Index
Matthew Harrison
(University of Melbourne, Australia)
Jess Rowlings
(University of Melbourne, Australia)
Daniel Aivaliotis-Martinez
(The FUSE Cup, Australia)
This content is currently only available as a PDF
Citation
Harrison, M., Rowlings, J. and Aivaliotis-Martinez, D. (2024), "Index", Press B to Belong, Emerald Publishing Limited, Leeds, pp. 169-174. https://doi.org/10.1108/978-1-80455-926-020241013
Publisher
:Emerald Publishing Limited
Copyright © 2024 Matthew Harrison, Jess Rowlings and Daniel Aivaliotis-Martinez. Published under exclusive licence by Emerald Publishing Limited
INDEX
AbleGamers
, 84
Aboriginal and Torres Strait Islander people
, 95
Acceptance
, 33
Accessibility
, 31–32
Accommodations as universal human rights
, 82
Active screen time
, 132
Adapting
, 33
Adaptive controllers
, 84–85
Adjustable furniture
, 87–88
Amaze
, 72
Animal Crossing
, 52–53
Animal Crossing: New Horizons
, 60, 94–95
Artificial intelligence (AI)
, 114
Atari 2600
, 1
Attention deficit hyperactivity disorder (ADHD)
, 10–11, 20, 65, 67–68
Australia
, 8, 24, 95
Australian Open
, 1–2
Autcraft
, 5–6
Autism
, 65–67
Autistic identity
, 130
Autonomy
, 32
Belonging
, 30–31
‘Big Mac’ buttons
, 89
Body-sensitive pads
, 84–85
Broken Roads
, 96
Bullying in schools
, 24–25
Case study
, 7–8, 44, 47, 72, 75, 88–89, 100, 104, 117, 119
‘Casual' games/gamers
, 3
Cheat code
, 2, 7, 15, 66, 81–82, 110
Children’s psychosocial well-being
, 129
Chivalry 2
, 94
Cisco WebEx
, 114
Civilisation 6
, 85
Cloud gaming
, 1–2
Clover Studios
, 99
Clumsy child syndrome
, 81–82
Cognitive development
, 25–26
Collaborative teamwork
, 8–9, 73
Collegiate esports, risks and rewards of
, 131
Colonisation
, 95–96
Columbine High School shooting
, 125
Communication
, 93
cards
, 73–74
Community
, 93, 96, 98
mentoring within
, 112–114
of practice
, 115
Community Hub
, 111–112
Competition
, 44
Competitive gaming
, 2–3, 54–55, 111
Competitive video gaming
, 1–2
Console games
, 3
Constructive communication
, 9
Conventional controllers
, 2–3
Cosy gaming
, 52–53
Counter-Strike:Global Offensive (CS:GO) circuit
, 58
COVID-19
, 6–7, 26, 52–53, 59, 114, 123
Creation of communities
, 28–29
Creativity
, 13–14, 67–68
Cultural assimilation
, 26
Cultural disconnect
, 26–27
Cultural dissonance
, 26
Cultural diversity in semi-virtual teams
, 100
Cultural understanding
, 93
Dan
, 12–13
Dark Souls
, 11
Decolonisation
, 22
Digital Australia
, 3
Direct messages (DMs)
, 13
Disability
, 21–22, 79
Discord
, 114
Diversity and inclusivity
, 5
Doom
, 123
Dota2
, 4, 95
Dots per linear inc (DPI)
, 83
DragonBear Studios
, 95–96
Drop Bear Bytes
, 96
Dysgraphia
, 68–69
Dyslexia
, 65, 68
Dyspraxia of childhood
, 81–82
Economic disadvantage
, 19
Economic inequality in Esports
, 38–44
avoiding microtransaction madness
, 39–40
big gaming rigs with big price points
, 41
broadcasting and video-editing hardware and software
, 40
competition and travel
, 44
costs
, 39–40
managing cost of staffing and ongoing professional development
, 42–43
physical esports spaces on budget
, 43
purchasing games
, 39
Educators
, 146–147
English Premier League
, 1–2
Esports
, 1–2, 6, 8–9, 37, 51, 93
adapting frameworks to esports communities
, 33
challenges of economic inequality in
, 38–44
controversy
, 5
framework for inclusion in
, 27–33
Mushroom Kingdom High School
, 44–47
program
, 7–8
recommendations
, 61
researching
, 9–13
socio-economic disadvantage in esports program
, 47
tournaments
, 2–3
Ethnicity and cultural background
, 22
Eurocentric bias
, 22
Everyone Can Play framework
, 80
Everyone Can Play Inclusive Esports Framework
, 17, 33–34, 36
Experience points (XP)
, 123
F1 Esports Series
, 58
Familiarity
, 84–85
Farming Simulator
, 46
Female gamers
challenging stereotypes of
, 54–56
current challenges
, 56–57
systems of support empowering
, 57–58
Female-identifying players
, 56
Fête 1 tournaments
, 5
Fête 2 tournaments
, 5
FIFA/EA FC
, 13
Final Cut Pro
, 40
Fine motor skills
, 81
First Nations cultures
, 93
Foot pedals
, 84–85
Fortnite
, 145–146
Foundational knowledge of esports
, 42
Framework
, 27–33
Freemium games
, 1–2
‘From little things big things grow’
, 115–116
FUSE Cup, The
, 8, 59
Game development
, 3
GameChanger Girls
, 7–8
Gameplan
, 115
Gamer girl
, 57
Games
, 93
Gaming
, 1, 6, 51, 58, 65, 79, 93
colonisation
, 95–96
communities as spaces for neurodivergent players
, 69–72
historical representations of females in
, 53–54
as transcultural phenomenon
, 94–95
Gender
, 51–58
diversity
, 74
gender-based toxicity
, 51
identity
, 19–20
Geographical isolation, strategies to minimise
, 111–117
#GGFORALL initiative
, 58–59
Girl gamer
, 57
Google
, 1–2
Gran Turismo 7
, 39, 141
Grand Theft Auto
, 123–124
Gross and fine motor needs
, 81–82
Gross motor skills
, 81
Health points (HP)
, 123
Healthy video gaming
, 72
Hearthstone
, 144
Height-adjustable desks
, 87
High School Esports League
, 146
Hyper magazine
, 10
Hyrule College
, 59–61
Identity
, 18–24
Inclusion
, 17–18
adapting frameworks to esports communities
, 33
challenges
, 24–27
different levels
, 27–29
framework for inclusion in esports
, 27–33
keys to
, 29–33
labels of identity and differing priorities
, 18–24
Inclusion
, 82–83
Inclusive education
, 22
Inclusive esports program
educators
, 146–147
games
, 133–146
school esports
, 125–132
systems
, 133
Indigenous
, 23
INDIGINERD
, 97–98
Individual needs
, 28
Individualised support
, 28
Innchanted
, 95–96
Interaction
, 31
Intersectionality within school communities
, 23
Intimidation factor
, 85
Involvement
, 32–33
Jess
, 109
Just Dance series
, 46, 81, 137
Labels of identity
, 18–24
Last of Us Part II, The
, 54
League of Legends
, 2–3, 39–40, 69, 83, 100, 129, 142
Legend of Zelda: Ocarina of Time, The
, 53
Legend of Zelda: Twilight Princess, The
, 86–87
Level 1–1
, 28
Level B
, 28
Level C
, 28
Level D
, 28–29
Level playing field
, 116
Levels
, 27–29
Life skills
, 9
Loneliness
, 25–26
M5 World Championship
, 2–3
Making decisions
, 32
Marginalisation
, 109
Mario
, 13
Mario Kart 8 Deluxe
, 46, 138
Mass Effect Legendary Edition
, 54
Massively multiplayer online games (MMO games)
, 55
Matt
, 11–12
Meaning context
, 31
#MeToo movement
, 17–18
Metroid series
, 53–54
Metropolitan areas
, 110
Minecraft
, 5–8, 60, 88–89, 139
Minecraft Education Edition
, 88–89
Minor neurological dysfunction
, 81–82
Motion controls
, 86–87
Motu Ta’e’iloa
, 97
Mouse and keyboard selection
, 83–84
Multi-tiered systems of support (MTSS)
, 23–24
Multicultural esports team study
, 100
Multiculturalism
and cultural issues in online gaming communities
, 98
recommendations for celebrating multiculturalism through esports
, 104
Multiplayer online battle arena (MOBA)
, 9
Mushroom Kingdom High School
, 44–47
Neurodivergent players
, 65
challenges experienced in gaming communities
, 70–72
gaming communities as spaces for
, 69–72
Neurodivergent students
, 20, 65
Neurodivergent-inclusive esports program
, 75
Neurodiversity
, 20, 65–66, 69
ADHD
, 67–68
autism
, 66–67
conditions
, 68–69
dyslexia
, 68
Neurological conditions
, 65
Neurological differences
, 20
New Zealand
, 7–8
Next Level Collaboration Gaming Group
, 72, 75
Nintendo Entertainment System
, 1, 11
Nintendo Tournament Guidelines
, 133
Nintendo Wii U gamepad
, 86
Non-male players
, 51
OBS Studio
, 40
Ocarina of Time
, 53
Occupational skills
, 9
Occupational therapists (OTs)
, 87
Ōkami
, 99
Omerta
, 98
Online community users
, 71
Online play
, 94
Online professional learning
, 115
Online toxicity as violence in esports
, 129
Open literacy
, 79
Organisation for Economic Co-operation and Development (OECD)
, 7
Overwatch 2
, 39–40, 46, 140
Pac-Man
, 1, 5
Pallet Town Primary
, 100–104
Participation
, 12
Participation Model
, 29–30
Passive screen time
, 132
PC
, 41, 83
Peer–peer relationships
, 131
Physical abilities
, 80–88
Physical accessibility
, 31
Physical disability
, 81
Physical esports spaces on budget
, 43
Physical needs
, 79, 89
Play as force for cultural understanding and harmony
, 99–100
Play games
, 83–87
adaptive controllers
, 84–85
adjustable furniture
, 87–88
harnessing affordances of touchscreens
, 85–86
motion controls
, 86–87
mouse and keyboard selection
, 83–84
PlayStation 5
, 41
Player agency
, 82–83
Player voice
, 82–83
PlayStation
, 10–11
PlayStation 2 (PS2)
, 10
Pokémon Series
, 136
Power Gloves
, 2–3
Problem-solving skills
, 38–39
Professional associations
, 42–43
Professional development for educators
, 43
Professional sports organisations
, 1–2
Queer
, 18
Race
, 22
Radicalisation through toxic gaming communities
, 98–99
Rainbow Six series
, 46
‘Real' Gamer
, 3
Real-time strategy (RTS)
, 9
Reddit
, 99
Regional areas
, 110
Regional esports programs
, 119
Remote areas
, 110
Remote esports programs
, 119
Research power-up
, 9, 16, 24, 128
Researching esports
, 9–13
gaming for connection
, 11–12
gaming for engagement
, 12–13
special interest to professional pathway
, 10–11
Resident Evil
, 13
Rocket League
, 46, 135–136
Rural areas
, 110
Rural esports programs
, 119
Safe spaces
, 5–6
Salamanca Statement 1994
, 22
Sandover Special Development School (SDS)
, 88–89
School communities
, 6–9
School context
, 20
School esports
, 125–132
in Australia
, 7–8
programs
, 80
screen time
, 132
social isolation and gaming
, 129–130
violence in games
, 125–128
School systems
, 6–9
esports
, 8–9
school esports in Australia
, 7–8
Science, technology, engineering and mathematics (STEM)
, 7–8
Screen time
, 132
Sega Master System
, 11
Self-regulation
, 67
Sense of belonging
, 7
Side Quest
, 6, 16, 96
Sims, The
, 52–53
Smartphones
, 1–2
Smash Sisters
, 5
Social activity
, 13
Social dynamics
, 18
Social inclusion
, 20
shifting conversation to
, 23–24
Social isolation
, 25–26
and gaming
, 129–130
Socio-communicative interaction
, 31
Socio-economic disadvantage in esports program
, 47
Socio-economic status
, 19
Starcraft
, 83
Stardew Valley
, 52–53
Story of the Old Man Who Made Withered Trees to Flower, The
, 99
Storytelling
, 95
Strategic thinking
, 38–39
Streaming platforms
, 114
Street Fighter IV
, 86
Student involvement
, 32–33
Super Mario Bros
, 53
Super Smash Bros
, 5, 39, 46, 143
Super Smash Bros. Ultimate
, 39, 46
Teacher
, 12, 27
Teamwork
, 38–39
Teengers/young adults
, 3
Telecommunications infrastructure
, 116
Tilting monitors
, 87
Touchscreens, harnessing affordances of
, 85–86
Tourette’s syndrome
, 20
Tournament fees
, 44
Travel
, 44
Trolls
, 6
Twitch
, 1–2
21st century skills
, 9
United Nations Convention on the Rights of Persons with Disabilities
, 22
United States (US) National Basketball Association
, 1–2
NBA 2K games
, 1–2
2K
, 2
Universal support
, 28
Untitled Goose Game
, 46
Upskilling school technicians
, 42
Valorant
, 46
Video games
, 3, 53
demographics
, 52–53
Video gaming
, 129
Violence in games
, 125–128
Viridian City School
, 100–104
Wellness
, 8–9
Where in the world is Carmen San Diego?
, 12–13
Xbox
, 10–11
Xbox Series X
, 41
XSplit
, 40
YellowCraft program
, 130
YouTube
, 1–2
Zebes College
, 117–119
Zelda
, 11–12, 53, 60
- 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