DIGITAL LIBRARY
RESEARCH ON THE DEVELOPMENT PROSPECT OF CONTEMPORARY E-SPORTS EDUCATION
Mongolian University of Science and Technology (MONGOLIA)
About this paper:
Appears in: ICERI2024 Proceedings
Publication year: 2024
Pages: 1270-1277
ISBN: 978-84-09-63010-3
ISSN: 2340-1095
doi: 10.21125/iceri.2024.0391
Conference name: 17th annual International Conference of Education, Research and Innovation
Dates: 11-13 November, 2024
Location: Seville, Spain
Abstract:
Esports is a competitive activity based on electronic devices and video games, and unlike traditional sports, it relies on digital technologies such as 5G, artificial intelligence and virtual reality. However, challenges such as poor quality of education, insufficient teachers and insufficient courses remain.

This study uses literature research, interview, field investigation, SWOT analysis and other methods to evaluate the current situation and potential of China's e-sports education. By analyzing the current situation of e-sports, Xmind is used to draw a flow chart of the e-sports industry and intuitively analyze the current development trend of China's e-sports industry. Counselors and their students at Hebei Institute of Sport were interviewed through interviews to get their views on the benefits and challenges of the e-sports program. Through SWOT analysis, the strengths, weaknesses, opportunities and threats of implementing esports programs in higher education are assessed to provide insights for future development.

The results of the study analyze the current situation of the esports industry, and from 2018 to 2023, the sales revenue of the Chinese esports game market continues to grow. Annual revenue of 214,413 million yuan in 2018 to 302,964 million yuan in 2023, showing the potential of market flexibility and technological innovation. Esports users grew from 428 million in 2018 to 490 million in 2023. This indicates that the esports market is leveling off after experiencing rapid growth. According to the current situation of Chinese e-sports, the author draws a flow chart of e-sports industry, and uses SWOT to analyze the current development trend of Chinese e-sports industry.

According to SWOT analysis, the development strategy of esports education can be summarized as follows :S-O strategy utilizes the huge fan base and strong market demand, combined with global market expansion, promotes educational programs, and meets the talent needs of the industry. The WHO strategy addresses teacher shortages and takes advantage of industrialization opportunities through teacher training and improving the quality of education. In response to the negative influence of the media, we must strengthen publicity and education to improve social acceptance.

In response to the threat, the S-T strategy reduces the negative impact of management issues by increasing teacher professionalism and improving education system and industry standards. The W-T strategy increases social awareness and reduces educational resistance through program development and collaboration to improve the quality of education. These strategies will promote the development of esports education in China and promote the overall progress of the industry.

In conclusion, while esports education faces challenges in terms of quality, faculty, and curriculum, these challenges provide opportunities for innovation and improvement. Strengthen educational frameworks, improve teacher expertise and promote industry standards. As the education system evolves to meet the needs of the industry, esports education is expected to flourish and contribute to the overall development of the industry.
Keywords:
Students, stress, cultivate, competition, training.