Developing Graduate Attributes Through Competitive Gameplay and Learning Theories

Authors

  • Gavin Baxter University of the West of Scotland
  • Thomas Hainey University of the West of Scotland
  • Alan Williams University of the West of Scotland

DOI:

https://doi.org/10.34190/ecgbl.18.1.1722

Keywords:

Esports, Game Genres, Competitive Gaming, Gameplay, Learning Theories, Graduate Attributes

Abstract

The term competitive gameplay or gaming is predominantly associated with esports. Esports, a synonym, or abbreviation for electronic sports is an industry that has a global outreach with a lucrative market. This is accentuated by the event driven, business model focus and organised competitive events, often involving sponsorship. These additional characteristics associated with esports is what distinguishes it from traditional or casual gaming. Though esports games can be played individually, they are predominantly viewed as a team activity. Beyond the debate as to whether esports can be classified as a sport, it is an area that has attracted a significant amount of academic research. Research areas have often included esports psychology, esports player health and nutrition and esports management. Some research studies have also reviewed how esports have the potential to e.0quip esports players with relevant 21st century skills such as critical and lateral thinking. One area where esports appears to be under researched is in the relationship between competitive gameplay and learning theories. It can be argued that this is an important consideration when delivering esports from an educational perspective. The aim of this paper is to provide a scoping review of the esports literature identifying empirical research associated with competitive gaming and graduate attributes. Esports game genres will be explored from a gameplay perspective demonstrating via learning theory examples how these games can facilitate graduate attributes in players. Exploring the domain of esports game genres, learning theories and meta-skills, the paper presents a conceptual model illustrating the interrelationship between these areas. The paper also has practical value to educators, who may be as yet unfamiliar with esports, informing them of the subject’s educational benefits from a graduate attribute and employability perspective.

Author Biographies

Gavin Baxter, University of the West of Scotland

Gavin Baxter is a Senior Lecturer in Computer Games Development at the University of the West of Scotland. His research activities include the use of serious games for teaching and learning purposes. His interests also reside in applying serious games and competitive gaming as immersive approaches towards educating students about the meta-skills required for employability.

Thomas Hainey, University of the West of Scotland

Thomas Hainey is a Senior Lecturer and the Programme Leader of Computer Games Development at the University of the West of Scotland. Thomas has published extensively on Serious Games and Games-based Learning and runs an honours year Serious Games module. His specialisms include: assessment integration, pedagogical content integration and evaluation of Serious Games.

Alan Williams, University of the West of Scotland

Alan Williams is a PhD student at the University of the West of Scotland. His current research interests include esports, serious games, meta-skills and career development. Alan holds a BSc (Hons) degree in Computer Games Development from the University of the West of Scotland. He is interested in applying serious games to esports as an innovative approach to teach stakeholders about the industry.  

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Published

2024-10-07