About the Authors
Citation
Harrison, M., Rowlings, J. and Aivaliotis-Martinez, D. (2024), "About the Authors", Press B to Belong, Emerald Publishing Limited, Leeds, pp. 149-149. https://doi.org/10.1108/978-1-80455-926-020241012
Publisher
:Emerald Publishing Limited
Copyright © 2024 Matthew Harrison, Jess Rowlings and Daniel Aivaliotis-Martinez. Published under exclusive licence by Emerald Publishing Limited
Dr Matthew Harrison is an experienced teacher, researcher and digital creator with a passion for utilising technology to enhance social capacity building, belonging and inclusion in education. He has taught in Australia, South Korea and the United Kingdom at primary, secondary and tertiary levels. Matthew is currently a member of the Learning Intervention team and is the co-leader of the Neurodiversity Project at the University of Melbourne. His favourite game is Donkey Kong Country 2 (SNES), and his favourite console is the Sega Saturn.
Jess Rowlings is a qualified speech and language pathologist and a researcher at the University of Melbourne who specialises in the design and analysis of video game–based intervention to build social capacity in neurodivergent children. Jess is also the co-founder and CEO of Next Level Collaboration, a social enterprise that runs strength-based programs supporting collaborative skill development and social connection for neurodivergent children using cooperative video games. Jess' work is informed by her lived experiences of autism and ADHD, along with her personal lifelong love of gaming.
Daniel Aivaliotis-Martinez is an experienced educational leader with a diverse and vast experience integrating digital technologies and pedagogies in schools across the world. He now focuses on how schools can leverage esports as a mechanism for improving positive gaming habits while also developing the digital well-being of their students. Through The FUSE Cup, Dan highlights the social and community benefits of establishing esports competitions within educational settings and how this plays a role in improving student academic, social and emotional development.
- Prelims
- 1 Why Do Esports Present a Unique Opportunity for Building Inclusive Communities?
- 2 Everyone Can Play
- 3 Creating Esports Programs That Overcome Socio-Economic Disadvantage
- 4 Breaking Down Gender Barriers
- 5 Supporting Neurodivergent Players
- 6 Adapting Play for Diverse Physical Needs
- 7 Celebrating Multiculturalism Through Esports
- 8 Supporting Regional, Rural and Remote Players
- 9 Taking the Next Steps in Establishing Your Inclusive Esports Program
- About the Authors
- References
- Index