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European Conference on Games Based Learning (ECGBL)
The paper cites Statista projections of roughly 318 million esports participants and 322.7 million viewers by 2025.
This paper by Baxter, Hainey, and Williams from the University of the West of Scotland argues that competitive esports gameplay can cultivate graduate attributes and employability skills, and that this potential remains under-examined through the lens of established learning theories. The authors review major esports genres, including fighting games, first-person shooters, real-time strategy, sports titles, and multiplayer online battle arenas, and map their mechanics onto skills such as teamwork, communication, strategic planning, and problem-solving. Supporting evidence includes research by Reynaldo et al. (2021), which found that real-time strategy players outperformed first-person shooter players on cognitive flexibility, alongside Statista projections of roughly 318 million esports participants and 322.7 million viewers by 2025.
The central contribution is a theoretical conceptual model in which five learning theories, namely experiential learning, social learning, constructivism, social constructivism, and connectivism, are proposed as natural underpinnings of competitive play. Within this framework, the authors link self-determination theory to specific esports genres and present a summary table and interrelationship figure to show how these theories could account for the development of decision-making, teamwork, and strategic thinking. The authors are explicit that the model is preliminary and lacks empirical validation, and they identify a planned mixed-methods study and systematic literature review as necessary next steps.
The paper's evidence base draws on sports science, education theory, and esports business research, reflecting its interdisciplinary scope. Its geographic focus is not specified in the reviewed material, and its treatment of the esports industry is largely contextual, centered on audience growth rather than detailed market analysis. Overall, the work positions esports as a promising but under-researched context for transferable skill development, offering a conceptual foundation for future empirical testing rather than conclusive findings.
European Conference on Games Based Learning (ECGBL) · 2024