E-well: esports between resilience, inclusion, and social capital

Progetti di Rilevante Interesse Nazionale 2022 - PRIN 2022

Funding level: National

Funding agency: Italian Ministry of University and Research

Abstract:

The research proposal aims at investigating how the innovation technology in the sport industry is changing the entire ecosystem. The responsible of this fast changing are the eSports which are growing exponentially in recent years. However, despite growth and acceptance by consumers and practitioners, academic debate is largely focused on the question whether eSports can be classified as sports. By overcoming this issue, Hamari & Sjöblom (2017) recognize eSports as competitive and organized video gaming as a form of sport. Moving from these considerations, this research project aims at shedding light on the eSports phenomenon by analysing them from different perspectives: well-being and resilience, pedagogical, linguistic, and ethic. In doing so, the project will understand the current state of academic research of eSports to identify convergent research questions, findings, and trends across fields. The research project contributes to understand the evolution of eSports, providing guidance to industry through education and research considering the next Olympic Games, when eSports will be formally part of this worldwide sport events. Differently from the previous eSports studies, the project contributes to

(a) the extension of knowledge for what it includes amatorial eSporters – who constitute the bulk of the relative population -,

(b) the inclusion of constructs of well-being, resilience, and social capital in eSporters,

(c) a multi-level analysis at the individual and team grades, and

(d) to an age diversification (youth, adult, and elders) across amatorial eSporters.

The milestones of this project are:

(1) to construct a new global system evaluation for Sport and eSport and,

(2) to analyse social structure among eSporters. In order to evaluate the eSporters individual perceptions concerning resilience and well-being process, one objective of this project is the construction of a new unique questionnaire that can be submitted both players and eSporters.

On the other hand, Social Network Analysis (SNA) will be adopted to address the second milestone. Methodology of the research will be quali-quantitative. This project contributes to understanding whether eSports, either at the amatorial and professional level, can be used as a practical tool for Well-being – and Resiliency – training. Positive results of the research can foster eSports as a digital, interactive, and connecting tool enhancing both mental and social well-being and resilience processes in youth, adults, and elders. Accordingly, in the future, eSports could be a mental and social Resilience—Well-Being tool in development and educational settings (e. g. schools, universities), human stress-demanding and working context as well as healthcare institutions and programs. Using eSports can influence resilience and well-being perceptions at individual and group levels does enhancing different mechanisms including productivity, adaptation to challenges and stressors, and problem solving.

Disa role: Partner - Local Unit

DiSA Team Leader: Giuseppe Cappiello

Project Coordinator: Università di Roma "Foro Italico"

Start date 30/11/2023 - End date 29/11/2025

Total project cost: 230.925 euro

Funded by European Union - Next Generation EU