Taking classes in E-Sport is now an option in a handful of Danish educational institutions. The thesis is centered around ‘education in E-Sports’, and views the subject from a broad perception of health and health promotion. From the broad health perception, the study examines which potential social health advantages and disadvantages the E-Sport students might encounter at the institutions. Three Danish educational institutions are involved in the research and leaders, teachers and E-Sportsstudents from the institutions have taken part in five single person interviews, and two focus group interviews. Theories about stigmatization and recognition have been included to analyse the possible social disadvantages and advantages of being an E-Sport student at the institutions. Firstly, the study shows that the identity of the E-Sport players can be seen as a socially unhealthy disadvantage for the students due to the stigmatization of the identity as an E-Sport player itself. Secondly, the study shows that the implementation of E-Sports at the institutions can be seen as an action of recognition towards the E-Sport students by the educational institutions, and how the implementation of E-Sports itself creates circumstances where E-Sport player communities develop. Finally, the study shows that the recognizing actions and recognizing circumstances that the institutions do, and create, can improve the social health of the students due to the possibility of self-realization as an E-Sports player.
|Uddannelser||Sundhedsfremme og Sundhedsstrategier, (Bachelor/kandidatuddannelse) Kandidat|
|Udgivelsesdato||1 sep. 2016|
- Social sundhed