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International Journal of Esports
The course would integrate esports into tourism education. The argument rests on hybrid online and in-person esports events.
This analysis investigates the strategic integration of an "Esports Fundamentals" course into existing tourism education curricula, specifically at Kyoto University of Foreign Studies. The core thesis posits that such a course is timely and valuable for preparing students for the burgeoning esports tourism sector, driven by student interest in game-based and technology-driven tourism experiences. The study's scope focuses on undergraduate tourism programs in Japan, drawing insights from student feedback and performance in related courses between 2021 and 2024.
Key findings indicate a strong student proficiency in applying game design principles to tourism contexts and a belief in the career relevance of these skills. However, survey data from the "Game Based Tourism" course revealed a consistent, albeit moderate, decline in student satisfaction and perceived usefulness from 2021 to 2024, contrasting with the more stable ratings of the "MICE Tourism" course. This suggests potential challenges in curriculum maturity or industry alignment within the game-based tourism offering. The introduction of AI tools in 2024 further complicated student engagement, with some using AI for content summarization, potentially impacting direct learning and perceived usefulness.
Despite these challenges, student testimonials underscored the value of practical application, such as creating location-based augmented reality games. The proposed "Esports Fundamentals" course aims to address current industry trends and student interest by covering global esports business models, event design, streaming, and management. This initiative seeks to bridge the gap between academic offerings and the evolving demands of the tourism industry, preparing students for careers in an emerging, technology-driven sector. The analysis acknowledges limitations, including a small sample size and reliance on self-reported data.
European Conference on Games Based Learning (ECGBL) · 2024
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