In order to combine the ecosystem of gaming and esports, an infographic was created by Chris Slotboom (2024). The purpose of this infographic is to provide insight into the different layers of gaming and esports in a clear and concise manner. The pyramid clarifies how gaming contributes to societal and economic value, from sports performance to general well-being, social interaction, professional development, and global events, as well as the development of (digital) skills. It illustrates how participation in gaming can start from casual play and gradually increase to professional levels. The goals include narrowing the digital divide while offering insights into the connection between gaming and digital sports. It aims to emphasize that gaming is not merely a hobby; it fosters essential skills and experiences. Additionally, the initiative seeks to deliver concise information on the various layers and dimensions of the gaming and esports landscape.
Figure 1 – Gaming & Esports Pyramid 2024 Icon Version, by Chris Slotboom
Gaming & Esports Pyramid 2024 Icon Version
Figure 1 presents a simplified version using icons to quickly illustrate how various skills create a strong foundation for the world of video gaming across multiple tiers. In the Blue tier, recreational gaming is connected to diverse user groups, including children, teens, adults, and the elderly. The smaller game controller symbolizes that there are numerous other digital activities beyond just video gaming. In the White tier, video gaming becomes more prominent and starts to play a significant role, particularly when combined with video recording. In the Red tier, the focus shifts entirely to the championships, with cameras capturing the action. And finally the Orange tier, directing attention to the Esports Olympic Games.
Four Parts of the Infographic
By considering the ecosystem as a pyramid, it allows for stacked of fundamental skills, recreation, professionalism and top performance levels to complement and reinforce each other. The four main parts of the infographic in figure 2 are as follows:
1. Middle: The gaming and esports ecosystem.
2. Under: The skills from gaming.
3. Left: The balance between performance and relaxation.
4. Right: The “Gaming Plus” box.
Figure 2 – Gaming & Esports Ecosystem Pyramid 2024 Infographic, by Chris Slotboom.
Ecosystem Pyramid
Let’s start with the ecosystem as a pyramid (figure 3). See how the layers of fundamental skills, recreation, professionalism and professional level complement and reinforce each other.
Figure 3 – Gaming & Esports Ecosystem Pyramid 2024.
Fundamental layer
The bottom layer concerns the basic skills you gain while gaming, such as problem-solving and strategic thinking. There are displayed in figure 4 below. Gaming automatically builds these skills, which helps reduce the digital divide through a broader understanding of technology and the digital world. Read more about this in the study ‘Benefits of Recreational Gaming’ (Dekker et al, 2023). Gaming is a specific form of digital interaction that contributes to personal skills, as opposed to purely functional skills that you develop with tools such as Dropbox, Teams, or CRM systems.
Figure 4 – Layer 1: Competencies Through Gaming.
Extensive research shows the benefits of gaming. Here are a number of examples:
Cognitive: Problem-solving and strategic thinking (Bavelier, 2012, Adachi, 2013; Green, 2013; Oops, 2013; Eichenbaum, 2014).
Motor skills: Hand-eye coordination and fine motor skills (Chung et al, 2017).
Social competence: Communication, cooperation and helping behavior (Granic, 2014; Schmierbach, 2010).
Emotional: Dealing with emotions (McGonigal, 2011) and stress (Jones, 2014).
Visual attention: Speed of visual processing (Uttal et al, 2013) and mental rotation (van Zoest, 2015).
Relaxation: Fun and de-stressing in a digital environment (Nakamura, 2002; Ferguson, 2015).
Creativity: Innovative Thinking and Strategic Planning (Jackson et al, 2012; Passmore et al, 2014).
Learning: Understanding how you learn and acquiring new knowledge/skills (Khesht-Masjedi et al, 2019), including multiple object tracking.
Technology: Logical thinking about digital processes and success in STEM professions (Wai, 2010).Being Digital: Becoming Familiar with Digital Environments (Steinkuehler, 2008).
Recreational Layer
Gamers are in diverse social settings such as schools, workplaces, and communities where they share their video game hobbies. This societal layer emphasizes the social and recreational aspects of gaming, such as bringing generations together through joint gaming activities. Platforms like Twitch and Discord also fall under this layer. This differs from teaching with games (game-based learning), in which gaming is used as a means rather than a participation goal. Review this in figure 5 below.
Figure 5 – Layer 2: Recreational Gaming
Professional Layer
This tier, displayed in figure 6, includes short-term leagues and tournaments in which gamers from different backgrounds showcase their skills and compete against each other. These events are often linked to content creation and interact with an audience more than recreational gaming, and can range from local to international levels. This differs from professional gaming as a tester in game development, using (serious) games for marketing and business, or motivating with leaderboards. See the “Gaming Plus” box for more details.
Figure 6 – Layer 3: Professional Gaming
Occupational Layer
This layer concerns large, prestigious international events that often attract global attention and represent the highest level of competition. Revealed in figure 7, these long-term events follow strict rules and health requirements and constitute the highest level of competition, such as the Olympics. Local tournaments and championships often serve as a stepping stone to these international competitions.
Figure 7 – Layer 4: Occupational Gaming
Balance Between Performance and Relaxation
In gaming communities, people mainly play to be together, seek connection and relaxation. The games played are often not competitive, but focused on social interaction or story-based. In a club context, they often play to win and coach to learn more game technique for higher performance and (business) success. The balance is displayed in figure 8.
Figure 8 – The Balance Legend
The “Gaming Plus” Box
This box (figure 9) is meant to categorize the different ways in which gaming can be combined with other activities and goals. It provides an overview of how gaming compares to other disciplines and applications.
Figure 9 – Gaming Plus Box
Conclusion
To close the digital gap, stakeholders—including policymakers, employers, educators, and community leaders—must embrace game-derived skills, such as problem-solving, strategic thinking, and collaboration, as an essential component of workforce development strategies and digital education. It would be beneficial to integrate these skills into curricula, professional training, or public policy initiatives. By doing so, we can improve access to digital skills training, foster innovation, and ultimately create a more inclusive digital economy and society.
The journey to bridging the digital divide is a collective effort. Understanding and utilizing game-derived skills is a foundational step that can help unlock the potential of individuals across diverse backgrounds, empowering them to participate fully in the digital future. In essence, GDS provide not only a way to better understand the digital world but also to thrive within it, ensuring no one is left behind as we advance into an increasingly digital era of the 22nd century.
References
Alleway, H. K., Klein, E. S., Cameron, L., Douglass, K., Govia, I., Guell, C., Lim, M., Robin, L., & Thurstan, R. H. (2023). The shifting baseline syndrome as a connective concept for more informed and just responses to global environmental change. People and Nature, 5(4), Article e10473. https://doi.org/10.1002/pan3.10473.
Atherton, G., & Cross, L. (2021). The use of analog and digital games for autism interventions. Frontiers in Psychology, 12, 669734. https://doi.org/10.3389/fpsyg.2021.669734.
Bamela, U., Kumar, S., Lim, W. M., Bamelf, N., & Meyer, N. (2022). Managing the dark side of digitalization in the future of work: A fuzzy TISM approach. Journal of Innovation & Knowledge, 7, 100275. https://doi.org/10.1016/j.jik.2022.100275.
Bawden, D. (2008). Origins and concepts of digital literacy. Digital literacies: Concepts, policies and practices, 30(2008), 17-32.
Bleakley, C. M., Charles, D., Porter-Armstrong, A., McNeill, M. D., McDonough, S. M., & McCormack, B. (2015). gaming for health: a systematic review of the physical and cognitive effects of interactive computer games in older adults. Journal of Applied Gerontology, 34(3), NP166-NP189.
Brunetti, F., Matt, D. T., Bonfanti, A., De Longhi, A., Pedrini, G., & Orzes, G. (2020). Digital transformation challenges: strategies emerging from a multi-stakeholder approach. The TQM Journal, 32(4), 697-724.
Burnside WR, Pulver S, Fiorella KJ, Avolio ML, Alexander SM, eds. Daniel Pauly (1995). In: Foundations of Socio-Environmental Research: Legacy Readings with Commentaries. Cambridge University Press; 2022:512-512.
Cès, P., Duflos, M., Tricard, E., Jhean-Larose, S., & Giraudeau, C. (2024). Playing Board Games to Increase Emotional Competencies in School-Age Children and Older People: A Systematic Review. Leisure Sciences, 1–24. https://doi.org/10.1080/01490400.2024.2373415.
Cesar, P., & Geerts, D. (2011). Past, present, and future of social TV: A categorization. Telematics and Informatics, 347–351. https://doi.org/10.1109/CCNC.2011.5766487.
Chow, D. H. K., & Mann, S. K. F. (2023). Exergaming and education: A relational model for games selection and evaluation. Frontiers in Psychology, 14. https://doi.org/10.3389/fpsyg.2023.1197403.
Colbert, A., Yee, N., & George, G. (2016). The digital workforce and the workplace of the future. Academy of Management Journal. https://doi.org/10.5465/amj.2016.4003.
Davis, Todd and Higgins, John, “A Blockbuster Failure: How an Outdated Business Model Destroyed a Giant” (2013). Chapter 11 Bankruptcy Case Studies. 11. https://ir.law.utk.edu/utk_studlawbankruptcy/11.
Danesi, M. (2018). Ahmes’ legacy: Puzzles and the mathematical mind. Springer.
Daniau, S. (2016). The transformative potential of role-playing games: From play skills to human skills. Simulation & Gaming, 47(4), 423–444. https://doi.org/10.1177/1046878116650.
Dekker, S., & Slotboom, C. (2023). Benefits of recreational gaming. International Journal of Esports, 1(1). Retrieved from https://www.ijesports.org/article/96/html.
Dichev, C., & Dicheva, D. (2017). Gamifying education: What is known, what is believed, and what remains uncertain: A critical review. International Journal of Educational Technology in Higher Education, 14(1), 9. https://doi.org/10.1186/s41239-017-0042-5.
Ebermann, C., Piccinini, E., Brauer, B., Busse, S., & Kolbe, L. (2016). The Impact of Gamification-Induced Emotions on In-car IS Adoption – The Difference between Digital Natives and Digital Immigrants. 49th Hawaii International Conference on System Sciences (HICSS 2016), IEEE.
Eichenbaum, A. B. (2014). Video games: Play can do serious good. American Journal of Play, 71(1), 50-72.
Fadda, D., Pellegrini, M., Vivanet, G., & Zandonella Callegher, C. (2022). Effects of digital games on student motivation in mathematics: A meta-analysis in K-12. Journal of Computer Assisted Learning, 38(1), 304–325. https://doi.org/10.1111/jcal.12618.
Fotaris, P., & Mastoras, T. (2019). Escape rooms for learning: A systematic review. Educational Technology Research and Development, 67(2), 123-145. https://doi.org/10.1007/s11423-018-9612-5.
Gandolfi, E. (2016). To watch or to play, it is in the game: The game culture on Twitch.tv among performers, players, and audiences. Journal of gaming & Virtual Worlds, 8(1), 63–82. https://doi.org/10.1386/jgvw.8.1.63_1.
Gazis, A., & Katsiri, E. (2023). Serious games in digital gaming: A comprehensive review of applications, game engines, and advancements. WSEAS Transactions on Computer Research. https://doi.org/10.37394/232018.2023.11.2.
Grace, K., & Maher, M. (2021). Towards computational co-creation in modding communities. AIIDE, 10(3). https://doi.org/10.1609/aiide.v10i3.12750.
Howard, K. S., Tondeur, J., Siddiq, F., & Scherer, R. (2021). Ready, set, go! Profiling teachers’ readiness for online teaching in secondary education. Technology Pedagogy and Education, 30(1), 141–158. https://doi.org/10.1080/1475939X.2020.1839543.
Jaramillo-Mediavilla L, Basantes-Andrade A, Cabezas-González M, Casillas-Martín S. Impact of Gamification on Motivation and Academic Performance: A Systematic Review. Education Sciences. 2024; 14(6):639. https://doi.org/10.3390/educsci14060639.
Jenny, S. E., Besombes, N., Brock, T., Cote, A. C., & Scholz, T. M. (2024). Routledge Handbook of Esports. Taylor & Francis.
Jenny, S., Gawrysiak, J., & Besombes, N. (2021). Esports.edu: An inventory and analysis of global higher education esports academic programming and curricula. International Journal of Esports, 1(1). https://www.ijesports.org/article/59/html
Jenny, S. E., Manning, R. D., Keiper, M. C., & Olrich, T. W. (2016). Virtual(ly) Athletes: Where eSports Fit Within the Definition of “Sport.” Quest, 69(1), 1–18. https://doi.org/10.1080/00336297.2016.1144517.
Kaytoue, M., Silva, A., Cerf, L., Meira Jr, W., & Raïssi, C. (2012, April). Watch me playing, i am a professional: a first study on video game live streaming. In Proceedings of the 21st international conference on world wide web (pp. 1181-1188).
Lamarre, E., Chheda, S., Riba, M., Genest, V., & Nizam, A. (2023, July 31). The value of digital transformation. Harvard Business Review.
Lara, Jenarah Skyara, “Spotting k-TriCaps in SPOT IT!” (2023). Senior Projects Spring 2023. 349. https://digitalcommons.bard.edu/senproj_s2023/349.
Li Y, Chen D, Deng X. The impact of digital educational games on student’s motivation for learning: The mediating effect of learning engagement and the moderating effect of the digital environment. PLoS One. 2024 Jan 11;19(1):e0294350. doi: https://10.1371/journal.pone.0294350.
Li, R. W., Ngo, C., Nguyen, J., & Levi, D. M. (2011). Video-game play induces plasticity in the visual system of adults with amblyopia. PLoS Biology, 9(8), e1001135. https://doi.org/10.1371/journal.pbio.1001135.
Matthews, D. (n.d.). DIY adaptive gaming: Game control for people with upper limb disabilities (Bachelor’s thesis, University of Twente). Supervisor: E. Dertien; Critical Observer: P. Canyelles P`ericas.
McNulty, C., Jenny, S. E., Leis, O., Poulus, D., Sondergeld, P., & Nicholson, M. (2022). Physical exercise and performance in esports players: An initial systematic review. Journal of Electronic gaming and Esports. https://doi.org/10.1123/jege.2022-0014.
Meticulous Research. (2023). Gamification market by type (Structural, Content), offering, organization size, deployment mode, application (HRM, CRM, customer engagement), end-use industry (BFSI, retail & e-commerce, education & research), and geography – Global forecast to 2030 (Report ID: MRICT – 104314). Meticulous Research. https://www.meticulousresearch.com/product/gamification-market-5015.
Migliore, L., McGee, C., & Moore, M. N. (2021). Handbook of esports medicine: Clinical aspects of competitive video gaming. Springer. https://doi.org/10.1007/978-3-030-75937-1.
Mould, S. (2022, October 27). Mechanical circuits: Electronics without electricity [Video]. YouTube. https://www.youtube.com/watch?v=QrkiJZKJfpY.
Raith, L., Bignill, J., Stavropoulos, V., Millear, P., Allen, A., Stallman, H. M., Mason, J., De Regt, T., Wood, A., & Kannis-Dymand, L. (2021). Massively multiplayer online games and well-being: A systematic literature review. Frontiers in Psychology, 12, 698799. https://doi.org/10.3389/fpsyg.2021.698799.
Saeed SA, Masters RM. Disparities in Health Care and the Digital Divide. Curr Psychiatry Rep. 2021 Jul 23;23(9):61. doi: 10.1007/s11920-021-01274-4. PMID: 34297202; PMCID: PMC8300069.
Sengupta, D. (2016). A Mathematical Analysis of Spot It!.
Siddiq, F., Hatlevik, O. E., Olsen, R. V., Throndsen, I., & Scherer, R. (2016). Taking a future perspective by learning from the past: A systematic review of assessment instruments that aim to measure primary and secondary school students’ ICT literacy. Educational Research Review, 19, 58–84.
Sidhu, P., Carter, M., & Zagal, J. P. (Eds.). (2024). Fifty Years of Dungeons & Dragons. MIT Press.
Sissine, M., Segan, R., Taylor, M., Jefferson, B., Borrelli, A., Koehler, M., & Chelvayohan, M. (2014). Cost comparison model: blended eLearning versus traditional training of community health workers. Online journal of public health informatics, 6(3).
Shaw, A. (2022). Creative Minecrafters: Cognitive and personality determinants of creativity, novelty, and usefulness in Minecraft. Psychology of Aesthetics, Creativity, and the Arts. https://doi.org/10.1037/aca0000310.
Tavinor, G. (2009). The art of videogames. Wiley-Blackwell.
Taborda Mosquera, J.P., Arango-López, J., Gutiérrez Vela, F.L. et al. Analyzing effectiveness and fun through metrics applied to pervasive gaming experiences. Univ Access Inf Soc 20, 545–554 (2021). https://doi.org/10.1007/s10209-020-00768-x
Trammell, A., Torner, E., & Waldron, E. L. (Eds.). (2019). Analog Game Studies, Volume IV. ETC Press. https://press.etc.cmu.edu.
United Nations (2018). E-government survey 2018, Gearing E‐government to support transformation towards sustainable and resilient societies. https://www.unescap.org/resources/e-government-survey-2018-gearing-e-government-support-transformation-towards-sustainable.
Valdez, V. B., & Javier, S. P. (2021). Digital divide: from a peripheral to a core issue for all SDGs. In Reduced Inequalities (pp. 88-101). Cham: Springer International Publishing.
van Dijk, J. (2020). The digital divide (2nd ed.). Polity. Journal of the Association for Information Science and Technology, 72(4). https://doi.org/10.1002/asi.24355.
Video Game Insights. (2024). Global PC Games Market Report 2024.
Vinyals, O., Babuschkin, I., Czarnecki, W. M., Mathieu, M., Dudzik, A., Chung, J., Choi, D. H., Powell, R., Ewalds, T., Georgiev, P., Oh, J., Horgan, D., Kroiss, M., Danihelka, I., Huang, A., Sifre, L., Cai, T., Agapiou, J. P., Jaderberg, M., Vezhnevets, A. S., Leblond, R., Pohlen, T., Dalibard, V., Budden, D., Sulsky, Y., Molloy, J., Paine, T. L., Gulcehre, C., Wang, Z., Pfaff, T., Wu, Y., Ring, R., Yogatama, D., Wünsch, D., McKinney, K., Smith, O., Schaul, T., Lillicrap, T., Kavukcuoglu, K., Hassabis, D., Apps, C., & Silver, D. (2019). Grandmaster level in StarCraft II using multi-agent reinforcement learning. Nature. https://doi.org/10.1038/s41586-019-1724-z.
Weigand, K., Flanagan, T., Dye, K., & Jones, P. (2014). Collaborative foresight: Complementing long-horizon strategic planning. Technological Forecasting and Social Change, 85, 134-152.
Williams, W. M., & Ayres, C. G. (2020). Can active video games improve physical activity in adolescents? A review of RCT. International Journal of Environmental Research and Public Health, 17(2), 669. https://doi.org/10.3390/ijerph17020669.