Research

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Esports and Wellbeing

Lifestyle habits, exercise and physical health, body composition, esports practice, physiological
demands, and musculoskeletal and mental health have all been identified as emerging topics of research
about health and wellbeing of esports players (Pereira, 2022). Moreover, researchers are beginning to
make calls for investigations into the health and wellbeing benefits of esports participation (Yin et al.,
2020). There is some evidence to suggest that esports can contribute to health-enhancing physical
activity, fitness, and cognitions (Yin et al., 2020). Nevertheless, scientific research addressing the public
health implications of the esports phenomenon is significantly lacking (Yin et al., 2020).

Esports and EDI

Through esports, individuals can connect, engage, and build communities, which could potentially act as
inclusive environments (Hayday & Collison, 2022). Research has shown the potential of esports to
provide opportunities for social interaction, sense of belonging, and building social capital (Trepte et al.,
2012). However, the potential for social benefits must confront embedded cultures, traditions, and
practices associated with competitive tribalism, online toxicity, gender discrimination, and racism
(Hayday et al., 2022). Indeed, research, education, and practice must serve to make esports more just
and inclusive environments.

Esports and STEM

The gaming industry relies on knowledge and innovations in STEM-based fields such as computer
graphics, human-computer interaction (including virtual reality), artificial intelligence, real-time
computing, data visualization and analytics, software engineering, etc. Moreover, esports have the
potential to be translated into STEM career ready curriculum (Anderson et al., 2018). Indeed, esports
have strong ties to science, technology, engineering, and mathematics related content and careers that
are rarely made explicit. Students can develop skills valued in high tech careers at the intersection of
STEM and Entrepreneurship.

Esports and Culture, and Society

The esports industry also relies increasingly on fields from the humanities and the social sciences, such
as game studies, digital media analysis, narrative design and analysis, media adaptation studies,
sociological and anthropological analysis of online game communities, analyses of gender, equity,
diversity, and inclusion elements of games and game players. To respond to these challenges, Waterloo
has also developed several programs and courses in digital media design and analysis, in the Faculty of
Arts departments such as English, Communication Arts, Sociology & Legal Studies, and the Stratford
School of Interaction Design and Business. These programs offer courses in game design, game studies,
game communities, and game simulations.

Esports and Student Development

Esports is a unique vehicle to shape student development. Esports and gaming provides students with
an avenue where competition, community, skill development, and passion align. The University of
Waterloo provides students the ability to compete at an international level while representing the
school. Our programs create a welcoming atmosphere for non-competitive students who are also
interested in esports. Esports serves as a platform for students to apply practical knowledge in
broadcasting, coaching, marketing, business operations, event planning, and many other roles that
uniquely support esports. Despite relatively limited access and space across campus, this program has
provided opportunity for over 300 students per month to be engaged with the University in a new
capacity, while building their skills and network, and creating a sense of belonging. Though the
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University of Waterloo program is relatively young it already has nationally recognized players and staff,
some of whom have gone on to work in esports in a professional capacity.

Esports and Business

Driven by technological advancements, social networking, and online streaming, the global esports and
gaming market in 2018 exceeded two billion participants or 30% of the world’s total population and
continues to increase (Merwin et al., 2018). In-person and virtual esports competitions and events are
beginning to attract extensive global audiences of spectators and consumers. Recently, esports were
included as a sanctioned event in the 2022 Commonwealth Games and the International Olympic
Committee is now supporting esports within the Olympic movement. Moreover, the number of online
gaming start-ups and related sports organizations continues to increase globally. Scholars and educators
in business, media studies, and sport and event management are beginning to bring a unique lens to the
study of the esports phenomena (O’Reilly et al., 2020). Esports is making strong inroads in our
Recreation and Sport Business program in the Faculty of Health. This includes several course and
experiential learning opportunities in the Department of Recreation and Leisure Studies. Content related
to the planning, marketing, financing, and evaluation of esports events – and the spectatorship aspects
of those events – is part of the focus of our newly established event management minor program at
UW. Our recreation and sport business (RSB) course content is also dedicated to discussing current
trends in the global esports industry such as consumer spending and participation.