Esports Games in Elementary School: A Systematic Literature Review

Hamidulloh Ibda - Institut Islam Nahdlatul Ulama Temanggung, Central Java, Indonesia
Muhammad Al Hakim - Institut Islam Nahdlatul Ulama Temanggung, Central Java, Indonesia
Khamim Saifuddin - Institut Islam Nahdlatul Ulama Temanggung, Central Java, Indonesia
Ziaul Khaq - Universitas Wahid Hasyim Semarang, Semarang City, Central Java, Indonesia
Ahmad Sunoko - STAI Al-Anwar Sarang Rembang, Rembang Regency, Central Java, Indonesia.


Citation Format:



DOI: http://dx.doi.org/10.30630/joiv.7.2.1031

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.

Keywords


Esports games; elementary school; a systematic literature review

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References


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E. B. Ayas, “Comparison of the Attitudes towards Learning with the Participation Motivation Level in E-Sports Players,†African Educ. Res. J., vol. 8, no. 1, pp. 83–89, 2020, doi: 10.30918/AERJ.81.20.009

M. S. Gregory Rothwell, “eSports in K-12 and Post-Secondary Schools,†Educ. Sci., vol. 9, pp. 1–10, 2019, doi: 10.3390/educsci9020105.

S. S. Bobbie Fletcher, Rachel Gowers, “The Effects of Esports School Tournaments on Positive Behavioural Change,†in Joint International Conference on Serious Games - JCSG 2020, 2020, pp. 219–229, doi: http://dx.doi.org/10.1007/978-3-030-61814-8_17.

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J. Rantala, “eSports and Learning: Could eSport be one of the ways to modernize learning?,†2018, doi: http://dx.doi.org/10.13140/RG.2.2.24672.43521.

M. J. F. Helge Eberbach, Jörn Zwingmann, Lisa Hohloch, Gerrit Bode, Dirk Maier, Philipp Niemeyer, Norbert P. Südkamp, “Sport-specific outcomes after isolated meniscal repair: a systematic review,†Knee Surgery, Sport. Traumatol. Arthrosc., vol. 26, no. 762–771, 2018, doi: https://doi.org/10.1007/s00167-017-4463-4.

M. F. Stephane Perrey, “Muscle Oximetry in Sports Science: A Systematic Review,†Sport. Med., vol. 48, pp. 597–616, 2018, doi: https://doi.org/10.1007/s40279-017-0820-1.

A. H. M. Yewande Adesida, Enrica Papi, “Exploring the Role of Wearable Technology in Sport Kinematics and Kinetics: A Systematic Review,†Sensors, vol. 19, no. 7, 2019, doi: https://doi.org/10.3390/s19071597.

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D. DO Emara, Ahmed K. MD; Ng, Mitchell K. MD; Cruickshank, Jason A. ATC, CSCS; Kampert, Matthew W. DO; Piuzzi, Nicolas S. MD; Schaffer, Jonathan L. MD, MBA; King, “Gamer’s Health Guide: Optimizing Performance, Recognizing Hazards, and Promoting Wellness in Esports,†Curr. Sports Med. Rep., vol. 19, no. 12, pp. 537–545, 2020, doi: 10.1249/JSR.0000000000000787.

N. Q. Hamidulloh Ibda, Nur Rira Febriani, Muhammad Fadloli Al Hakim, Silviana Nur Faizah, Andrian Gandi Wijanarko, “Game innovation: a case study using the Kizzugemu visual novel game with Tyranobuilder software in elementary school,†Indones. J. Electr. Eng. Comput. Sci., vol. 28, no. 1, pp. 460–469, 2022, doi: 10.11591/ijeecs.v28.i1.pp460-469.

D. W.-C. W. Wing-Kai Lam, Rui-Tan Liu, Bob Chen, Xin-Zhou Huang, Jie Yi, “Health Risks and Musculoskeletal Problems of Elite Mobile Esports Players: a Cross-Sectional Descriptive Study,†Sport. Med., vol. 8, no. 65, 2022, doi: https://doi.org/10.1186/s40798-022-00458-3.

J. C.-S. C. Hok-Lai Shum, Chin-Hei Lee, “Should Esports Be a Co-Curricular Activity in School?,†Child. Sch., vol. 43, no. 1, pp. 61–63, 2021, doi: https://doi.org/10.1093/cs/cdaa028.

E.-G. Zuluev, “Using A Team-Based Approach To Psychological Skills Training With An Esports Team,†University of Windsor (Canada), 2021.

V.-M. K. Tuomas Kari, Miia Siutila, “An Extended Study on Training and Physical Exercise in Esports,†in Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations, 2019, doi: 10.4018/978-1-5225-7461-3.ch010.

C. G. Kevin Rudol, Peter Bickmann, Ingo Froböse, Chuck Tholl, Konstantin Wechsler, “Demographics and Health Behavior of Video Game and eSports Players in Germany: The eSports Study 2019,†Int. J. Environ. Res. Public Heal., vol. 17, no. 6, 2020, doi: https://doi.org/10.3390/ijerph17061870.

T. J. Collins, “Psychological Skills Training Manual for eSports Athletes,†Masters Educ. Hum. Movement, Sport. Leis. Stud. Grad. Proj., 2017.

Y. L. Wei Zhuang, Keyi Yin, Yahua Zi, “Non-Invasive Brain Stimulation: Augmenting the Training and Performance Potential in Esports Players,†Brain Sci., vol. 10, no. 7, p. 454, 2020, doi: https://doi.org/10.3390/brainsci10070454.

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E. Nagorsky and J. Wiemeyer, “The structure of performance and training in esports,†PLoS One, vol. 15, no. 8 August, 2020, doi: 10.1371/journal.pone.0237584.

S. T. Goichi Hagiwara, Daisuke Akiyama, yousuke Furukado, “A study on psychological training of eSports using digital games: Focusing on rhythm game,†J. Hum. Sport Exerc., vol. 15, 2020, doi: http://dx.doi.org/10.14198/jhse.2020.15.Proc3.03.

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A.-M. E. Oliver Leis, Franziska Lautenbach, Phil DJ Birch, “Stressors, associated responses, and coping strategies in professional esports players: A qualitative study,†Int. J. Esports, vol. 1, no. 1, 2022.

D. W. Joey Gawrysiak, Rick Burton, Seth Jenny, “Using Esports Efficiently to Enhance and Extend Brand Perceptions – A Literature Review,†Phys. Cult. Sport Stud. Res., vol. 86, no. 1, pp. 1–14, 2020, doi: https://doi.org/10.2478/pcssr-2020-0008.

R. C. H. Zeran Ji, “Gamers First – How Consumer Preferences Impact eSports Media Offerings,†Int. J. Media Manag., vol. 22, no. 1, pp. 13–29, 2020, doi: https://doi.org/10.1080/14241277.2020.1731514.

M. F. Simon Wimmer, Alexander Pfeiffer, Natalie Denk, “On The Use Of Esports In Educational Settings. How Can Esports Serve To Increase Interest In Traditional School Subjects And Improve The Ability To Use 21st Century Skills?,†in 15th International Technology, Education and Development Conference, 2021, pp. 5782–5787, doi: 10.21125/inted.2021.1168, doi: 10.21125/inted.2021.1168.

H. Farid Ahmadi, Ibda, Education Design and Virtual Learning Technology. UK: UK-Indonesian Scholars Network (UKISN), 2021, doi: https://www.waterstones.com/book/education-design-and-virtual-learning-technology/farid-ahmadi/9781838176747.

A. A. R. Ichwanul Muslim Karo Karo, Mohd Farhan Md Fudzee, Shahreen Kasim, “Sentiment Analysis in Karonese Tweet using Machine Learning,†Indones. J. Electr. Eng. Informatics, vol. 10, no. 1, pp. 219–231, 2022, doi: http://dx.doi.org/10.52549/ijeei.v10i1.3565.

R. H. Fatin Azura Ahmad Fauzy, Zuraini Ali Shah, Rd Rohmat Saedudin, Shahreen Kasim, Ayu Alyani Azadin, Ansari Saleh Ahmar, “Registration System and UTM Games Decision Using the Website Application,†Regist. Syst. UTM Games Decis. Using Website Appl., vol. 7, no. 2.2, pp. 45–47, 2018, doi: http://dx.doi.org/10.14419/ijet.v7i2.2.12320.

M. A. Ana Syafiqah Zahari, Lukman Ab Rahim, Nur Aisyah Nurhadi, “A Domain-Specific Modelling Language for Adventure Educational Games and Flow Theory,†Int. J. Adv. Sci. Eng. Inf. Technol., vol. 10, no. 3, pp. 999–1007, 2020, doi: 10.18517/ijaseit.10.3.10173.

N. P. Bader Sabtan, Shi Cao, “Current practice and challenges in coaching Esports players: An interview study with league of legends professional team coaches,†Entertain. Comput., vol. 100481, 2022, doi: https://doi.org/10.1016/j.entcom.2022.100481.

S. U. Kentaro Kawabe, Fumie Horiuchi, Rie Hosokawa, Kiwamu Nakachi, Junya Soga, “Influence of an Esports Program on Problematic Gaming in Children with Autistic Spectrum Disorder: A Pilot Study,†Behav. Sci. (Basel)., vol. 12, no. 6, p. 172, 2022, doi: https://doi.org/10.3390/bs12060172.

R. P. Dylan R Poulus, Tristan J Coulter, Michael G Trotter, “A qualitative analysis of the perceived determinants of success in elite esports athletes,†J. Sports Sci., vol. 40, no. 7, pp. 742–753, 2022, doi: https://doi.org/10.1080/02640414.2021.2015916.

A. C. Atalay, Ahmet; Topuz, “What Is Being Played in the World? Mobile eSport Applications,†Univers. J. Educ. Res., vol. 6, no. 6, pp. 1243–1251, 2018, doi: 10.13189/ujer.2018.060615.

E. I. Oscar Chiva-Bartoll, Marc Pallarès-Piquer, “eSports and conventional sports: ethical and pedagogical issues derived from corporal participation,†Cult. Cienc. y Deport., vol. 14, no. 40, pp. 71–79, 2019, doi: http://dx.doi.org/10.12800/ccd.v14i40.1227.

S. Lytvynova, “eGamers’ influence in brand advertising strategies. A comparative study between Spain and Korea,†Comunicar, vol. 27, no. 58, pp. 105–114, 2019, doi: https://doi.org/10.3916/C58-2019-10.

J. P. W. Michael James Scot, Rory Summerley, Nicolas Besombes, Cornelia Connolly, Joey Gawrysiak, Tzipora Halevi, Seth E. Jenny, Michael Miljanovic, Melissa Stange, Toni Taipalus, “Foundations for Esports Curricula in Higher Education,†in Proceedings of the 2021 Working Group Reports on Innovation and Technology in Computer Science EducationD, 2021, pp. 27–55, doi: https://doi.org/10.1145/3502870.3506566.

N. B. Seth Jenny, Joey Gawrysiak, “Esports.edu: An Inventory and Analysis of Global Higher Education Esports Academic Programming and Curricula,†Int. J. Esports, vol. 1, no. 1, pp. 1–47, 2021.

N.-S. C. Yu-Jie Zheng, I-Ling Cheng, “The Effect of 3D Electronic Board Game in Enhancing Elementary Students Learning Performance on Human Internal Organ,†in 2018 International Joint Conference on Information, Media and Engineering (ICIME), 2018, pp. 225–230, doi: 10.1109/ICIME.2018.00054.

E. A. Wajeeh Daher , Ahlam Anabousy, “Elementary Teachers’ Development in Using Technological Tools to Engage Students in Online Learning,†Eur. J. Educ. Res., vol. 11, no. 2, pp. 1183–1195, 2022, doi: https://doi.org/10.12973/eu-jer.11.2.1183.

N. D. Sharon Tzur, Adi Katz, “Learning Supported by Technology: Effectiveness with Educational Software,†Eur. J. Educ. Res., vol. 10, no. 3, pp. 1137–1156, 2021, doi: https://doi.org/10.12973/eu-jer.10.3.1139.

B. Rubleske, Joseph; Fletcher, Travis; Westerfeld, “E-Sports Analytics: A Primer and Resource for Student Research Projects and Lesson Plans,†J. Instr. Pedagog., vol. 23, pp. 1–22, 2020.

E. B. Ayas, “Comparison of the Attitudes towards Learning with the Participation Motivation Level in E-Sports Players,†African Educ. Res. J., vol. 8, no. 1, pp. 83–89, 2020, doi: 10.30918/AERJ.81.20.009.

M. S. Gregory Rothwell, “eSports in K-12 and Post-Secondary Schools,†Educ. Sci., vol. 9, pp. 1–10, 2019, doi: 10.3390/educsci9020105.

S. S. Bobbie Fletcher, Rachel Gowers, “The Effects of Esports School Tournaments on Positive Behavioural Change,†in Joint International Conference on Serious Games - JCSG 2020, 2020, pp. 219–229, doi: http://dx.doi.org/10.1007/978-3-030-61814-8_17.

B. K. Karlisa Priandana, Friska Margaretha, Doli Aryo Dani Sinaga, “Development of Mobile Robot Education Kit Prototype for Elementary School Students,†in International Conference on Computer System, Information Technology, and Electrical Engineering, COSITE 2021, 2021, pp. 198–203.

J. Rantala, “eSports and Learning: Could eSport be one of the ways to modernize learning?,†2018, doi: http://dx.doi.org/10.13140/RG.2.2.24672.43521.

R. J. H. Jason A. Engerman, “eSports Gaming and You,†Educ. Technol., vol. 57, no. 2, pp. 62–64, 2017.

C. P. Minoru Komatsu, Takashi Matsumoto, “Learning through Esports in Innovation Practice on Electrical Technology,†Procedia Comput. Sci., vol. 192, pp. 2550–2557, 2021, doi: https://doi.org/10.1016/j.procs.2021.09.024.

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