- About us
- About colleges
-
Corporate services
- Corporate services
- Mental health and wellbeing
- Data Protection/GDPR
-
Employment Services - college workforce
- Employment Services - college workforce
- Employment: How we support members
- Introduction & Employment Helpline
- Absence & Sickness Management
- Contracts and T&Cs
- Disciplinary, Capability & Grievance
- Employment Briefings Library
- Equality, Diversity & Inclusion
- General Employee Relations & HR Issues
- Holiday/annual leave related
- Industrial Relations
- ONS reclassification related guidance
- Pay & Pensions
- Recruitment
- Redundancy, Restructuring & TUPE
- Safeguarding/Prevent
- Workforce Benchmarking, Surveys & Research
- Governance
-
Projects
- Projects
- Get Involved!
- Projects: How we support members
- Resources
- The 5Rs Approach to GCSE Maths Resits
- Apprenticeship Workforce Development (AWD) Programme
- Creating a Greener London – Sustainable Construction Skills
- Erasmus+ EXPECT Project
- Digital Roles Across Non-digital Industries
- T Level and T Level Foundation Year Provider Support Programme
- The Valuing Enrichment Project
- Higher and Extended Project Qualifications
- OfS - Higher Education Social Prescribing Project
- Pears Foundation Youth Social Action Programme: Phase 2
- T Level Professional Development (TLPD) Offer
- T Level Curriculum Macro-Sequencing
- Contact the Projects Team
- DfE Multiply Capability Support Programme
- Creative Arts in FE 2024 – developing student voice through creativity
- Resources/Guidance
- Sustainability & Climate Action Hub
- Partnerships
- Honours Nomination
- Brexit
- Recruitment and consultancy
-
Events and training
- Events and training
- Events
- T Level & T Level Foundation Year Events
- Events and training: How we support members
- Network Meetings
- Annual Conference & Exhibition 2023 Resources
- Previous Events & Webinars
- In-House Training
- Senior Leadership Development Programme
- Introducing AoC's Early Career and Experienced Middle Managers Programme
- Sponsorship & Exhibition Opportunities
- Funding and finance
-
Policy
- Policy
- Meet the Policy Team
- Policy: How we support members
- Policy Areas
- Policy Briefings
- Submissions
- Policy Papers & Reports
- AoC Strategy Groups
-
AoC Reference Groups
- AoC Reference Groups
- Adults (inc. ESOL) Reference Group
- Apprenticeship Reference Group
- Technology Reference Group
- HE Reference Group
- 14-16 Reference Group
- Mental Health Reference Group
- 16-18 Reference Group
- SEND Reference Group
- WorldSkills Reference Group
- HR Reference Group
- Sustainability & Climate Change Reference Group
- EDI Reference Group
- Opportunity England
- Research unit
-
News, campaigns and parliament
- News, campaigns and parliament
- General and mayoral election resources
- Comms advice and resources for colleges
- AoC Newsroom
- AoC Blogs
- Work in Parliament
- AoC Campaigns
- Briefings
- Contact the Communications, Media, Marketing and Research Team
- Communications, media, marketing and research: How we support members
-
Equality, diversity and inclusion
- Equality, diversity and inclusion
- Equality, diversity and inclusion blogs
- AoC’s Equity, Diversity and Inclusion Charter
- Diversity in Leadership
- Black FE Leadership Group and AoC partnership agreement
- AoC's Equity Exchange
- Equality, diversity and inclusion: how we support members
- Equality, diversity and inclusion case studies
- Home
- News, campaigns and parliament
- AoC Blogs
- Beyond play – the rise of esports in shaping future education - Lliam Dickinson
Beyond play – the rise of esports in shaping future education - Lliam Dickinson
By Lliam Dickinson, Higher Education Pathway Leader for esports, sport, public services, travel and tourism at Barnsley College and Research Further Scholar
Esports (or electronic sports) is a term for competitive video gaming. It differs from standard video gaming in that esports are competitive (human-vs-human) and usually have an engaging spectator element, just like traditional sports (Sacco, 2016).
The potential and scope of Esports can be demonstrated by the sheer number of children who play video games. Ofcom (2023) suggests that nine in 10 children between 3 and 17 play video games.
Esports is not a new phenomenon - its roots are owed to video gaming in the late twentieth century. In the early 1970s, through the games Pong and Space Invaders, the popularity and visibility of esports began to rise. An estimated 750,000 Space Invader machines were operational globally, illustrating the widespread appeal of video gaming at the time.
The landscape of esports witnessed a significant transformation with the emergence of online games in the early 2000s, and then 2010 heralded a transformative shift with streaming platforms, notably Twitch, which redefined esports content consumption. This platform facilitated unprecedented levels of interaction among fans, players, and spectators, enabling the live viewing of matches from the comfort of one's home.
Twitch reported about 1.3 trillion minutes (equivalent to roughly 2,500,000 years) of content viewed and 35 million daily visits in 2022, underscoring the massive and growing interest in esports.
Many believe South Korea to have been the pioneer when it came to esports in education; their approach has evolved from merely focusing on competitive play to embracing a broader spectrum that includes school tournaments, curriculum integration, extracurricular activities, scholarships, and career opportunities, as highlighted by the Network of Academic and Scholastic Esports Federations in 2023.
The United Kingdom is slightly behind, but on a similar journey. In 2020, the British Esports Federation collaborated with Pearson to design and make available the world's first-ever technical qualification in esports (British Esports Federation, 2022). Similarly, the higher education sector has devised qualifications that target specific sectors. Likewise, secondary and primary schools are starting to integrate esports into their extracurricular activities.
Incorporating esports into education offers numerous advantages, including opening avenues to modern careers, enhancing skills, especially in the digital realm, and engaging with an exciting and enjoyable industry.
Esports careers span beyond professional gaming and include roles like event management, video editing, coaching, teaching, shoutcasting, marketing, and esports psychology. Similarly, numerous career pathways exist in tech and STEM fields, such as cyber security, big data, cloud solutions, and drone pilots.
In addition, esports has been shown to develop transferable skills such as problem-solving, teamwork, leadership, dexterity, decision-making and communication (British Esports, 2023; Zhong et al., 2022; Rothwell & Shaffer, 2019).
This is why many organizations, such as the armed forces and the NHS, are eager to be involved. Recently, as reported by Sadler (2024), the Deputy Commander for Strategic Command, Lieutenant General Tom Copinger-Symes, encouraged those working in the forces to play more video games to develop skills that better equip the troops for the ever-changing online world.
Finally, it presents a chance to inject fun and enthusiasm into educational settings. Esports rooms are dynamic places, where the learning experience is both thrilling and pleasurable. Is there a better setting to nurture a passion for lifelong learning?
However, there are some potential obstacles to consider. Firstly, despite being general, broad concerns still demand attention, such as unhealthy lifestyle habits, online toxicity, and ensuring accessibility for everyone. Additionally, the impending overhaul of qualifications casts a shadow. Still in its initial stages and misunderstood by those unfamiliar with video gaming, esports faces a period of uncertainty.
Despite these hurdles, esports' journey from niche to mainstream is a testament to its resilience and relevance in today's digital and modern world. As we move forward, integrating esports into education represents an acknowledgement of its cultural significance and a commitment to leveraging contemporary interests to enrich learning experiences, prepare students for future careers, and foster an environment where education and entertainment intersect to inspire a new generation of learners.
The views expressed in Think Further publications do not necessarily reflect those of AoC or NCFE.