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What is Descriptive Ethno-Case Study

Esports Research and Its Integration in Education
A qualitative case study informed by ethnography. The distinction between ethnography and a case study can be somewhat blurry. However, in ethnography, more emphasis is put on extended periods of time in the field, whereas a case study can be more limited in terms of time and researcher immersion into the field.
Published in Chapter:
Player Agency, Team Responsibility, and Self-Initiated Change: An Apprentice's Learning Trajectory and Peer Mentoring in Esports
Fredrik Rusk (Åbo Akademi University, Finland & Nord University, Norway), Matilda Ståhl (Åbo Akademi University, Finland), and Kenneth Silseth (University of Oslo, Norway)
Copyright: © 2021 |Pages: 24
DOI: 10.4018/978-1-7998-7069-2.ch007
Abstract
An important aspect of what constitutes beginning gamers' learning trajectories is guidance from experienced players. However, there is little educational research on these processes within a competitive gaming scene. In this chapter, the authors analyse the mentor-apprentice relationship in a team in the multiplayer FPS CS:GO within an esports and educational context. By assuming a dialogic approach to agency and meaning making, they analyse how the team orients towards the apprentice's agency and how the apprentice responds to these orientations. The other players' orientations towards the apprentice's decisions indicate that support diminishes, and responsibility and expectations grow over time. Communication and collaboration appear to be an inherent part of functioning as a team and teaching others in the team, and all players are expected to develop agency and reach a level of independence. In the chapter, they show and discuss how this happens.
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