Menu
The purpose of my presentation is to educate current and future esports coaches on the realities of building a team. To share everything, the good and bad, so others can learn from the journey. The process is shared through anecdotes, video from the year, statistical analysis, student interviews, and other relevant documentation. Supporting research that guided decisions for our team will also be referenced. Participants will leave with knowledge and resources that will help build or expand their own esports teams.
5 minutes - Who am I and why am I here?
5 minutes- Why esports at all? The hard data that supports esports in school.
10 minutes - Getting started at Crosstown High
20 minutes - Now here's what really happened! Videos and documentation of our journey
10 minutes - Where did we end up? The outcome and wrap up with resources
10 minutes- Q&A
Annetta, Leonard A., et al. "Investigating the Impact of Video Games on High School Students’ " Computers and Education, vol. 53, no. 1, 2009, pp. 74-85.
Annetta, Leonard, et al. "Bridging Realty to Virtual Reality: Investigating Gender Effect and Student Engagement on Learning through Video Game Play in an Elementary School Classroom." International Journal of Science Education, vol. 31, no. 8, 2009, pp. 1091-1113,
Vogel, Jennifer. Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis. vol. 34, Baywood Pub Co, Amityville, NY :, 2006,
Ash, J. (2012). Technology, technicity, and emerging practices of temporal sensitivity in videogames. Environment and Planning A, 44, 187–203. doi:10.1068/a44171
Freeman, G., & Wohn, D. Y. (2017a). eSports as an emerging research context at CHI: Diverse perspectives on definitions. Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA’17), 1601–1608
Gommesen, N. J. (2012). The affective audience in professional e-sport (Master’s thesis). Roskilde University.
Kim, S. J. (2017). Gender inequality in eSports participation: Examining League of Legends (Master’s thesis). University of Texas, Austin
Seo, Y., & Jung, S.-U. (2014). Beyond solitary play in computer games: The Social Practices of Esports. Journal of Consumer Care, 16, 635–655.