Student Marketing and Streaming Experiences with Esports

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Bibliographic Details
Title: Student Marketing and Streaming Experiences with Esports
Language: English
Authors: Kostas Karadakis (ORCID 0000-0002-7634-0904), Trevor Bopp (ORCID 0000-0002-6320-6028), Matthew Walker (ORCID 0000-0002-3080-0530)
Source: Sport Management Education Journal. 2025 19(2):129-139.
Availability: Human Kinetics, Inc. 1607 North Market Street, Champaign, IL 61820. Tel: 800-474-4457; Fax: 217-351-1549; e-mail: info@hkusa.com; Web site: https://journals.humankinetics.com/view/journals/smej/smej-overview.xml
Peer Reviewed: Y
Page Count: 11
Publication Date: 2025
Document Type: Journal Articles
Reports - Research
Education Level: Higher Education
Postsecondary Education
Descriptors: Experiential Learning, Athletics, Electronic Learning, Internet, Marketing, Social Media, Problem Solving, Transfer of Training, Student Attitudes, College Students
DOI: 10.1123/smej.2024-0016
ISSN: 1938-6974
2163-2367
Abstract: The esport industry is an ever-evolving field for which students must have industry-specific skills and knowledge if they intend to secure career opportunities. Scholarly curricula and the associated experiential conduits are essential to the acquisition and development of such skills among students. The purpose of this study was to better understand skill and knowledge attainment via student experiences in an applied, experiential esports assignment. Applying Kolb's experiential learning theory, students were given an assignment for which they would create, market, and stream 30 min of esport content, as well as critically reflect on their experiences. A thematic analysis of 152 journals revealed five educational themes: (a) streaming fundamentals, (b) social media marketing and promotion, (c) problem solving, (d) transferable skills, and (e) application of course materials. Through these themes, we elucidate the practical experiences, applicable learning, and prospective industry value of the experiential-learning-theory-based class intervention. In doing so, we provide evidence-based recommendations for the instructional implementation of esport and gaming in the classroom and considerations for future pedagogical development of such learning technologies and practices.
Abstractor: As Provided
Entry Date: 2025
Accession Number: EJ1484034
Database: ERIC
Description
Abstract:The esport industry is an ever-evolving field for which students must have industry-specific skills and knowledge if they intend to secure career opportunities. Scholarly curricula and the associated experiential conduits are essential to the acquisition and development of such skills among students. The purpose of this study was to better understand skill and knowledge attainment via student experiences in an applied, experiential esports assignment. Applying Kolb's experiential learning theory, students were given an assignment for which they would create, market, and stream 30 min of esport content, as well as critically reflect on their experiences. A thematic analysis of 152 journals revealed five educational themes: (a) streaming fundamentals, (b) social media marketing and promotion, (c) problem solving, (d) transferable skills, and (e) application of course materials. Through these themes, we elucidate the practical experiences, applicable learning, and prospective industry value of the experiential-learning-theory-based class intervention. In doing so, we provide evidence-based recommendations for the instructional implementation of esport and gaming in the classroom and considerations for future pedagogical development of such learning technologies and practices.
ISSN:1938-6974
2163-2367
DOI:10.1123/smej.2024-0016