Educational needs of the esports industry: a Delphi study

Leis, O., Sharpe, B. T., Moriconi, M., Ascenso, I. and Barkoukis, V. (2025) Educational needs of the esports industry: a Delphi study. Journal of Electronic Gaming and Esports, 3 (1). pp. 1-17. ISSN 2836-3523

[thumbnail of Accepted author manuscript version reprinted, by permission, from Journal of Electronic Gaming and Esports, 2025 3(1): pp. 1-17, https://doi.org/10.1123/jege.2024-0030 © Human Kinetics, Inc.]
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Abstract

Although esports has grown significantly over the past decades with educational programs expanding globally, there is a lack of understanding of the specific areas where students in esports require development, including technical and interpersonal skills essential for success in emerging disciplines. To identify these educational needs in esports and thereby inform future research and educational programs, a Delphi study including global experts was conducted. Using an online survey, 25 experts prioritized educational needs for esports based on existing programs and suggest missing elements. Following this survey, 20 experts joined panel discussions to discuss the survey ranking and reach consensus. The study highlighted “Entrepreneurship and Innovation,” “Sport Science and Health,” and “Esports Management and Business” as the top three educational needs. Although aspects such as “Technology and IT Skills,” “Broadcasting and Journalism,” and “Game Design and Development” were ranked lower, the panels stressed the role of every educational need identified within this study and the constant-changing environment, including short- and long-term needs. The findings underline the necessity for evidence-based educational programs to support the esports industry and facilitate the transition from education to employment. Further research is needed to adjust educational pathways to keep up with the evolving esports industry.

Publication Type: Articles
Uncontrolled Keywords: education, expert panel, competitive gaming, training
Subjects: B Philosophy. Psychology. Religion > BF Psychology
G Geography. Anthropology. Recreation > GV Recreation Leisure > GV1199 Games and amusements > GV1469.15 Computer games. Video games. Fantasy games
L Education > L Education (General)
Divisions: Academic Areas > Institute of Education, Social and Life Sciences > Psychology
Research Entities > POWER Centre
SWORD Depositor: Publications Router Jisc
Depositing User: Publications Router Jisc
Date Deposited: 18 Feb 2025 12:48
Last Modified: 18 Feb 2025 12:48
URI: https://eprints.chi.ac.uk/id/eprint/7953

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