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        <full_title>International Journal of Education and Information Technologies</full_title>
        <issn media_type="electronic">2074-1316</issn>
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      <journal_article>
        <titles>
          <title>An Interactive Educational Platform for E-Sports: Development and Future Perspectives</title>
        </titles>
        <contributors>
          <person_name sequence="first" contributor_role="author">
            <given_name>Judit</given_name>
            <surname>Szűcs</surname>
            <affiliations>
              <institution>
                <institution_name>Department of Information Technology and its Applications, University of Pannonia, Hungary</institution_name>
              </institution>
            </affiliations>
          </person_name>
          <person_name sequence="additional" contributor_role="author">
            <given_name>Krisztián</given_name>
            <surname>Németh</surname>
            <affiliations>
              <institution>
                <institution_name>Department of Information Technology and its Applications, University of Pannonia, Hungary</institution_name>
              </institution>
            </affiliations>
          </person_name>
          <person_name sequence="additional" contributor_role="author">
            <given_name>László</given_name>
            <surname>Dávid</surname>
            <affiliations>
              <institution>
                <institution_name>Department of Information Technology and its Applications, University of Pannonia, Hungary</institution_name>
              </institution>
            </affiliations>
          </person_name>
          <person_name sequence="additional" contributor_role="author">
            <given_name>Tibor</given_name>
            <surname>Guzsvinecz</surname>
            <affiliations>
              <institution>
                <institution_name>Department of Information Technology and its Applications, University of Pannonia, Hungary</institution_name>
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          <jats:p>The large growth of e-sports has defined it as an important cultural and economic phenomenon. Millions compete with each other, while millions view them worldwide. Despite the importance of this topic, educational materials about e-sports history and culture are still scarce. Therefore, this study presents the development of EsportLingo as an innovative gamified educational platform designed with the goal of bridging this gap. This application is a progressive web application, and it offers accessibility, interactivity, as well as scalability. It includes theoretical modules, quizzes, and leaderboards to increase user engagement and help learning. The results show that EsportLingo has the potential to combine gamification and education to help the e-sports community and inform the next generation of enthusiasts.</jats:p>
        </jats:abstract>
        <publication_date media_type="print">
          <month>01</month>
          <day>05</day>
          <year>2026</year>
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          <month>01</month>
          <day>05</day>
          <year>2026</year>
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        <pages>
          <first_page>11</first_page>
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          <item_number item_number_type="article_number">2</item_number>
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          <ai:license_ref>https://creativecommons.org/licenses/by/4.0/deed.en_US</ai:license_ref>
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          <doi>10.46300/9109.2026.20.2</doi>
          <resource>https://npublications.com/journals/educationinformation/2026/a042008-002(2026).pdf</resource>
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