Index

Matthew Harrison (University of Melbourne, Australia)
Jess Rowlings (University of Melbourne, Australia)
Daniel Aivaliotis-Martinez (The FUSE Cup, Australia)

Press B to Belong

ISBN: 978-1-80455-927-7, eISBN: 978-1-80455-926-0

Publication date: 26 July 2024

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