Abstracts for the 2027 UiA Academic Esports Seminar Now Open
Introduction
Esports has been called an industry, a sport, a culture, and a bubble. After a decade of spectacular growth and an equally spectacular contraction, the more useful question is no longer how big esports is, but what it actually changes. Who gets reached, what they learn, which institutions adapt, and what remains once the tournament lights go out. The 4th UiA Academic Esports Sem-inar takes that question as its theme: Esports 4 Change.
In FLARE, the Future Lab for Academic Research in Esports, we treat esports as a people-cen-tered arena rather than a technology product. Competitive play is where individuals learn to col-laborate, communicate, negotiate identity, and navigate digital complexity, and where those ca-pabilities become visible in ways formal systems rarely capture. Change, in this reading, is not something esports produces automatically through scale or spectacle. It happens where play is deliberately organised: in classrooms, clubs, community centres, workplaces, and public pro-grammes that give participation a structure and a direction.
There is now a growing body of practice to learn from. Esports-based programmes have re-en-gaged young people outside education, employment, and training, and in several cases have carried them into higher education and into work. Universities have built academic esports into study programmes and research centres. Clubs and federations have turned informal play into organised pathways. Employers have begun to recognise competencies formed in competitive digital environments. These are concrete claims about change, and they deserve concrete evi-dence.
They also deserve scrutiny. Not every esports initiative delivers what it promises, and impact is frequently asserted rather than measured. Access remains uneven, toxicity and exclusion persist, wellbeing is easily traded against performance, and funding logics can pull grassroots work to-ward visibility rather than effect. A seminar about change has to make room for the initiatives that did not work, the effects that faded, and the measurements that failed to confirm the story. Critical, negative, and null findings are as welcome here as success cases.
Universities, researchers, educators, and practitioners are uniquely positioned in this. Academic esports, understood as the intentional and structured use of competitive game environments for learning, research, and social inclusion, is where change can be designed, tested, documented, and scaled responsibly. The 2027 seminar invites contributions that examine how esports changes people, institutions, and societies, how that change can be evidenced, and what condi-tions make it last.
Seminar Themes
Themes include, but are not limited to, the following core areas:
1. Esports for Re-engagement, Second Chances & Educational Pathways
Examining how esports-based programmes reach young people outside education, employment, and training, and how participation converts into qualifications, careers, and long-term educational trajectories. Contributions on programme design, retention, transition rates, and the institutional conditions that make such pathways durable are particularly encouraged.
2. Learning, Competence Development & Academic Esports Practice
Exploring how structured competitive game environments build digital, social, and self-regulatory competence, how these competencies can be assessed and made visible, and how academic esports reshapes curricula, teaching practice, and study programmes.
3. Inclusion, Belonging & Community Change
Investigating who is reached and who is not, how grassroots communities create belonging and agency, and how esports environments can be built to widen participation across gender, back-ground, ability, and geography rather than reproduce existing divides.
4. Health, Wellbeing & Safer Digital Environments
Addressing the human dimension of change: physical and mental health, toxicity and harassment, sustainable participation, and the design and governance of environments in which people can compete and belong without harm.
5. Work, Organisations & the Changing Nature of Competence
Understanding how esports-informed practices of collaboration, coordination, feedback, and adaptability travel into workplaces and organisations, and how competencies formed in competi-tive play are recognised, translated, or overlooked in the labour market.
6. Governance, Policy & Sustainable Infrastructures
Analysing how public institutions, federations, funders, and educational systems build the infra-structures that make change possible, and how economic, environmental, and organisational sus-tainability shape what survives beyond a project cycle.
7. Evidencing Change: Methods, Measurement & Critical Perspectives
Questioning how impact is claimed, measured, and contested. Contributions on evaluation de-sign, longitudinal and mixed-method approaches, replication, and critical accounts of overstated or unrealised change are explicitly invited.
Important Info
Submission Guidelines:
• Research Abstracts: 350 words
• Author biography: 100 words per author
Important Dates:
• Abstract Submission: 31st January 2027
• Acceptance Notification: 20th February 2027
• Event Dates: 12th–14th May 2027
Submission:
Submit to: tobias.scholz@uia.no
Website: www.academicesports.net
The Academic Esports Seminar is part of a larger esports initiative at the University of Agder, contributing to the development of the Agder region as a hub for esports innovation and excel-lence.