Student Marketing and Streaming Experiences with Esports
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| Title: | Student Marketing and Streaming Experiences with Esports |
|---|---|
| Language: | English |
| Authors: | Kostas Karadakis (ORCID |
| 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 |
| FullText | Text: Availability: 0 |
|---|---|
| Header | DbId: eric DbLabel: ERIC An: EJ1484034 AccessLevel: 3 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Student Marketing and Streaming Experiences with Esports – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Kostas+Karadakis%22">Kostas Karadakis</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0002-7634-0904">0000-0002-7634-0904</externalLink>)<br /><searchLink fieldCode="AR" term="%22Trevor+Bopp%22">Trevor Bopp</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0002-6320-6028">0000-0002-6320-6028</externalLink>)<br /><searchLink fieldCode="AR" term="%22Matthew+Walker%22">Matthew Walker</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0002-3080-0530">0000-0002-3080-0530</externalLink>) – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22Sport+Management+Education+Journal%22"><i>Sport Management Education Journal</i></searchLink>. 2025 19(2):129-139. – Name: Avail Label: Availability Group: Avail Data: 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 – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 11 – Name: DatePubCY Label: Publication Date Group: Date Data: 2025 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Journal Articles<br />Reports - Research – Name: Audience Label: Education Level Group: Audnce Data: <searchLink fieldCode="EL" term="%22Higher+Education%22">Higher Education</searchLink><br /><searchLink fieldCode="EL" term="%22Postsecondary+Education%22">Postsecondary Education</searchLink> – Name: Subject Label: Descriptors Group: Su Data: <searchLink fieldCode="DE" term="%22Experiential+Learning%22">Experiential Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Athletics%22">Athletics</searchLink><br /><searchLink fieldCode="DE" term="%22Electronic+Learning%22">Electronic Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Internet%22">Internet</searchLink><br /><searchLink fieldCode="DE" term="%22Marketing%22">Marketing</searchLink><br /><searchLink fieldCode="DE" term="%22Social+Media%22">Social Media</searchLink><br /><searchLink fieldCode="DE" term="%22Problem+Solving%22">Problem Solving</searchLink><br /><searchLink fieldCode="DE" term="%22Transfer+of+Training%22">Transfer of Training</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Attitudes%22">Student Attitudes</searchLink><br /><searchLink fieldCode="DE" term="%22College+Students%22">College Students</searchLink> – Name: DOI Label: DOI Group: ID Data: 10.1123/smej.2024-0016 – Name: ISSN Label: ISSN Group: ISSN Data: 1938-6974<br />2163-2367 – Name: Abstract Label: Abstract Group: Ab Data: 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. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2025 – Name: AN Label: Accession Number Group: ID Data: EJ1484034 |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1484034 |
| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.1123/smej.2024-0016 Languages: – Text: English PhysicalDescription: Pagination: PageCount: 11 StartPage: 129 Subjects: – SubjectFull: Experiential Learning Type: general – SubjectFull: Athletics Type: general – SubjectFull: Electronic Learning Type: general – SubjectFull: Internet Type: general – SubjectFull: Marketing Type: general – SubjectFull: Social Media Type: general – SubjectFull: Problem Solving Type: general – SubjectFull: Transfer of Training Type: general – SubjectFull: Student Attitudes Type: general – SubjectFull: College Students Type: general Titles: – TitleFull: Student Marketing and Streaming Experiences with Esports Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Kostas Karadakis – PersonEntity: Name: NameFull: Trevor Bopp – PersonEntity: Name: NameFull: Matthew Walker IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 01 Type: published Y: 2025 Identifiers: – Type: issn-print Value: 1938-6974 – Type: issn-electronic Value: 2163-2367 Numbering: – Type: volume Value: 19 – Type: issue Value: 2 Titles: – TitleFull: Sport Management Education Journal Type: main |
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