Perceived Impact of Collegiate Esports on Students and the College

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Bibliographic Details
Title: Perceived Impact of Collegiate Esports on Students and the College
Language: English
Authors: Christopher D. Terranova
Source: ProQuest LLC. 2022Ed.D. Dissertation, Wilmington University (Delaware).
Availability: ProQuest LLC. 789 East Eisenhower Parkway, P.O. Box 1346, Ann Arbor, MI 48106. Tel: 800-521-0600; Web site: http://www.proquest.com/en-US/products/dissertations/individuals.shtml
Peer Reviewed: N
Page Count: 150
Publication Date: 2022
Document Type: Dissertations/Theses - Doctoral Dissertations
Education Level: Higher Education
Postsecondary Education
Descriptors: Higher Education, Video Games, School Recreational Programs, Extracurricular Activities, Student Attitudes, Administrator Attitudes, School Attitudes, Competition, Leadership Qualities, School Holding Power
ISBN: 979-88-340-6822-8
Abstract: Over the last decade, the advancement of competitive collegiate esports has shown that there can be new and innovative ways for students to represent their schools competitively, earn scholarships, and make a living after college - all through "gaming." It is currently unknown whether college students and administration perceive collegiate esports as impacting the students or the institution itself. It is also unknown whether students perceive collegiate esports as impacting their development related to leadership abilities, academic achievements, self-improvement, and socialization skills. Furthermore, it is unknown whether college and university administrators perceive collegiate esports programs as impacting retention, inclusion, and recruitment opportunities. A cross-sectional mixed methods research design was employed to answer several research questions about the perceived impact of collegiate esports on colleges, universities, and students. The survey instrument design included a 20-question 5-point Likert scale designed to reflect students' perceptions of participating in esports and a series of interview questions to reflect administrators' perceptions regarding the impact that esports has had on the students and the institution. The findings from this research show that students who participate in esports are more inclined to do better academically and improve leadership, self-improvement, and socialization skills. The results also show that a college organization with esports programs increases student retention, academic and professional motivation, and success. [The dissertation citations contained here are published with the permission of ProQuest LLC. Further reproduction is prohibited without permission. Copies of dissertations may be obtained by Telephone (800) 1-800-521-0600. Web page: http://www.proquest.com/en-US/products/dissertations/individuals.shtml.]
Abstractor: As Provided
Entry Date: 2024
Access URL: https://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqm&rft_dat=xri:pqdiss:29256696
Accession Number: ED646206
Database: ERIC
Description
Abstract:Over the last decade, the advancement of competitive collegiate esports has shown that there can be new and innovative ways for students to represent their schools competitively, earn scholarships, and make a living after college - all through "gaming." It is currently unknown whether college students and administration perceive collegiate esports as impacting the students or the institution itself. It is also unknown whether students perceive collegiate esports as impacting their development related to leadership abilities, academic achievements, self-improvement, and socialization skills. Furthermore, it is unknown whether college and university administrators perceive collegiate esports programs as impacting retention, inclusion, and recruitment opportunities. A cross-sectional mixed methods research design was employed to answer several research questions about the perceived impact of collegiate esports on colleges, universities, and students. The survey instrument design included a 20-question 5-point Likert scale designed to reflect students' perceptions of participating in esports and a series of interview questions to reflect administrators' perceptions regarding the impact that esports has had on the students and the institution. The findings from this research show that students who participate in esports are more inclined to do better academically and improve leadership, self-improvement, and socialization skills. The results also show that a college organization with esports programs increases student retention, academic and professional motivation, and success. [The dissertation citations contained here are published with the permission of ProQuest LLC. Further reproduction is prohibited without permission. Copies of dissertations may be obtained by Telephone (800) 1-800-521-0600. Web page: http://www.proquest.com/en-US/products/dissertations/individuals.shtml.]
ISBN:979-88-340-6822-8