CYBER LESSONS: FROM SCHOOL TO UNIVERSITY
Evelina Alieva, Acting Director, Federal Institute for Educational Development, RANEPA
Faik Shorty, Cybersports Commentator for Riot Games Competitions on League of Legends, Co-owner of the Cybersports Organization "Future Perfect", Coach of the Unicorns of Love Team on the Mobile Game Wild Rift
Pavel Golubev, Head of the Association for the Development of Cybersports of Russia
Alexander Gorbachenko, Head of the Standing Committee on Cyber Sports of the International Association for the Protection of Athletes' Rights
Maxim Fleur, Head of the Moscow Computer Sports Federation
At the start of the new century, only few cyber sports disciplines were popular in Russia: Counter-Strike, Dota, Warcraft, World of Tanks.
Having gained popularity among various age, social and national segments and groups, they have become one of the main prerequisites for the establishment of both sports and business entertainment.
No one could have imagined that in twenty years the list of games would increase to more than twenty items. Moreover, it was possible to count professional cyber athletes in those days on the fingers. But as the industry evolved, new disciplines began to emerge, and with them, new professional players.
Talent transfers in e-sports are just as well developed as in regular sports. And after finishing your playing career, you can find your place in the team by becoming a coach, analyst, commentator, etc.
However, in comparison with the most developed countries of Europe, Asia and America, in Russia the development of e-sports is experiencing certain difficulties. This concerns not only the stereotypes of the older generation towards the young people's fascination with computer games, but also attracting sufficient attention from ministries and agencies interested in exploiting the gaming potential in the educational environment and attracting reputable sponsors to hold championships and tournaments.
• What can and should be done at school, college and university level to integrate gamification into the educational process?
• Why is e-sports a promising direction? What horizons are opening up for young people?
• What are the challenges that hinder positive communication between the major players in e-sports?
• Why are big businesses not actively sponsoring e-sports events, what is stopping them?
• Is there any cooperation at the level of regional federations to promote e-sports?
• How can the established consortium of universities change the situation, and should other universities be involved?