Esports Games in Elementary School: A Systematic Literature Review

Q3 Decision Sciences
Hamidulloh Ibda, Muhammad Fadloli Al Hakim, Khamim Saifuddin, Ziaul Khaq, Ahmad Sunoko
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引用次数: 4

Abstract

Several studies have explored esports games, and few have examined esports games in elementary schools with a systematic literature review. This research explores articles on the concept, features, training, implementation, and impact of esports games in elementary schools. The SLR and PRISMA methods were applied in this research with the stages of identification, screening, eligibility, and inclusion assisted by the Publish or Perish 7, VOS viewer, and NVIVO 12 Plus applications. There were 521 Scopus-indexed articles found. Furthermore, the articles were filtered according to the theme into 50 pieces. The findings of relevant topics are esports, esports games, the concept of esports games, elementary school, etc. The 50 articles were analyzed according to the specified topics through the NVIVO 12 Plus application, and the results were described. The findings of this study state that esports games are digital innovations in online video competitions, such as tournaments developing in education. The features of esports games in elementary school are manual sports integrated with digital augmentation, multiplayer and competitive, digitalization of physical sports, new digital-based features, and educational games, such as LoL (MOBA), Battle Royal, FIFA EA Sports, Mobile Legend, WISE game, and others. Training esports games through socialization, education, workshops, GDLC, curriculum development, and multimedia esports games. Implementation of esports games through competition, entertainment, game-based multimedia, SE, and TGfU, has positive and negative impacts. This research has limitations in that it only collects information from current literature, reviews esports at the elementary school level, and is not a field study. Future research needs to examine esports games according to the times in elementary school.
小学电子竞技游戏:系统的文献回顾
有几项研究探讨了电子竞技游戏,但很少有人对小学电子竞技游戏进行系统的文献回顾。本研究对小学电子竞技游戏的概念、特点、训练、实施和影响进行了探讨。本研究采用SLR和PRISMA方法,在Publish or Perish 7、VOS viewer和NVIVO 12 Plus应用程序的辅助下进行鉴定、筛选、合格和纳入阶段。共找到521篇scopus索引的文章。此外,根据主题将文章筛选为50篇。相关课题的调查结果有电子竞技、电子竞技游戏、电子竞技游戏的概念、小学等。通过NVIVO 12 Plus应用程序按照指定的主题对50篇文章进行分析,并对结果进行描述。这项研究的结果表明,电子竞技游戏是在线视频比赛的数字创新,例如教育领域的比赛。小学电子竞技游戏的特点是:人工体育与数字增强相结合、多人竞技、体育运动数字化、新型数字化、教育类游戏,如LoL (MOBA)、Battle Royal、FIFA EA sports、Mobile Legend、WISE game等。通过社会化、教育、工作坊、GDLC、课程开发、多媒体电子竞技游戏等方式培训电子竞技游戏。通过竞技、娱乐、基于游戏的多媒体、SE和TGfU来实施电子竞技游戏,既有积极的影响,也有消极的影响。这项研究的局限性在于,它只收集了现有文献中的信息,只回顾了小学阶段的电子竞技,并且不是实地研究。未来的研究需要根据小学时代对电子竞技游戏进行考察。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
JOIV International Journal on Informatics Visualization
JOIV International Journal on Informatics Visualization Decision Sciences-Information Systems and Management
CiteScore
1.40
自引率
0.00%
发文量
100
审稿时长
16 weeks
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