Prelims

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

Citation

Harrison, M., Rowlings, J. and Aivaliotis-Martinez, D. (2024), "Prelims", Press B to Belong, Emerald Publishing Limited, Leeds, pp. i-xvii. https://doi.org/10.1108/978-1-80455-926-020241014

Publisher

:

Emerald Publishing Limited

Copyright © 2024 Matthew Harrison, Jess Rowlings and Daniel Aivaliotis-Martinez. Published under exclusive licence by Emerald Publishing Limited


Half Title Page

Press B to Belong

Title Page

Press B to Belong

Using Esports to Promote Inclusive School Communities

By

Matthew Harrison

University of Melbourne, Australia

Jess Rowlings

University of Melbourne, Australia

And

Daniel Aivaliotis-Martinez

The FUSE Cup, Australia

United Kingdom – North America – Japan – India – Malaysia – China

Copyright Page

Emerald Publishing Limited

Emerald Publishing, Floor 5, Northspring, 21-23 Wellington Street, Leeds LS1 4DL

First edition 2024

Copyright © 2024 Matthew Harrison, Jess Rowlings and Daniel Aivaliotis-Martinez.

Published under exclusive licence by Emerald Publishing Limited.

Reprints and permissions service

Contact: www.copyright.com

No part of this book may be reproduced, stored in a retrieval system, transmitted in any form or by any means electronic, mechanical, photocopying, recording or otherwise without either the prior written permission of the publisher or a licence permitting restricted copying issued in the UK by The Copyright Licensing Agency and in the USA by The Copyright Clearance Center. Any opinions expressed in the chapters are those of the authors. Whilst Emerald makes every effort to ensure the quality and accuracy of its content, Emerald makes no representation implied or otherwise, as to the chapters' suitability and application and disclaims any warranties, express or implied, to their use.

British Library Cataloguing in Publication Data

A catalogue record for this book is available from the British Library

ISBN: 978-1-80455-927-7 (Print)

ISBN: 978-1-80455-926-0 (Online)

ISBN: 978-1-80455-928-4 (Epub)

Dedication

This book is dedicated to the teachers and students in esports and to everyone who needs a safe space where they belong. You are the reason we get out of bed in the morning.

List of Figures and Tables

Figures
Fig. 1. Australian Gamers by Gender, Represented by Falling Blocks. 4
Fig. 2. A Gamified Representation of Exclusion, Segregation, Integration and Inclusion. 21
Fig. 3. Four Levels of Inclusion. 29
Fig. 4. A Photo From the International Olympic Committee's Esports Trial in Singapore in 2023. 38
Fig. 5. Female-Only Esports Tournaments in Traditionally Gendered Genres, Such as Fighting Games, Are Becoming More Popular. 52
Fig. 6. A Next Level Collaboration Structured Gaming Group in Action. 73
Fig. 7. Gamers With Physical Access Needs Are Gamers. 80
Fig. 8. Mario Kart Competitions Have Become a Way for Students From Different Cultural Communities to Come Together Around a Shared Interest. 101
Fig. 9. An Online Mentoring Program With Geographically Dispersed Players. 113
Fig. 10. Shared Gaming Experiences Can Build Connections Between All School Community Members (Including School Pets). 124

Tables
Table 1. The Everyone Can Play Inclusive Esports Framework. 34
Table 2. Recommendations to Address Economic Inequality and Disadvantage in Your School Community. 48
Table 3. Recommendations to Run an Esports Program That Supports Female Players. 62
Table 4. Recommendations to Run a Neurodivergent-Inclusive Esports Program. 76
Table 5. Recommendations for Including Players With Diverse Physical Needs. 90
Table 6. Recommendations for Celebrating Multiculturalism Through Esports. 105
Table 7. Recommendations for Supporting Regional, Rural and Remote Esports Programs. 120
Table 8. A Mapping of Game Rating Systems in Three Regions/Countries. 126
Table 9. Introducing the Most Popular Systems for School-Based Esports Programs. 134

Foreword

In introducing this book and its central themes, we are fortunate to have two transformative global leaders setting the scene in describing inclusive education and esports. Pasi Sahlberg is a Finnish education expert, renowned author and is currently a Professor at the University of Melbourne Faculty of Education. He has an established reputation as a global leader in education policy and innovation, having served as a Professor of practice at Harvard University and as the Director General at the Ministry of Education in Finland. Duane Mutu is the Founder and Director of Let’s Play Live Media and an innovator in the New Zealand esports scene. He has long been a leading voice in expanding esports and ensuring that our gaming communities welcome all players. In introducing this book, Pasi and Duane bring differing but complementary emphasises on why school-based esports programs are so important in creating the conditions for a more inclusive society.

The Need for Inclusion and Student Voice in Our Schools by Professor Pasi Sahlberg

As we delve deeper into the state of current educational institutions, two stark realities emerge. Firstly, as children progress in their journey from primary school to high school, their engagement in teaching and learning gradually wanes. Secondly, across the globe today, students' academic, social and emotional learning outcomes in school have declined. These sobering truths are not merely anecdotal; they are substantiated by empirical evidence and research. Studies reveal a concerning trend: students' motivation and engagement tend to dwindle from early childhood to adolescence. While primary school often serves as an engaging environment for children to explore the world and learn new skills, secondary school frequently sees the onset of boredom among teenagers.

Recent cross-national data paint a similarly bleak picture, indicating a decline in students' sense of belonging within schools over the past two decades. A sense of belonging encompasses the feeling of fitting in among peers, being accepted by the school community and having a meaningful role in the educational process. The repercussions of this diminishing sense of belonging are profound, manifesting in decreased attendance rates and heightened disengagement in school among students. Consequently, many schools are witnessing an erosion of vital qualities such as attention, curiosity, interest and passion among their students, ultimately resulting in a well-reported decline in academic achievement worldwide.

Addressing student disengagement and boredom presents a formidable challenge for today's education systems. While strategies such as aligning curricula with real-world relevance and fostering active learning methodologies hold promise, they may not suffice to cultivate a robust sense of belonging among all students. We need to do more than that. One potent approach to enhancing student attendance, engagement and learning lies in amplifying student voice and agency. Recognising that students should have a say in shaping their educational experiences, and empowering them to actively participate in decision-making processes that impact their schooling, can yield transformative outcomes. For example, in Australia, many education systems have recently added student voice and agency as key ideas in their education improvement agendas.

Schools that prioritise student engagement often undergo structural, procedural and cultural transformations tailored to meet their students' expectations and needs. Whether through interdisciplinary curricula, arts programs or innovative sporting initiatives, these schools understand that cultivating a compelling reason for students to attend is paramount to their educational success. Moreover, they recognise that when students are given the opportunity to pursue their passions within the school environment, their overall learning and growth flourish.

As the esteemed Sir Ken Robinson aptly remarked, ‘Our education system has mined our minds in the way that we strip-mine the earth: for a particular commodity. And for the future, it won't serve us. We have to rethink the fundamental principles on which we're educating our children.’ Sir Ken Robinson is right. Indeed, the future of education lies in nurturing students' innate curiosity, fostering creativity and encouraging them to pursue their passions. It is incumbent upon us to reimagine school education, placing emphasis on curiosity, creativity and passion for more inclusive and engaging schools. In doing so, we acknowledge the imperative to equip students not only with knowledge but also with the skills and mindset necessary to navigate an ever-evolving world.

The Growth of Esports by Duane Mutu

In the dynamic landscape of contemporary culture and economics, few phenomena have ignited as swiftly and significantly as the meteoric rise of esports. From niche pastime to global spectacle, the journey of esports has been nothing short of extraordinary. In this foreword, we embark on a journey to explore the profound cultural and economic impacts of this burgeoning industry, tracing its evolution over the past decade and examining the crucial role schools play in shaping its future.

The global cultural and economic impact of esports is nothing short of transformative. What once was perceived as a niche subculture has blossomed into a multi-billion-dollar industry, captivating audiences across the globe with its electrifying blend of competition, skill and entertainment. Esports tournaments now fill stadiums to capacity, drawing viewership numbers that rival traditional sports events. This seismic shift has not only redefined the concept of spectatorship but has also birthed a new generation of celebrities whose influence transcends traditional boundaries.

Over the past decade, esports has undergone a remarkable metamorphosis. From humble beginnings in the confines of basements and internet cafes, it has evolved into a global phenomenon with professional leagues, corporate sponsorships and mainstream recognition. Technological advancements have propelled the industry forward, enhancing the gaming experience and broadening its appeal to a diverse audience. Moreover, the emergence of streaming platforms has democratised access, allowing anyone with an internet connection to partake in the excitement.

Amidst this transformative landscape, the relationship between schools and esports has emerged as a pivotal force. Recognising the intrinsic connection between gaming and education, forward-thinking institutions have begun embracing esports as a valuable educational tool. By integrating esports into their curriculum, schools not only engage students in a field they are passionate about but also cultivate essential skills such as teamwork, communication and problem-solving. Moreover, esports provides a platform for students to explore potential career pathways in an industry ripe with opportunities.

As we navigate the complexities of the modern world, it becomes increasingly clear that esports is more than just a game – it is a cultural phenomenon with far-reaching implications. By understanding its cultural and economic significance, we gain insight into the transformative power of technology and its ability to shape the fabric of society. Moreover, by embracing esports as a tool for education, we empower the next generation to thrive in an ever-evolving digital landscape.

Acknowledgement

All illustrations are by Melissa Vallence.