<oai_dc:dc xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/ http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
  <dc:type xml:lang="deu">Text</dc:type>
  <dc:type xml:lang="deu">Buchkapitel</dc:type>
  <dc:publisher>University of Krems Press</dc:publisher>
  <dc:language>eng</dc:language>
  <dc:source xml:lang="deu">ESPORTS - Esports Professions and Opportunities: Ressources and Training for Success</dc:source>
  <dc:rights>http://rightsstatements.org/vocab/InC/1.0/</dc:rights>
  <dc:creator>Stephanie Wössner (Independent Researcher)</dc:creator>
  <dc:subject xml:lang="eng">Esports</dc:subject>
  <dc:subject xml:lang="eng">Educational Transformation</dc:subject>
  <dc:subject xml:lang="eng">Playfulness</dc:subject>
  <dc:subject xml:lang="eng">Playful Learning</dc:subject>
  <dc:subject xml:lang="eng">Democratic Learning</dc:subject>
  <dc:subject xml:lang="eng">Human Digitality</dc:subject>
  <dc:format>application/pdf</dc:format>
  <dc:description xml:lang="eng">Education systems currently operate under conditions of profound uncertainty shaped by the omnicrisis and rapid societal change. In this context, debates around digital games and Esports in education often remain limited, framing them either through risk-oriented perspectives (e.g. addiction or excessive use) or through instrumental logics focused on skills, performance, and employability. This opinion paper argues that such framings overlook the transformative potential of Esports as a lived educational practice in youth cultures. 
Drawing on the meta-strategies articulated in the Future:Guide Bildung—Playfulness, Lifelong Learning, Learning Environments, and Human–Machine Teamplay—the paper reframes Esports as a laboratory for educational transformation and democratic learning. Rather than positioning Esports as a model or solution, it is understood as a protected space for experimentation in which questions of learning, participation, power, technology, and diversity are actively negotiated. 
By examining Esports as a site of playful engagement under uncertainty and reflective human–machine collaboration, the paper positions it as a cultural impulse contributing to the democratization and future orientation of education, pointing toward the emergence of an era of human digitality.</dc:description>
  <dc:type xml:lang="eng">Text</dc:type>
  <dc:type xml:lang="eng">book part</dc:type>
  <dc:identifier>doi:10.48341/frog25.5</dc:identifier>
  <dc:identifier>https://doi.org/10.48341/mp52-5743</dc:identifier>
  <dc:date>2026-02-26</dc:date>
  <dc:type xml:lang="ita">Testo</dc:type>
  <dc:type xml:lang="ita">Capitolo di libro</dc:type>
  <dc:title xml:lang="eng">Playfulness as a Meta-Strategy : Framing Esports for transformative youth media work and educational transformation</dc:title>
  <dc:identifier>https://door.donau-uni.ac.at/o:6122</dc:identifier>
</oai_dc:dc>