In 2020 the Competition is changing to the Queensland High Schools Esports League
Why we take this seriously ...
We are targeting a large at risk group and teaching online practical skills and safety.
- Focus is on education and personal development
- Harm minimisation engaging children to develop online skills
- Developing students self-regulation, social skills, confidence and leadership capabilities
- Promoting expected behaviours of leaders and those in the online space
- Revealing pathways to higher education in ICT, business, design and innovation, media communication and psychology
- Linking our students to new $4 Billion esport industry
- Age appropriate and school community building
The eSafety Commissioner’s Office State of Play release 2018 research from an Australian Youth Participation Survey revealed:
- 1 in 2 (approximately) youth aged between 8-17 years had played esports title.
- 6 out of 10 youth aged between 8-17 years played online multiplayer games.
- 17% of multiplayer gamers have experienced in-game bullying
We are linking our programs with digital leadership to inspire the next generation of entrepreneurs and digital achievers
Figure 3: Participation in the esports phenomena eSafety Commissioner: State of Play 2018
What our eSports is…
Competitive: You are there to win but winning isn’t everything.
Promoting Team Work: This is essential to overcome obstacles and challenges from the other teams in the league.
Focusing On Strategy: Pre game prep, in game reactions and post-game break down. Do you know the other teams strategies?
An Equal Opportunity Community: Inclusive for everyone.
Exhibiting Respect: Participants follow the golden rule by treating others how they want to be treated online and offline.
Promoting Critical Reasoning: Quick thinking trying to be one step ahead of your opponents with fast paced coordination with your team to deal with in game problems as they arise.
Exhibiting Resilience: exhibiting grace and getting back up from personal defeat as well as in team defeat.
Responsible: Owning your own actions not just the successes but also failures.
Teams Are Upstanders: Helping your team mates online as well as offline and being an ambassador (positive role model) for others.
What our eSports is not…
- Playing on devices isolated in your room
- Unbalanced screen time with real life
- Lone wolf game play
- Game addiction over real world commitments
- Not attending to real life needs
- Game rage on others while playing online
- Rude and inappropriate comments online and offline
- Rude and inappropriate social media posts
- Biased and exclusive
- Focused on aggression and the negative.