Esports Fandom and the Collegiate Student-Athlete Experience

2022 ◽  
pp. 70-82
Author(s):  
Kelley Stuetz ◽  
Julia Crouse Waddell

eSports audiences have gratifications that must be met. Online gaming provides access to gamers to create community and gain virtual reality skills within the online world. Through information seeking and virtual gratifications, gamers have a need to establish relationships and learn new skills in their game of choice. The event of competitive gaming has become so popular that it is not uncommon for college students to create an organization on campus around eSports. eSports has been studied in the disciplines of audiences, college athletics, and online learning communities; however, few have examined the importance of eSports spectatorship and the student-athlete experience. Using the extension of Hall's Encoding and Decoding model of Active Audience Theory, this research will identify the effects of audiences and spectatorship within the collegiate eSports fandom experience.

Author(s):  
Kelley Stuetz ◽  
Julia Crouse Waddell

eSports audiences have gratifications that must be met. Online gaming provides access to gamers to create community and gain virtual reality skills within the online world. Through information seeking and virtual gratifications, gamers have a need to establish relationships and learn new skills in their game of choice. The event of competitive gaming has become so popular that it is not uncommon for college students to create an organization on campus around eSports. eSports has been studied in the disciplines of audiences, college athletics, and online learning communities; however, few have examined the importance of eSports spectatorship and the student-athlete experience. Using the extension of Hall's Encoding and Decoding model of Active Audience Theory, this research will identify the effects of audiences and spectatorship within the collegiate eSports fandom experience.


2021 ◽  
Vol 2021 ◽  
pp. 1-12
Author(s):  
Lingjing Chen ◽  
Shuying Huang

Guided by distributed cognition theory, we analyze the influential elements of content, tools, and contextual interactions in the online learning process through research and case studies to explore the characteristics and evaluation of college students’ willingness to engage in online learning behavior under distributed cognition and provide guidance for the experience design of online education platforms. Based on distributed cognition, this paper designs a convolutional neural network model based on InceptionNet, which uses a global average pooling layer instead of a fully connected layer to reduce the number of parameters, and InceptionNet increases the depth and width of the network by branching to improve the performance of the network and avoid overfitting. Distributed cognitive theory emphasizes the distributed nature of cognition, and the intrinsic variables that influence the willingness to participate in online learning communities from a systemic viewpoint are mainly attitudes, subjective norms, expected emotions, competence, sense of relatedness, desire, and perceived behavioral control. In addition, perceived behavioral control has a direct positive effect on the willingness to participate in online learning communities.


Author(s):  
Andy Rundquist ◽  
Joel C. Corbo ◽  
Stephanie Chasteen ◽  
Mathew "Sandy" Martinuk ◽  
Charles R. Henderson ◽  
...  

Author(s):  
Margaret Anne Carter ◽  
Marie M'Balla-Ndi ◽  
Ariella van Luyn ◽  
Donna Goldie

As a result of the rapid online expansion of digital learnscapes, resulting in university students regularly engaging in online learning communities, cyberbullying has increasing potential to become a serious issue for higher education institutions. The effectiveness of educating students and staff in higher education on the elements and impacts of cyberbullying has driven this innovative study, which involves the development of an action research-led and student-directed interactive educational website to inform higher education students and staff about the consequences of cyberbullying. In describing the ongoing development and generalisation of the site, this chapter highlights the third cycle of an action research inquiry, and more generally the need for such resources to support higher education so that users understand what constitutes cybersafety and cyberbullying. As such, the research is directed toward understanding, sharing, participation, reflection, and change. Findings are discussed in relation to the information on the site for users in higher education.


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