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Social Inclusion of Vulnerable Youth Through Esports Education

  • Aalborg University

Research output: Contribution to journalConference articlepeer-review

Abstract

In Denmark, there are increasing problems with school refusal and marginalization of vulnerable youth. At the same time, joint gaming activities may have a positive influence on young people's social relationships and experience of being part of communities. In this article, we focus on how esports education with games such as Counter-Strike and League of Legends can contribute to engaging vulnerable and isolated young people (age 16-25) at Specially Planned Youth Education (STU). Specifically, we look at how esport teachers and municipal educational guidance counsellors experience the isolated young people's participation in gaming activities as a process of social inclusion that helps young people to cross boundaries between different domains - e.g. leisure, education and/or internship. Our analyses are based on interviews with teachers and guidance counsellors affiliated with three STUs, who are participating in the research project "Esports as a learning space
and bridge builder for vulnerable young people at STU". We understand the young people's participation in esports education as a process of social inclusion, which involves bridging of experiences across different domains that have specific knowledge practices and social norms for what counts and does not count as legitimate participation. More precisely, we understand
esports education at STU as social inclusion through an interplay of four domains: 1) the young people's gaming domain in their leisure time, 2) the STU as an educational domain, 3) the young people's adult domain, as well as a 4) guidance domain. Based on thematic analysis of the interview data, we identify three themes: 1. Esports education as an introduction to STU, 2. Esports education as a safe and structured framework, and 3. Esports education as a springboard to participation in new communities. Lastly, we discuss the potentials and challenges of social inclusion of vulnerable youth through esports
education.
Original languageEnglish
Conference seriesProceedings of the 19th European Conference on Games Based Learning
Volume19
Issue number1
Pages (from-to)378-386
Number of pages9
ISSN2049-100X
Publication statusPublished - 2025

Keywords

  • learning, educational science and teaching

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