Repositioning Vulnerable Youth Through Educational Esports Programmes

A growing number of young Danes experience a drop in well-being as well as there is an increase in diagnoses such as ADHD and autism. These challenges are often linked with school refusal and an increasing need for special education programmes. Since 2007, selected vulnerable youth (age 16-25) have been offered an alternative to regular youth education called Specially Planned Youth Education (Særligt Tilrettelagt Ungdomsuddannelse or STU). More than 30% of students attending STUs are diagnosed with autism or ADHD. The purpose of this paper is to explore the learning potentials of esports educational programmes with this specific target group. The study presents data from an ongoing research project entitled “Esports as learning space and gateway for vulnerable youth at STU”, which is supported by the Velux Foundation and currently in its second year while looking to finalise in 2026. More specifically, we analyse data from ten interviews conducted with vulnerable youth at three STUs, who participate in educational esports activities with commercial multiplayer games, primarily League of Legends, Counter-Strike or Valorant. The interviews concern the students’ gaming interests, their experiences with attending the esports programmes, and their perceived learning outcomes. All interview data have been coded and analysed using thematic analysis. Patterns and recurring themes in the data have been sought after based on questions of how students perceive themselves, what activities they engage in during esports education, and what the potential learning outcomes of the education are. Drawing on Dialogical Self Theory, we analyse and discuss the students’ different I-positions and identify possible transformations made possible through the STU activities, which aim to support students in obtaining an autonomous and meaningful adult life. Our preliminary findings show that students generally have more positive experiences at the STU’s than at their previous education. This includes adopting different I-positions that are more committed to a community than what they experience in their leisure gaming.

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Publication Details

Journal
European Conference on Games Based Learning
Published
2024-10-07
DOI
https://doi.org/10.34190/ecgbl.18.1.2896
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
1.05
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article

Repositioning Vulnerable Youth Through Educational Esports Programmes

Erik Ottar Jensen, Thorkild Hanghøj, Peter Bukovica Gundersen
1 citations
European Conference on Games Based Learning
Educational Games and Gamification
1.05
article

Repositioning Vulnerable Youth Through Educational Esports Programmes

Erik Ottar Jensen, Thorkild Hanghøj, Peter Bukovica Gundersen
article en
1 citations

Abstract

A growing number of young Danes experience a drop in well-being as well as there is an increase in diagnoses such as ADHD and autism. These challenges are often linked with school refusal and an increasing need for special education programmes. Since 2007, selected vulnerable youth (age 16-25) have been offered an alternative to regular youth education called Specially Planned Youth Education (Særligt Tilrettelagt Ungdomsuddannelse or STU). More than 30% of students attending STUs are diagnosed with autism or ADHD. The purpose of this paper is to explore the learning potentials of esports educational programmes with this specific target group. The study presents data from an ongoing research project entitled “Esports as learning space and gateway for vulnerable youth at STU”, which is supported by the Velux Foundation and currently in its second year while looking to finalise in 2026. More specifically, we analyse data from ten interviews conducted with vulnerable youth at three STUs, who participate in educational esports activities with commercial multiplayer games, primarily League of Legends, Counter-Strike or Valorant. The interviews concern the students’ gaming interests, their experiences with attending the esports programmes, and their perceived learning outcomes. All interview data have been coded and analysed using thematic analysis. Patterns and recurring themes in the data have been sought after based on questions of how students perceive themselves, what activities they engage in during esports education, and what the potential learning outcomes of the education are. Drawing on Dialogical Self Theory, we analyse and discuss the students’ different I-positions and identify possible transformations made possible through the STU activities, which aim to support students in obtaining an autonomous and meaningful adult life. Our preliminary findings show that students generally have more positive experiences at the STU’s than at their previous education. This includes adopting different I-positions that are more committed to a community than what they experience in their leisure gaming.

European Conference on Games Based LearningVol. 18(1)
University College Absalon (DK), Aalborg University (DK)
Openalex Percentile: Top 31%
Educational Games and Gamification
1.05
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