Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/103366
Full metadata record
DC FieldValueLanguage
dc.contributor.authorCamilleri, Patrick-
dc.date.accessioned2022-11-04T05:26:21Z-
dc.date.available2022-11-04T05:26:21Z-
dc.date.issued2022-
dc.identifier.citationCamilleri, P. (2022). Esports: A New Frontier for Inclusion Through Competitive Game Engagement. In L. Daniela, (Eds.) Inclusive Digital Education (pp. 293-309). Cham: Springer.en_GB
dc.identifier.urihttps://www.um.edu.mt/library/oar/handle/123456789/103366-
dc.description.abstractThe unremitting cycles between necessity and the progressive granularity in the sophistication of machines are inherently fulfilling our needs and also enhancing our dependence on technology. If not instinctively or naturally, digital technology is fittingly merging as a personalised and natural appendage of human action and self-expression. It is clear that the potential on how the intrinsic flexibility of technology can enhance inclusion is becoming more tangible and within reach by anyone who is creative enough to recognise and harness the inherent plasticity of the same technology. Indeed, the facilitation of the soft skills through video games and competitiveness can boost inclusion. Therefore, the perceptions and opinions portrayed by volunteering participants working at a Maltese esports company and competitive video game players are employed to discuss how instilled decision-making, strategic thinking, and personalised and community building traits that characterise competitive video game play in the esports industry can also define the discipline as an emergent platform where personalisation of skills can be an attribute to inclusion.en_GB
dc.language.isoenen_GB
dc.publisherSpringeren_GB
dc.rightsinfo:eu-repo/semantics/restrictedAccessen_GB
dc.subjecteSports (Contests)en_GB
dc.subjectInclusive education -- Case studiesen_GB
dc.subjectMotivation in education -- Case studiesen_GB
dc.subjectExpression (Philosophy)en_GB
dc.subjectSoft skills -- Study and teachingen_GB
dc.subjectVideo games -- Study and teachingen_GB
dc.titleEsports : a new frontier for inclusion through competitive game engagementen_GB
dc.title.alternativeInclusive Digital Educationen_GB
dc.typebookParten_GB
dc.rights.holderThe copyright of this work belongs to the author(s)/publisher. The rights of this work are as defined by the appropriate Copyright Legislation or as modified by any successive legislation. Users may access this work and can make use of the information contained in accordance with the Copyright Legislation provided that the author must be properly acknowledged. Further distribution or reproduction in any format is prohibited without the prior permission of the copyright holderen_GB
dc.description.reviewedpeer-revieweden_GB
dc.identifier.doi10.1007/978-3-031-14775-3_19-
Appears in Collections:Scholarly Works - FacEduLLI

Files in This Item:
File Description SizeFormat 
Esports.pdf
  Restricted Access
341.98 kBAdobe PDFView/Open Request a copy


Items in OAR@UM are protected by copyright, with all rights reserved, unless otherwise indicated.