University-industry Collaborations with Esports Curriculum – the European Student Perspective
Withers, Richard (2023)
Withers, Richard
2023
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2023051711233
https://urn.fi/URN:NBN:fi:amk-2023051711233
Tiivistelmä
This thesis aims to provide a deeper understanding of the various benefits and barriers surrounding university-industry collaborations (UICs) within the gaming and esports ecosystem through the perspective of students. The topic was deemed to be valuable due to the current lack of related research on the topic, especially those which highlight the students’ own experiences with these opportunities, in addition to the rapid expansion of the academic landscape surrounding esports business and its accompanying careers. In the last four years alone, tens of full-time educational programs including some form of esports-related curriculum as their primary base have been established, with the subject of the true academic value of said programs becoming a popular topic within the community. It is often mentioned that an academic background is not the most essential aspect when attempting to secure a career in the industry, but rather the practical hands-on experience possessed, as well as the personal network with industry leaders.
The impact of industry-university-collaborations on the post-graduation employment potential and practical experience building opportunities has been studied in great length over the past decade, most commonly focusing on traditional business studies rather than specializations such as esports. The previous studies indicate that university-industry collaborations have a measurable effect on these elements and can potentially even improve the general research and development capabilities of an educational institution, as well the operating industry on a wider scale, through the advancement of technology and encouragement of innovations.
It was determined that a qualitative study would be the most optimal method of research, utilizing a short-form survey based on the popular Likert Scale. This decision was based on knowledge gained from previous research which highlighted how survey research is the preferred method of analyzing larger groups based on societal actions and values, rather than direct numerical figures. This method also caters to opinion and experience based data, which was the primary focus for the research with the objective of determining students' views regarding organized collaborations between various universities and companies to form a general overview of its benefits and barriers.
Through the survey results, it was possible to positively affirm the initial research questions while also uncovering numerous grounds for improvements within the area of UICs in the esports landscape. These potential barriers include the lack of clear pathways for those wishing to participate in ongoing collaborations, and the fact that students’ opinions are not often considered when determining which partners an academic institution chooses to collaborate with. Despite this, it was clearly demonstrated that students see immense benefits in the inclusion of UICs throughout their academic career and wish for their home university to engage in additional collaborations in the future.
The impact of industry-university-collaborations on the post-graduation employment potential and practical experience building opportunities has been studied in great length over the past decade, most commonly focusing on traditional business studies rather than specializations such as esports. The previous studies indicate that university-industry collaborations have a measurable effect on these elements and can potentially even improve the general research and development capabilities of an educational institution, as well the operating industry on a wider scale, through the advancement of technology and encouragement of innovations.
It was determined that a qualitative study would be the most optimal method of research, utilizing a short-form survey based on the popular Likert Scale. This decision was based on knowledge gained from previous research which highlighted how survey research is the preferred method of analyzing larger groups based on societal actions and values, rather than direct numerical figures. This method also caters to opinion and experience based data, which was the primary focus for the research with the objective of determining students' views regarding organized collaborations between various universities and companies to form a general overview of its benefits and barriers.
Through the survey results, it was possible to positively affirm the initial research questions while also uncovering numerous grounds for improvements within the area of UICs in the esports landscape. These potential barriers include the lack of clear pathways for those wishing to participate in ongoing collaborations, and the fact that students’ opinions are not often considered when determining which partners an academic institution chooses to collaborate with. Despite this, it was clearly demonstrated that students see immense benefits in the inclusion of UICs throughout their academic career and wish for their home university to engage in additional collaborations in the future.