Digital and Analog Convergence: An Ethnographic Study of Esports Communities in the University
Digital and Analog Convergence: An Ethnographic Study of Esports Communities in the University
Thursday, 10 July 2025: 13:15
Location: FSE012 (Faculty of Education Sciences (FSE))
Oral Presentation
This ethnographic study, conducted at one of the campuses of the State University of New York in 2022, investigates the convergence of digital and analog communities within a university Esports team. Through 25 in-depth interviews and four months of fieldwork, the research explores how video games serve as meeting points for students from various undergraduate and graduate programs, fostering integration and the formation of unified communities across both physical and virtual spaces. Esports are revealed as more than just competitive environments; they emerge as meaningful contexts for socialization, education, and gender inclusion. The study demonstrates that digital interactions within Esports transcend virtual boundaries, reinforcing community bonds in physical spaces. These activities foster ongoing interaction among participants both online and offline. Esports play a crucial role in promoting inclusive and participatory spaces, catalyzing new configurations of university cultures that are more dynamic and cohesive. Moreover, Esports serve as a powerful tool for comprehensive education, promoting social cohesion and the development of collective identities within contemporary educational settings. This research contributes to the growing body of literature on video game communities within the social sciences, offering detailed analytical insights into how video games can act as facilitators of social integration. Esports provide a platform for creating inclusive educational spaces that address diversity and gender equity, reinforcing the role of gaming as a catalyst for broader social change. By exploring the convergence of digital and analog realms within Esports communities, this study offers a unique perspective on how digital leisure activities intersect with real-world social and educational dynamics.