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Z kanelis e-sports essay

5 de Mar de 2021
Z kanelis e-sports essay
Z kanelis e-sports essay
Z kanelis e-sports essay
Z kanelis e-sports essay
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Z kanelis e-sports essay
Z kanelis e-sports essay
Z kanelis e-sports essay
Z kanelis e-sports essay
Z kanelis e-sports essay
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Z kanelis e-sports essay
Z kanelis e-sports essay
Z kanelis e-sports essay
Z kanelis e-sports essay
Z kanelis e-sports essay
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Z kanelis e-sports essay
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Z kanelis e-sports essay

  1. 1 “EDUCATING ON A NEW AND GROWING FIELD” Educating on a New and Growing Field Zachary Kanelis Western Oregon University
  2. 2 “EDUCATING ON A NEW AND GROWING FIELD” E-sports and Streaming The video game industry is rapidly growing; in 2020 the gaming market increased its worth over 7 billion dollars from 2019, ending the year with a market worth around 159 billion dollars (WePC, 2021). The industry has seen huge increases in revenue with over 2.7 billion gamers worldwide. It is projected that by the end of 2021 gaming revenues in the United States will top 90 billion, up over 20 billion from 2017. Streaming and competitive gaming have become areas where elite players can make millions (WePC, 2021). In 2019 Tyler Blevins, known as “Ninja,” was Forbes top gamer earning 17 million dollars. Perez (2020) reports that “Ninja has ​endorsements from Adidas, Red Bull and underwear designer PSD” (para. 11). Darina (2020) mentions​ Shroud, a top gamer and streamer, who currently has an estimated net worth of around 3 million. Another big earner is Tfue, who has made over 600,000 dollars from placing in Fortnite tournaments alone. In other words there is a lot of money in gaming, thus making it a desirable field. Of course, money is not the only driving factor in the gaming industry; many folks just love gaming which is a reason teachers may hear more talk of becoming a professional gamer in the classroom. These top players are of course not the standard; they are the National Basketball Association (NBA) players of the gaming world. Young kids want to be professional gamers just like they want to grow up to be the next Lebron James. This is an unrealistic goal for 99.99 percent of the students; still, there are an abundance of jobs in the industry that are much more attainable. With this in mind, educators should teach critical skills that are useful in the gaming industry but are also applicable and marketble in other areas. The purpose of this paper is to show that educators should not dismiss a student’s interest in video games, but instead incorporate them
  3. 3 “EDUCATING ON A NEW AND GROWING FIELD” into learning to engage and motivate students. Thus not only giving them the necessary skills to succeed in the e-sports industry, but valuable skills that are transferable to other careers as well. Electronic Sports (e-sports) and live streaming both revolve around playing video games, but are not the same thing. E-sports is used to describe competitive gaming where teams or players compete in tournaments against one another in an organized fashion (Willingham, 2018). E-sports are almost always live streamed and often will have some kind of live audience present. It takes many different people to run a successful e-sports event: announcers, media specialists, and event organizers are the tip of an iceberg in a long list of other important professions in the gaming industry. Live streaming in gaming is when a player streams their gameplay in real time to an audience on a platform like Twitch. The highly skilled and entertaining gamers draw massive viewership online. Without a good supporting cast, though, none of this would be possible. For example, a good moderator is important in monitoring a streamer’s chat to keep out any offensive or otherwise unwanted comments and interactions (Cai, 2019). Big streamers usually also have people who record clips and edit videos for YouTube and other platforms so streamers can focus on playing and entertaining. Live streaming is one of the biggest sources of income for most top gamers because they can earn money through advertisements and subscriptions. (Chapman, 2018). Many e-sports players also live stream to gain exposure, it is also a great way to earn money other than competing in highly competitive tournaments where only top performers earn money. On the popular live stream platform Twitch, streamers earn money in several ways. Through
  4. 4 “EDUCATING ON A NEW AND GROWING FIELD” partnerships with Twitch, streamers earn a portion of the five dollars per month subscription fee. They also get money from advertisements viewed on their stream, any sponsors they may have, and from fan donations (Chapman, 2018). Popular streamers employ a staff, or have a number of people, who help them, with their stream depending on the size of the channel. Big streamers, or at least those who can earn a living streaming will have people that edit videos, run their social media accounts like YouTube, and moderators who monitor chats and comments on posts. These people all play a crucial role in creating and growing streams (Twitch, 2021). While very few kids will grow up to make money gaming or streaming, there are a plethora of careers in the gaming and e-sports world. Aside from being a gamer or content creator (streamer), careers in the gaming and e-sports industry include: video game designers, animators and artists, software developers, marketers, computer programmers, video editors, and community managers (PhillPott, 2019). Many necessary skills in other careers are also necessary in the gaming industry. Skills like accounting, marketing, being able to negotiate a contract, and various legal aspects all play an important role in the industry. If someone has the talent to become a professional gamer and streamer, having these skills will put them in the best position to succeed. For the vast majority who do not have the talent to be a professional gamer, but still have a passion for video games, the right skillset could still lead to a great career in the gaming industry. Connecting learning Educators have a great opportunity, an obligation even, to show students who are interested in gaming that there are many great career paths in the industry that will allow them
  5. 5 “EDUCATING ON A NEW AND GROWING FIELD” to do what they love. Not only that, educators can emphasize skills that can be transferred from the gaming industry to other fields, such as marketing, business, and graphic design. This opportunity also gives educators the ability to engage students who might not be interested in school. There are a ton of ways to make connections to business and finance in streaming and e-sports. Anyone who wants to make money live streaming needs to have a business model; it’s not as simple as just playing the game. A lack of basic business understanding will make it difficult or impossible to make money in the industry (Bland, 2017). Other risks include the possibility of getting locked into a bad contract or signing ownership of content to an outside agency. Twitch allows streamers and viewers to sign up for free; making money from advertisements, and receiving a portion of subscriptions. Streamers must become Twitch partners in order to receive money from subscriptions and advertisements. There are requirements to become a Twitch partner, including things like minimum required number of viewers and stream sessions. Business of Apps (2020) reports that a streamer must have at least 50 followers over the last month and have at least 500 total broadcast hours in order to become a partner, also that partners earn 50 percent of every five dollar subscription with the other half going to Twitch. Different streamers receive different portions of subscription money, and being able to understand how to get the best deal could lead to a much larger income. A basic understanding of law can be a huge help in the world of e-sports. Burk (2013) describes a “fundamental set of legal issues, integral to e-sports that concern the ownership and control of rights in player performances” (p. 1536). In other words there are legal issues
  6. 6 “EDUCATING ON A NEW AND GROWING FIELD” that can be immensely complex when all elements are factored in, such as ownership and control rights of a player's gameplay. While law classes may not be offered until later in education there are plenty of connections that can be made to e-sports. Designers and companies behind the games played are concerned with intellectual property rights and copyright laws, while streaming platforms and e-sports teams also have their own rules and contracts. Some professional gaming teams use contracts that revolve around online views, others use a “broadcast control model.” This means owners of teams are often responsible for financials and promoting the team. For those wanting to own a sports team, a strong understanding of finance, advertisement and promotion are usually necessary. E-sports could be used in the classroom as an example for these areas to make connections to the real-world. Zalaznick (2019) explains that there are already educators using curriculum which includes esports marketing, social media and event planning. Meaning that some teachers are already successfully beginning to add social media to curriculum to engage students. Any curriculum should make connections to the money side of the e-sports industry. A lesson on finance or marketing could easily incorporate an example from the industry. Bland (2021) explains that knowing how to market your stream in general is important, but is absolutely critical in the early stages where it can be very difficult to gain viewers. Streamers need to figure out what audience they are targeting and how to get that group’s attention. As an assignment, students could create a marketing plan for an emerging stream by choosing a game or type of stream they are interested in and creating a plan to identify its target market, and then attract viewers. To incorporate finance as well, students could create an affordable
  7. 7 “EDUCATING ON A NEW AND GROWING FIELD” budget that this stream would need to operate on as a way to understand the costs of streaming, and gain skills working with money. An article written by Kurkovsky (2009) looks into utilizing mobile game development as part of curriculum to engage students, and how it can be helpful in connecting computer-science to real world technology. Computer games “have been shown to be a successful learning tool by leveraging students’ enthusiasm towards computer games and their social relevance” (Kurvovsky, 2009, p. 1). In other words students need classroom activities they can relate to and many are interested in computer games. Including mobile game development in the curriculum engages students who like video games, and encourages creativity while learning about computer science, a rapidly growing field with many different opportunities. Mobile games are much easier to program compared to traditional game development making them a good starting point. Kurkovsky (2009) explains that this is because mobile games are simpler by nature compared to computer games. Students can learn about, and get first-hand experience with things like: computer networking, data structures, database management and more. These can all be useful in creating video games, but also show students other aspects of computer science they may eventually transition into. Kurvovsky (2009) does mention that some experience with Java is necessary, making it more relevant in early college coursework, or advanced placement high-school seniors, since younger students may not have had a chance to learn programming skills. These real-world connections to a rapidly growing industry will be more relatable to a generation that is so technologically focused. Appealing to student interests has been proven to increase learning (Ainley, 2006). When a student is interested and excited about learning, they
  8. 8 “EDUCATING ON A NEW AND GROWING FIELD” are more likely to set and achieve goals. A study on interest and motivation in learning by Ainley (2006) concluded that “Interest as the immediate reaction to a new learning task is an active state that involves feelings of arousal, alertness, attention and concentration and is a key variable in the motivation of learning” (p.399). What this means is there is an opportunity to engage students through video games or live streaming. An excited, motivated class will have much more academic success, and there is a video game out there for almost everyone. While most students play some form of video games, not all participate. For these students, projects and curriculum related to gaming might not create interest. Live streaming is used in many different fields, and does not have to involve e-sports at all. “Twitch has also become a place to share creative work (such as making cosplay items or art), cooking and “social eating” (where people simply broadcast eating a meal), and music (from practice sessions to full-scale concerts)” (Taylor, 2018, p.6). People live stream almost everything, so there is no reason a student couldn’t find something that interests them in the live streaming world. Therefore, teaching students the skills that apply to e-sports can benefit and engage even students who do not want to be directly involved in the industry. Many businesses are using live streaming sites like Twitch for tutorials and other business practices. For example Carmicheal (2020) mentions PSD underwear used influencer marketing by pairing with Ninja. PSD gave Ninja a bus, which he took to TwitchCon and showed off on a live-stream. Another example provided by Carmicheal (2020) is Wendy’s mascot live-streaming Animal Crossing on Twitch and as part of the stream reminding viewers they could get free delivery. These are just a couple examples of how companies leverage Twitch,
  9. 9 “EDUCATING ON A NEW AND GROWING FIELD” and it is in a student’s best interests to understand how these sites can be used to achieve different goals. In any form of live streaming, a lot of work and resources are necessary in production. Taylor says “the level of attention, labor, resources, and creativity that streamers put into their practice to take a game and make a production out of it that extends well beyond its formal properties is stunning” (Taylor, 2018, p.73). In other words It is common for streamers to use graphical overlays, green screens and other animations on their stream. A streamer must not only be able to play a game at a high level, but create quality content. According to Bland (2017) “​Custom badges and emoticons are all the rage and show super-fan status among viewers. These take some graphic design skill and money to create unique perks” (Production section, Para. 1). This means that technical skills and resources are important in streaming, these technical skills could be learned through a basic photography class and developed in more advanced graphic design courses. The next section will discuss e-sports opportunities at the collegiate level. College Opportunities More and more colleges have e-sports teams, with good funding and scholarships just like traditional sports teams. For some players, this could be a great way to help pay for college and gain experience in the industry. Again, only top players will get these opportunities. There are 175 schools that offer varsity e-sports and an additional 314 have club teams (E-sports Colleges, 2021). The National Association of Collegiate E-sports (NACE) governs college e-sports. The group has bylaws and a constitution, providing structure for schools and players. “​www.ncsasports.org/college-esports-scholarships” is a site that connects students with college
  10. 10 “EDUCATING ON A NEW AND GROWING FIELD” e-sports scholarship opportunities. Most scholarships are partial scholarships, and range from 500-8000 dollars. These scholarships can provide great opportunities for students to go to college and gain further skills to help in the professional world. College coaches will often recruit by watching top gaming tournaments and Twitch streams, but it can be difficult to find players. The point here is that there are established institutions that are providing scholarships and funding for students in e-sports. There are challenges and risks in having an e-sports team. “Recent stories from The New York Times, Wired, Insider and others have highlighted how pervasive sexism, racism, homophobia and other forms of discrimination are in online spaces” (Cote, 2020, para 5). It is not uncommon for players to trash talk one another either in game, or by sending messages back and forth. These interactions could be seen as cyber bullying by most institutions. Schools need to make it a priority to address these issues early on to ensure a positive experience for all students. Many competitive games are also violent. First-person shooter games such as Manhunt, Call of Duty, and Grand Theft Auto are extremely popular, but gory. Schools must figure out how to navigate these aspects of online gaming that likely go against some of their policies. Figuring out what will be tolerated, and what won’t can be difficult. Gaming culture has many toxic aspects, but this does create an opportunity to educate students on violence and cyberbullying, and create change. The world is becoming more accepting of diversity, the gaming community needs to head in that direction. Conclusion E-sports and video game live streaming have never been more popular, and the industry is showing no signs of slowing down. These fields present many opportunities to individuals
  11. 11 “EDUCATING ON A NEW AND GROWING FIELD” interested in video games, entertainment, broadcasting and much more. A variety of skills and abilities are needed in different parts of the gaming community. Connecting curriculum to live-streaming, e-sports, and gaming in general will engage students and create opportunities for them going forward, whether that be in college, a career, or both. Many topics in business, finance, marketing, and law are all applicable in both streaming and e-sports. Educators still need to be honest and realistic with students when they say they want to be professional gamers (just like when students say they want to be professional athletes). This does not mean saying it is impossible, or unrealistic, but instead encourage them to keep playing, while showing them how many career paths there are within the gaming industry. For those who are really interested in pursuing a career in e-sports there are coaches available, and most players who work directly with a coach see almost immediate improvement (Indy League Gaming, 2019). What is most important is that educators connect valuable skills to the gaming industry to engage students and put them in the best possible position to pursue a career of their dreams.
  12. 12 “EDUCATING ON A NEW AND GROWING FIELD” References Ainley, M. (2006). Connecting with learning: Motivation, affect and cognition in interest processes. ​Educational Psychology Review​ ​18​,​ ​391–405 . https://link.springer.com/article/10.1007/s10648-006-9033-0 Bland, D. J. (2021, January 21). ​What is the business model for a Twitch streamer?​ Medium. https://medium.com/precoil/what-is-the-business-model-for-a-twitch-streamer-f3b9e5 351666. Burk, D. (2013). Owning E-sports: Proprietary rights in professional computer Gaming. ​University of Pennsylvania Law Review,​ ​161​(6), 1535-1578. www.jstor.org/stable/23527812 Cote , A. (2020, August 21). ​Here's what it'll take to clean up esports' toxic culture​. The Conversation. https://theconversation.com/heres-what-itll-take-to-clean-up-esports-toxic-culture-143 520. Carmicheal, K. (2020, March 30). ​What is Twitch? How do brands use it?​ HubSpot Blog. https://blog.hubspot.com/marketing/twitch. Chapman, L. (2018, June 27). ​Salaries of pro gamers​. Work. https://work.chron.com/salaries-pro-gamers-26166.html.
  13. 13 “EDUCATING ON A NEW AND GROWING FIELD” “Esports Colleges.” ​Varsity esports | Find Colleges with Esports Teams​, www.ncsasports.org/college-esports-scholarships/varsity-esports​. Guide to building a moderaton team​. Twitch. (2021). https://help.twitch.tv/s/article/guide-to-building-a-moderation-team?language=en_US# :~:text=Moderators%20(also%20known%20as%20mods,appears%20next%20to%20their %20name. Investopedia. “​How Twitch.tv works and its business model​.” ​Investopedia​, Investopedia, 1 May 2020, www.investopedia.com/articles/investing/082115/how-twitchtv-works-and- its-business-model.asp. Indy League Gaming. (2019, July 25). ​Why amateur esports players are paying for professional coache​s. https://medium.com/@indy_gaming_league/why-amateur-esports-players-are-paying-f or-professional-coaches-c691fc5f094b. Kaytoue, Mehdi. “Watch Me Playing, I Am a Professional: a First Study on Video Game Live Streaming.” ​MSND 12' Workshop ​, 16 Apr. 2012,dl.acm.org/doi/pdf/10.1145/2187980.2188259. Kurkovsky, S. (2009). ​Engaging students through mobile game development​. Retrieved from https://www.researchgate.net/publication/221536878_Engaging_students_through_m obile_game_development
  14. 14 “EDUCATING ON A NEW AND GROWING FIELD” Lynkova, Darina. “​49 Video game statistics [click the ‘start’ button]​ .” ​Review42​, 19 May 2020, review42.com/video-game-statistics/. Phillpott, S. (2019, January 5). ​The 10 best careers in the video games industry​. CareerAddict. https://www.careeraddict.com/video-game-careers. Taylor, T. L. ​Watch Me Play Twitch and the Rise of Game Live Streaming​. Princeton University Press, 2018. Twitch affiliate partner program​. Business of Apps. (2020, December 21). https://www.businessofapps.com/affiliate/twitch/#:~:text=Twitch's%20affiliate%20prog ram%20offers%20individuals,to%20earn%20revenue%2C%20while%20streaming.&amp ;text=A%20Twitch%20Partner%20receives%20many,to%20subscribe%20to%20their%20 channels. Video Game Industry Statistics, Trends and Data - 2020 & 2021. (2021, January 13). Retrieved January 21, 2021, from https://www.wepc.com/news/video-game-statistics/ Willingham, AJ. “​What Is esports? A look at an explosive billion-dollar industry​.” ​CNN​, Cable News Network, 27 Aug. 2018, www.cnn.com/2018/08/27/us/esports-what-is-video- game-professional-league-madden-trnd/index.html. Zalaznick, M. (2019, November 21). ​How an esports curriculum accelerates achievement​. District Administration. https://districtadministration.com/esports-curriculum-power-video-games-and-educati on-in-the-classroom/.
  15. 15 “EDUCATING ON A NEW AND GROWING FIELD” “​2018 video game Industry statistics, trends & data - The ultimate list​.” ​WePC.com​, 12 Mar. 2020, www.wepc.com/news/video-game-statistics/.
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