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E-Sports in Schools: when the Classroom Becomes the Anteroom of the Digital Entertainment Industry

By integrating esports into school curricula, the institution risks turning "the classroom into an antechamber of the digital entertainment industry," at the very moment when concerns about screen time, sedentary lifestyles, and the mental health of young people are multiplying, denounce physical education teachers Guillaume Dietsch (University of Paris-Est Créteil) and Arnaud Devezeaux (INSPE of Pau).
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By integrating esports into school curricula, the institution risks turning "the classroom into an antechamber of the digital entertainment industry," at the very moment when concerns about screen time, sedentary lifestyles, and the mental health of young people are multiplying, denounce physical education teachers Guillaume Dietsch (University of Paris-Est Créteil) and Arnaud Devezeaux (INSPE of Pau).

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cafepedagogique.net broke the news on Tuesday, May 12, 2026.
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