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DC Field | Value | Language |
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dc.contributor.author | Camilleri, Patrick | - |
dc.date.accessioned | 2022-11-04T05:26:21Z | - |
dc.date.available | 2022-11-04T05:26:21Z | - |
dc.date.issued | 2022 | - |
dc.identifier.citation | Camilleri, 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.uri | https://www.um.edu.mt/library/oar/handle/123456789/103366 | - |
dc.description.abstract | The 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.iso | en | en_GB |
dc.publisher | Springer | en_GB |
dc.rights | info:eu-repo/semantics/restrictedAccess | en_GB |
dc.subject | eSports (Contests) | en_GB |
dc.subject | Inclusive education -- Case studies | en_GB |
dc.subject | Motivation in education -- Case studies | en_GB |
dc.subject | Expression (Philosophy) | en_GB |
dc.subject | Soft skills -- Study and teaching | en_GB |
dc.subject | Video games -- Study and teaching | en_GB |
dc.title | Esports : a new frontier for inclusion through competitive game engagement | en_GB |
dc.title.alternative | Inclusive Digital Education | en_GB |
dc.type | bookPart | en_GB |
dc.rights.holder | The 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 holder | en_GB |
dc.description.reviewed | peer-reviewed | en_GB |
dc.identifier.doi | 10.1007/978-3-031-14775-3_19 | - |
Appears in Collections: | Scholarly Works - FacEduLLI |
Files in This Item:
File | Description | Size | Format | |
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Esports.pdf Restricted Access | 341.98 kB | Adobe PDF | View/Open Request a copy |
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