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Communicating and Practicing Diversity, Equity, and Inclusion in Finnish Esports Organizations: Challenges and Opportunities

Usva Friman, Maria Ruotsalainen, and Matilda Ståhl

from the perspective of diversity, equity, and inclusion (DEI). Currently, the demographic primarily involved in esports—both as participants in various roles and the audience—is known to be very limited, consisting mostly of young, predominantly White and Asian men from middle- or upper

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Taking Care of Toxicity: Challenges and Strategies for Inclusion in U.S. Collegiate Esports Programs

Amanda C. Cote, Andrew Wilson, Jared Hansen, Brandon C. Harris, Md Waseq Ur Rahman, Onder Can, Tara Fickle, and Maxwell Foxman

diversity, equity, and inclusion into their programs as much of broader game culture is structured in exclusionary ways. This paper specifically focuses on the question of toxicity—which we define as excessive harassment, “trash talking,” or identity-based negativity—to explore how players interpret toxic

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Conceptualizing the Social Inclusion Potential of Esport to Support Future Sport for Development Agendas: A Capabilities Perspective

Emily Jane Hayday, Holly Collison-Randall, and Richard Loat

Sport is vitally important within the context of development work but does not guarantee the achievement of social outcomes ( Coalter, 2007 , 2010b ). Sport for Development (SfD) is defined as the intentional use of sport to achieve nonsporting goals, such as social inclusion ( Dudfield, 2014

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Motivations to Participate in Gaming and Esports: An Exploratory Study on The Influence of Participant Gender

Tara Q. Mahoney, Lindsey Darvin, and Ryan Vooris

significant differences in motivations sought by women and men gaming participants? Review of Literature Due to the emergent nature of the gaming industry, there is limited research in this area from a diversity, equity, and inclusion standpoint from the perspective of participation and engagement motivating

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Where Do Amateurs Go to Become Pros? A Comparison of the Current Competition Systems in Collegiate Esports to Traditional Collegiate Sport Environments

Wil Fisackerly and Yongjin Hwang

berths into larger competitions (i.e., a national championship). Another important contextual note is that of the inclusion of OW in this discussion. The OW League drew mass acceptance for OW esports upon its release. Recently, though, the league had been mired in controversy and financial difficulty

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Esports Athletes on a Team or Club Are More Physically Active and Less Sedentary Than Equally Experienced, Casual Video Gamers

Bryan Dowdell, Andrew Lepp, Brian H. Yim, and Jacob E. Barkley

and strategies for inclusion in U.S. collegiate esports programs . Journal of Electronic Gaming and Esports, 1 ( 1 ), Article 31 . 10.1123/JEGE.2022-0031 Craig , C. , Marshall , A. , Sjostrom , M. , Bauman , A. , Booht , M. , Ainsowrth , B. , Pratt , M. , Ekelund , U. , Yngve , A

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The Sleep, Anxiety, Mood, and Cognitive Performance of Oceanic Rocket League Esports Athletes Competing in a Multiday Regional Event

Daniel Bonnar, Michael Gradisar, Michal Kahn, and Cele Richardson

,000 USD in prize pool and points that accrued toward a spot to play at international majors. Participants were eligible for inclusion if they were ≥15 years of age (which is the minimum eligible age to compete) and played for a team competing in Season 11 of the Oceania Rocket League Championships Series

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Volume 1 (2023): Issue 1 (Jan 2023)

. Hedlund, Ph.D.; BerNadette Lawson-Williams, D.S.M.; Emma Vossen, Ph.D. ORIGINAL RESEARCH 10.1123/jege.2022-0030 10.1123/jege.2022-0041 10.1123/jege.2022-0045 SPECIAL ISSUE ON DIVERSITY, EQUITY AND INCLUSION (DEI) IN ELECTRONIC GAMING AND ESPORTS Guest Editor: Emma Vossen, Ph.D.; Guest Editorial Board

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The Effect of Extended Reality Exercise on Physical Activity and Physical Performance in Children and Youth: A Scoping Review

Simon Schaerz, Morgan Boyes, and Amanda Mohamed

selecting studies that met the inclusion criteria, we conducted a reference list search of the selected studies. Stage 3: Study Selection To select relevant studies from the revised database search, we developed explicit inclusion criteria (Table  1 ). We excluded textbooks, opinion pieces, nonpeer

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Introduction to the Journal of Electronic Gaming and Esports

David P. Hedlund

Board, and Reviewers 1. Advertising 2. Analytics and statistics 3. Branding 4. Business 5. Coaching, players, and teams 6. Communications 7. Computer science 8. Consumer behavior 9. Culture and society 10. Diversity, equity, and inclusion 11. Economics and finance 12. Education, training, and careers 13