and academic performance.
The project is funded by the Center for the Science of Learning & Technology (SLATE) at the University of Bergen.
The esportsNS project builds on Dr Angelica B. Ortiz de Gortari’s research on Game Transfer Phenomena (GTP). This project applies and continues this research. Furthermore, to date, there is poor understanding of how experiences acquired in video games played as part of a school curriculum are actually transferred to contexts beyond the knowledge and skills required at school. Thus, in addition to studying GTP, eSportsNS addresses this gap by studying the impact of student’s participation in eSports on their well-being (e.g., mental and physical health & social impact), academic performance, the school community, and life beyond school.
The results of this research will help to improve eSports related programmes at schools and promote responsible and healthy gaming.