Scholastic Esports Awards
National Association of Collegiate Esports (NACE)
Slippery Rock University
Seth E. Jenny is a tenured Associate Professor in the Department of Exercise Science at Slippery Rock University of Pennsylvania. His research focuses on esports performance and health, motion‑based video gaming, instructional technology, and distance running. He is Senior Editor of the Routledge Handbook of Esports and lead author of the Human Kinetics textbook Technology for Physical Educators, Health Educators, and Coaches.
Journal of Electronic Gaming and Esports • Journal
This systematic review examined whether physical activity/exercise improves esports performance. Emerging evidence suggests exercise may positively affect in‑game performance and aligns with player perceptions that exercise is beneficial, though more controlled experimental research is needed.
International Journal of Esports • Journal
This narrative review synthesizes research on esports players’ health, covering physical activity and sedentary behavior, musculoskeletal injuries, eye health, sleep, nutrition, performance‑enhancing drugs, and mental health. The authors call for coordinated, evidence‑based policies and interventions, including regular health checks and specialized support staff for competitive players.
International Journal of Esports • Journal
This study provides the first comprehensive global inventory and overview of higher education esports academic programs and curricula. Using structured internet searches, academic networks, and correspondence, the authors identified 80 programs across 62 institutions, analyzed focus areas and course requirements, and discussed trends and future directions for esports education.
BMJ Open Sport & Exercise Medicine • Journal
In a randomized crossover trial with competitive esports players, a 6‑minute walking break during a 2‑hour gaming session significantly improved executive function (faster solution and planning times) compared to a rest break or continuous play, without affecting game performance. Over 70% reported the walking break helped performance.
ITiCSE-WGR '21: Proceedings of the 2021 Working Group Reports on Innovation and Technology in Computer Science Education (ACM) • Conference
As universities develop esports programs, there is little consensus on what curricula should include. This ACM working group examined career pathways and interdisciplinary requirements, and outlines foundations to support the design of esports curricula in higher education, noting intersections beyond computer science (e.g., events, psychology, sports science, media, management).
Physical Culture and Sport. Studies and Research • Journal
Despite rapid growth in eSports, non‑endemic brands have been slow to leverage it. This review synthesizes eSports and sport marketing literature and proposes an evolution model of endemic and non‑endemic companies’ use of eSports to guide marketers on when and how to enter the eSports ecosystem for brand building.
International Journal of Esports • Journal
The paper argues that common estimates of the 2019 eSports industry size (≈$1.1B USD) are far too low. It proposes sector‑specific revenue equations for six major segments—teams/players/streamers, game publishers, streaming platforms, physical products, leagues/tournaments, and digital tools—and estimates a total market size of $24.9B USD for 2019.
Journal of Applied Sport Management • Journal
eSports competitions are rapidly growing spectator events. While dedicated eSports venues are being built, many events occur in multi‑purpose facilities designed for other sports or entertainment. This paper outlines the development of eSports and trends in spectator consumption, describes current and future eSports venues, and highlights licensing, equipment, and staffing needs. Using open systems theory, it explains how facilities can adapt to host eSports successfully.
Quest • Journal
Electronic sports (eSports) are increasingly accepted as sport and have begun to enter higher education as intercollegiate programs. This article presents a brief history and definition of eSports and examines whether eSports meet traditional philosophical and sociological definitions of sport—considering play, organization, competition, skill, physicality, following, and institutionalization—to provoke discourse on whether eSports should be considered sport.
Journal for the Study of Sports and Athletes in Education • Journal
This paper provides a brief history and definition of eSports, reviews market size and scope, and offers an overview of intercollegiate eSports. It argues that adding eSports to athletic departments may increase participation, generate revenue, and enhance diversity, while recognizing that academic research on eSports remains nascent.
Simulation & Gaming • Journal
This literature review examines the educational potential of motion‑based video gaming (MBVG) in physical education and sport pedagogy. MBVG can motivate learners, increase physical activity, and support social interaction; it may aid novices and some learners with special needs, but empirical support for authentic sport‑specific motor skill development remains limited.
International Journal of Technology in Teaching and Learning • Journal
With international students new to American football, this mixed‑methods experiment compared gameplay using Madden NFL to a control condition. Playing Madden NFL increased overall football knowledge—particularly field layout and player positions—and increased intentions to watch or play the sport in real‑world settings.
International Journal of Technology in Teaching and Learning • Journal
Using a mixed‑methods design with pre‑service physical education teachers, the study found MBVGs are perceived as enjoyable and motivating and can increase student physical activity. Participants also reported that MBVGs do not always mirror fundamental concepts or motor movements of the actual sport, and heavier gamers were more positive about using MBVGs in PE.
Routledge • Book
An interdisciplinary, global reference that provides a comprehensive overview of esports through 62 chapters organized across ten themes: Introduction, Research, Players, Business and Management, Media and Communication, Education, Critical Concerns, Global Cultures, Future Directions, and Key Terms. Contributions from 93 authors include research syntheses, practical examples, case studies, and curated resources.
Human Kinetics • Book
A practical, hands‑on text that helps health and physical education teachers and coaches use technology for instruction, assessment, management, communication, professional development, and advocacy. Includes research summaries, tips, interviews, LMS‑ready quizzes, PowerPoints, and a companion web resource with updated tools and activities.