INTERVIEWS

BACKGROUND OF STUDY

  • Most high school students believe that playing video games is more exciting than activities in real life.

  • They found out that video games are something that they are skillful at.

  • It is less tiring than real life activities.

  • You can be what you want and where you want to be in video games.

  • Make a lot of money for a living ( streaming in youtube or twitch)

  • Rapid expansion of esports as a significant global industry, influencing youth culture and behavior worldwide.( can be bad or good )

  • Increasing participation of high school students in esports, raising questions about its impact on academic performance and social interactions.

  • Exploration of how esports might affect social skills, peer relationships, and overall well-being among students.

Global Perspective

Globally, we found an emerging opinion. Leading the way in esports infrastructure are nations like the US and South Korea, which are turning gaming from a hobby into a respectable sport and professional path. Through sponsorships, streaming services, and big events like the Asian Games and Olympic Esports Series, the esports industry has grown to be a profitable $1.8 billion market, that attracts millions of viewers. The US gaming industry has also created opportunities for fans and the younger generation to be able to participate and have a seat in an actual real-life sport. Such as the GT academy and virtual Taekwondo which allowed the humble gamer Jann Mardenborough to compete in the 24-hour Lemans Race. People around the world are also connected by platforms like Twitch, and businesses like Red Bull profit from its cultural influence. Again addiction is still a problem. Despite this, eSport promotes creativity, youth empowerment, and economic expansion by generating jobs in media rights, event planning, and gaming accessories, thereby securing its place in a global economy driven by digitalization.

Research Methodology

QUALITATIVE : INTERVIEWS

Of course, we did not limit the interviews with students alone, but with graduate parents and educators as well. The combination of different groups gave us wider and varied views on esports and its possible experiences with challenges. One such realization among students was that gaming affects academic performance, whereas they feel social school life can be balanced. It requires prioritization, and in some ways, parental monitoring of screen time will help. Most parents have agreed to this, that there is decreased family bonding because of gaming, but time management could mitigate this. Some say students perform well academically in grades but have a gap between those addicted to gaming and those who do not. They have suggested recommendations to raise conviction and awareness through class reminders to address this effectively.

QUANTITATIVE : SURVEYS THROUGH GOOGLE FORMS

The survey results indicated that most surveyed students between the ages of 14 and 18, particularly from Bandung's high schools such as SMAK 1 BPK PENABUR, allocated an average time of 1-2 hours for gaming on a daily basis, whereas a few spent more than four hours on that. Most students considered esports an avenue to possible careers. It also demonstrated wider awareness of the importance of esports though showing contrary addiction degrees. All students spoke in favor of integrating esports in the syllabus with advantages such as teamwork, strategy, and critical-thinking, though they preferred doing so outside school to avoid addiction and damage to education. Esports were said to be instrumental in developing skills such as communication, problem-solving, and decision-making. They noted disadvantages of vagueness regarding time management and rheumatoid symptoms. Gaming was said to build togetherness and leadership. It did, however, claim, according to respondents, the following disadvantages: aggression and irritability. There were most certainly a majority who were known to reject the idea that extended association with gaming could lead to ultimate consequences, such as insanity.


RESEARCH QUESTIONS

How does engagement in esports affect the academic performance, social interactions, and overall well-being of high school students in Bandung?

How will high schoolers in Indonesia receive the benefits and drawbacks of engaging in Esports?


EFFECT OF ESPORTS

Positively? Negatively? In terms of health? Hmm... Physically or Mentally?

Positive Effects

  • Enhances problem-solving, strategic thinking, and quick decision-making skills.

  • Improves cognitive abilities that may support academic subjects like math and science.

Negative Effects

  • Excessive gaming can lead to poor time management, resulting in unfinished homework and lower grades.

  • Gaming addiction may cause students to prioritize gaming over studying, leading to academic decline.

  • Late-night gaming can disrupt sleep, reducing focus, memory, and learning ability in class.


Physical Health Concerns

  • Sedentary Lifestyle leading to obesity and poor posture.

  • Eye strain from prolonged screen time.

  • Sleep disruption due to late-night gaming.

Mental Health Concerns

  • Risk of gaming addiction.

  • Increased stress and anxiety from competitive gaming.


BEHAVIORAL CHANGES

Social Interaction

  • Potential social isolation.

  • Stronger online friendships but weaker offline social skills.

Academic Performance

  • Gaming can distract from studies.

  • Time management issues.

Aggressive Behavior

  • Exposure to violent content may influence aggression.

  • Competitive environments can lead to aggressive behavior.

Positive Changes

  • Improved teamwork and strategic thinking.

  • Boosted self-esteem from esports success.

black blue and yellow textile

ESPORTS IMPLEMENTATION AT SCHOOL

  • Integration with STEM and IT Programs

  • Esports as an attempt to maximize students participation in student council events

  • Esports as a leadership program

  • Esports for Cross-Curricular Learning