Development of esports in the student environment

The purpose of the study is to analyze the state of eSports development worldwide and identify the prospects for its implementation in the student environment. The objectives of the study are to determine the role of esports in higher education and to examine projects for the establishment of esports organizations in universities. Research methods and organization. The methods used include the analysis and synthesis of scientific and methodological literature, content analysis of foreign and domestic sources, statistical data collection, a qualitative method for studying successful global practices, and the observation method for tracking changes and the status of the object based on the esports organization "PINGwin" at the Far Eastern Federal University. Research results and conclusions. The modern education sector is inconceivable without a focus on contemporary digital technologies and the implementation of measures to develop technological skills among students. This includes an emphasis on forming competencies for students in related professional fields, such as esports. The results obtained from the study allowed to conclude that it is necessary to implement programs and measures aimed at developing student esports within higher education.

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Publication Details

Journal
Uchenye zapiski universiteta imeni P F Lesgafta
Published
2026-02-24
DOI
https://doi.org/10.5930/1994-4683-2026-2-20-27
Primary Topic
Innovations in Education and Learning Technologies
Type
article
Field-Weighted Citation Impact
0.00
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article

Development of esports in the student environment

Ekaterina Vladimirovna Bronova, Viktoriya Kas'yanenko, Nina Volkova
Uchenye zapiski universiteta imeni P F Lesgafta
Innovations in Education and Learning Technologies
article

Development of esports in the student environment

Ekaterina Vladimirovna Bronova, Viktoriya Kas'yanenko, Nina Volkova
article en

Abstract

The purpose of the study is to analyze the state of eSports development worldwide and identify the prospects for its implementation in the student environment. The objectives of the study are to determine the role of esports in higher education and to examine projects for the establishment of esports organizations in universities. Research methods and organization. The methods used include the analysis and synthesis of scientific and methodological literature, content analysis of foreign and domestic sources, statistical data collection, a qualitative method for studying successful global practices, and the observation method for tracking changes and the status of the object based on the esports organization "PINGwin" at the Far Eastern Federal University. Research results and conclusions. The modern education sector is inconceivable without a focus on contemporary digital technologies and the implementation of measures to develop technological skills among students. This includes an emphasis on forming competencies for students in related professional fields, such as esports. The results obtained from the study allowed to conclude that it is necessary to implement programs and measures aimed at developing student esports within higher education.

Uchenye zapiski universiteta imeni P F LesgaftaVol. 0(2)
Far Eastern Federal University (RU)
Openalex Percentile: Top 61%
Innovations in Education and Learning Technologies
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