Should Esports Be a Co-Curricular Activity in School? (2024)

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Volume 43 Issue 1 January 2021
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Hok-Lai Shum

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Chin-Hei Lee

Email: cjcs@hku.hk

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Johnson Chun-Sing Cheung

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Children & Schools, Volume 43, Issue 1, January 2021, Pages 61–63, https://doi.org/10.1093/cs/cdaa028

Published:

06 December 2020

Article history

Received:

01 July 2020

Revision received:

06 August 2020

Editorial decision:

27 August 2020

Published:

06 December 2020

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    Hok-Lai Shum, Chin-Hei Lee, Johnson Chun-Sing Cheung, Should Esports Be a Co-Curricular Activity in School?, Children & Schools, Volume 43, Issue 1, January 2021, Pages 61–63, https://doi.org/10.1093/cs/cdaa028

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Esports refers to competitive video gaming that normally consists of different leagues (Juho & Max, 2016). It was estimated that esports had generated a revenue of $1.1 billion in 2019, and the esports audience had reached 453.8 million worldwide (Pannekeet, 2019). Esports has also received recognition from various international parties, including the International Olympic Committee and Southeast Asian Games, and both children and adults, have been attracted to its excitement. However, while considering its place in the educational setting, certain questions and doubts arise. This column presents a debate on the controversial topic of esports and invites social workers to respond in practice.

No, Esports Is Essentially Harmful to Teenagers

High Time Cost

Gamers need to invest a lot of time in training to perfect their skills. The average time spent on playing games for a casual video gamer is 6.68 hours per week, and that for an expert is 11.56 hours per week (Limelight Network, 2019). Considering esports as a co-curricular activity (CCA) could provide a legitimate reason for students to train their skills both in school and after school. CCA refers to those activities that complement learning experience of students in schools and are designed to help the students have a better understanding and adjustment of their studies. This would potentially cut into the time of their other academic activities if their time management skills have not yet been well developed.

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Should Esports Be a Co-Curricular Activity in School? (2024)

FAQs

Should Esports Be a Co-Curricular Activity in School? ›

One of the most logical reasons for supporting esports in schools is that it helps enable success for more students. Simply being involved in an afterschool activity can help student social confidence and academic success skyrocket.

Should esports be a co-curricular activity in school? ›

Esports can also provide a real-world environment for English language learners to improve their skills. Esports offers many of the same advantages as traditional team sports and extracurricular clubs. Esports encourages collaboration, participation, perseverance, anger-management, and communication skills.

Should esports be allowed in schools? ›

These benefits, as it turns out, are numerous: Students who participate in esports display increased academic engagement and build problem-solving and STEM (Science, Technology, Engineering and Math) skills. Esports offer greater inclusivity than traditional sports, and foster creativity among participants.

Does esports count as an extracurricular? ›

Esports differ from traditional online gaming – an individual activity, played at home, among friends. Regular online gaming is not done in a community and is not for the public consumption. Right now, esports are being incorporated into K-12 schools as extra-curricular activities, and it's happening at a rapid pace.

What are the benefits of participating in esports for students? ›

Overall, the educational value of esports is significant. Esports can help students develop various vital skills, including critical thinking, problem-solving, teamwork, communication, leadership, digital literacy, and engagement.

Is esports good or bad? ›

Some of the cons of e-sports can include: Negative health impacts from extended sedentary periods. Lack of balance with other important activities like schoolwork, socializing and exercise. Eye strain and other health issues like headaches, back pain and carpal tunnel syndrome.

Why should esports be considered a sport? ›

First, play forms the foundation for all sports and there is little doubt eSport players voluntarily play video games for enjoyment. Second, eSports are organized goal-directed activities adhering to rules.

What does esports mean in school? ›

Esports officially stands for electronic sports, not to be confused with video games. Esports takes video gaming to another level with organized competitive gameplay between two teams, governed by its own strict set of rules and guidelines.

Why should gaming be allowed in school? ›

It breathes life into education: it transforms learning into an enjoyable, thrilling game without boring lessons. Students assimilate and retain information almost without noticing. It boosts motivation: students are the main characters in the story and their success is rewarded with medals, extra lives, bonuses, etc.

How can esports contribute to education? ›

Esports programs instill important leadership, critical thinking, and communication skills that students will carry with them throughout their education. Key points: Esports programs enrich the student experience and instill skills for success.

Are you an athlete if you play esports? ›

An esports athlete is someone who plays games competitively on a professional level. For some with a traditional mindset they might seem far away from the definition of an athlete, however, they play their games very competitively in a sportive way which makes them an esports athlete.

Is having no extracurricular activities bad? ›

While extracurricular activities can certainly make you stand out and demonstrate your interests, dedication, and leadership skills, not having a long list of extracurriculars should not discourage you from applying to college. There are other ways to submit a strong application and emphasize your strengths.

Does esports count as exercise? ›

The resting metabolic rate is 1 MET and is defined as the energy needed to sit quietly. A brisk walk generally falls into the 3-6 MET range. Since the physical activity in esports involves using a computer handset, mouse or keyboard, it does not meet that threshold.

What is the positive of esports? ›

Regardless of one's skill in gaming, esports players gain social and emotional learning skills as they establish teams, develop mentorships, collaborate, and compete amongst students who may not otherwise interact with one another.

What does esports teach you? ›

The Pew Research Center finds that a majority of teens—97% of boys and 83% of girls—play video games. Esports blend education and gaming, enhancing skills like problem-solving, teamwork, and strategic thinking.

How is esports healthy? ›

1. Cognitive Development: Esports can improve cognitive functions such as decision-making, strategic thinking, and reaction time. For example, playing strategy-based games requires players to think quickly and make decisions that can impact the outcome of the game.

Are sports co curricular activities? ›

For example, quiz tests, mental mathematics, spell bee, case competitions, study tour, projects in exhibitions, essay competitions etc. are Co-curricular Activities, whereas, sports, swimming, athletics, debate competitions, cultural activities, community service, education clubs etc. are Extra-curricular Activities.

Can video games be an extracurricular activity? ›

► Extracurricular Activities: One of the best and easiest ways to incorporate gaming as an extracurricular activity is through esports clubs. Starting an esports club can profoundly impact student engagement, mental health, and even academic performance.

Are sports considered an extracurricular activity? ›

Sports might be the most common extracurricular activity that springs to mind. Almost all high schools offer athletic programs, whether varsity, junior varsity, or club sports.

Should video games be included in school curriculum? ›

It boosts motivation: students are the main characters in the story and their success is rewarded with medals, extra lives, bonuses, etc. This captures and keeps their interest in learning. It gives opportunities to practice: students can apply the knowledge they acquire without getting into dangerous situations.

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