``Backseat Gaming" A Study of Co-Regulated Learning within a Collegiate Male Esports Community

Game UX & Player BehaviorMultiplayer & Social GamesGame Developers & DesignersEsports Players & Live Streamers

Title of the Paper

“Backseat Gaming" An Interview Study on Co-Regulated Learning within a Collegiate Male Esports Community

Paper Information

  • Subject Area: Esports Learning, Social Learning, Information and Computing Support
  • Keywords: Co-Regulated Learning, Esports, Gaming, Learning, Social Learning, Esports Teams, Social Gaming

Research Background and Problem

  • What issues or challenges did the authors identify?

    • The esports industry is growing rapidly, and the learning processes of its players and communities are important but complex, especially in the context of social learning and long-term dynamics, which remain under-researched.
    • Existing computational support tools fail to provide the personalized and specialized learning assistance needed by esports teams.
    • The skill acquisition process of esports players, particularly the details of social learning and long-term support, remains a gap in research.
  • Why is this issue important?

    • Esports is developing rapidly, with the industry valued at over $1 billion, and players can gain benefits such as critical thinking, teamwork skills, and problem-solving abilities.
    • A deeper understanding of the social learning processes in esports is crucial for developing computational support tools that can simulate social interactions and provide timely feedback to enhance learning.
  • Research Motivation and Related Work

    • Experienced esports players often rely on team and community resources to improve their skills, but beginners lack similar support and are more likely to quit due to challenges.
    • By utilizing the theoretical framework of "Co-Regulated Learning (CoRL)," the study aims to explore how team players support each other's learning through input exchange (e.g., feedback and guidance), addressing a gap in existing research.

Solution

  • What methods or solutions did the authors propose?

    • The authors employed the "Co-Regulated Learning (CoRL)" theory as an analytical framework to conduct a field study on input exchange within esports teams.
    • Through semi-structured interviews, they explored how 14 male players from a collegiate esports club learn through teamwork and feedback.
  • What is innovative about this solution?

    • This study is the first to systematically analyze the social learning processes of esports teams from the perspective of "Co-Regulated Learning," particularly focusing on how players optimize learning through input exchange.
    • It provides theoretical and practical insights for designing computational support tools for esports, contributing significantly to a deeper understanding of team collaboration.
  • What are the implementation steps? What key techniques were used?

    1. Interview Design: Questions were designed based on the CoRL theory, focusing on input exchange behaviors such as seeking help and providing feedback.
    2. Data Collection: One-on-one semi-structured interviews were conducted with participants to explore their decision-making patterns and use of input.
    3. Data Analysis: Thematic analysis was used to extract key themes such as sources of input, the relationship between failure and feedback, and the hierarchy of input provision.
    4. Results Summary and Discussion: Themes derived from the interviews were summarized to identify common patterns and frameworks in esports learning.

Research Findings

  • What specific findings were achieved?

    • Ten themes related to input exchange were identified (e.g., how input sources are selected, the relationship between failure and feedback, and the hierarchical nature of input provision).
    • Three key patterns of co-regulated learning in esports teams were identified:
      1. Hierarchical Nature of Input: Input is only accepted from individuals perceived as more experienced (e.g., captains or coaches), and strict team hierarchies influence learning behaviors.
      2. Relationship Between Failure and Input: Failure is the primary driver for players to seek input. When players make mistakes or experience repeated failures, teams proactively provide feedback.
      3. Game Phases and Learning Stages: Learning priorities and interaction forms vary across three phases (pre-game, in-game, and post-game). For example, pre-game focuses on strategy discussions, post-game emphasizes reflection, while in-game input exchange is minimal.
  • What advantages does it have compared to existing solutions?

    • Provides a more detailed description of the social and long-term processes of learning in esports.
    • The findings offer clear guidance for future development of computational tools, particularly in simulating realistic teammate behaviors to enhance technological support.
  • What are the experimental or evaluation results?

    • Data saturation indicates that the interviews with 14 participants were sufficient to extract key themes.
    • The study demonstrates how input interactions shape social learning in esports teams and support skill development.
  • Limitations and Future Directions

    • Limitations:
      • The sample is limited to 14 male college students, excluding women, non-binary individuals, or players from diverse cultural backgrounds.
      • The study lacks exploration of other types of esports, non-competitive environments, and players of different age groups.
    • Future Directions:
      • Conduct similar studies with other groups (e.g., female players or players from different nationalities) to form generalizable conclusions.
      • Explore how to design computational support tools with social functionality and a sense of authority, particularly in emotional regulation during input acceptance and rejection.
      • Develop specialized models for social learning in esports to better describe non-individual interactive learning processes.

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https://hci.top/en/papers/chi/147778/2024

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DOI: https://doi.org/10.1145/3613904.3642249
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CHI
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Year
2024
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6 authors
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Game UX & Player Behavior, Multiplayer & Social Games
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Game Developers & Designers, Esports Players & Live Streamers
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