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What is Esports

Current and Prospective Applications of Virtual Reality in Higher Education
A form of competition sports using video games. Esports often take the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams.
Published in Chapter:
This History and Evolution of Virtual Reality
Amber Dailey-Hebert (Park University, USA), Judi Simmons Estes (Park University, USA), and Dong Hwa Choi (Park University, USA)
DOI: 10.4018/978-1-7998-4960-5.ch001
Abstract
Virtual reality (VR) is a continuously evolving technology that is gradually being integrated into the teaching-learning process, within institutions of higher education. VR has the potential to transform the instructional process, enhance student learning, and engage students in a more interactive manner than has occurred historically. While technology integration within the instructional process has been initiated within institutions of higher education, mass adoption among faculty has not yet occurred. This chapter provides an introduction to VR, discusses the evolution of VR, applications in higher education and other fields, and a progression of features, tools, and functionality that can be used to innovate learning in higher education.
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More Results
ESportsU Digital Warrior Camp: Creating an Esports-Based Culturally Relevant Computing Living Learning Camp
Digitally competitive sports entertainment usually played locally or internationally in a variety of gaming communities known as gaming genres.
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Adapting on the Run: The Critical Role Leaders Played in Sports During the COVID-19 Pandemic
Name given to organized electronic sports, typically in the form of organized video game competitions. Over the past several years the global Esports market has grown to generate in excess of $1 billion annually.
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Esports Fandom and the Collegiate Student-Athlete Experience: Active Audiences and Spectatorship
A sport performed solely electronically; also known as electronic sports. Often taken in the form of organized, multiplayer sport competition between professionally players individually or as a team.
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Game Changers: Business and Research Opportunities in K-12 eSports
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Gaming, eSports, and Spanish Consumer Behavior
A video game played as a competition for people to watch as entertainment.
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Esports in Education: An Overview
The playing of video games competitively at the professional, collegiate, or K-12 levels.
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eSports: Historical Review, Current State, and Future Challenges
A form of sports where electronic systems facilitate the primary aspects of the sport; the input of players and teams, as well as the output of the eSports system, are mediated by human-computer interfaces.
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Esports and Education: The Perfect Mix
Human vs. human competitive gameplay on computers or gaming consoles.
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eSports as a News Specialty Gold Rush: Communication Ecology in the Domination of Traditional Journalism Over Lifestyle Journalism
A form of competitive gaming popularized through League of Legends and DOTA that has grown into an expansive worldwide media system.
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Growth in Sport Media and the Rise of New Sport Fandom
A form of sports where the primary aspects of the sport are facilitated by electronic systems; the input of players and teams, as well as the output of the eSports system, are mediated by human-computer interfaces ( Hamari & Sjöblom, 2017 ).
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Player Agency, Team Responsibility, and Self-Initiated Change: An Apprentice's Learning Trajectory and Peer Mentoring in Esports
A form of sport competition using video games. It often consists of organised, multiplayer video game competitions between (professional) players, individually or as teams.
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eSports and eSocial Work
A social and sporting activity that includes video games.
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An Extended Study on Training and Physical Exercise in Esports
Cultural practices of exercise and contest on commercial play products that are governed by executive owners.
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