Logitech Education ANZ · eSport Pathway Campaign
Research Findings
Dashboard
COMU7301 Communication Practice & Campaigns · April 2026
Open Live Survey Opens the original questionnaire page and response workflow.
Methods
Social media audit · Secondary research · Survey
Platforms audited
LinkedIn + Instagram (98 posts)
Survey sample
n = 17 respondents
Period
April 2026
Group
Value Source Consulting
Website
Created by zhanglikang
Questionnaire Entry
Live survey for audience responses
Open Questionnaire
Cross-research key numbers
LinkedIn education content
68%
of 50 posts — high but no esports
Instagram education content
4%
of 48 posts — near zero
Youth who play games
85%
Gottfried & Sidoti, 2024
Parents: ≥1 benefit recognised
96%
yet risk framing dominates
No Logitech edu. awareness
94%
survey respondents (n=17)
Research data most convincing
71%
survey Q9 — top content type
Core problem
Logitech Education has zero esports content on any social media platform, while competitor Acer actively promotes its Predator League Academy. The content gap is total.
Audience paradox
96% of parents acknowledge gaming's value (secondary research), yet 82% of survey respondents cite parental screen time concerns as the top barrier to school esports programmes.
Legitimacy gap
Despite 91.8% of parents claiming awareness of esports, only 6.2% are deeply informed — creating the cognitive space where risk narratives dominate over educational ones.
Campaign signal
Both LinkedIn engagement data and survey Q9 independently converge: evidence-based, research-grounded content is the highest-performing and most convincing format for all target publics.
Navigate to explore each research stream
01 · Social Media Audit
LinkedIn & Instagram content analysis
98 posts · engagement patterns · content gap identification
02 · Secondary Research
Youth participation & educational integration
Literature synthesis · 7 datasets · legitimacy gap framework
03 · Primary Survey
Audience perception — esports in education
n = 17 · Qualtrics · 11 questions · 4 sections
Section 01 · Social Media Content Analysis
Logitech Education
LinkedIn & Instagram
LinkedIn posts
50 (Logitech Education showcase)
Instagram posts
48 (@logitech main account)
Method
HAR capture · HTML extraction · manual coding
Platform overview
LinkedIn posts
50
Logitech Education
Education content
68%
34 of 50 posts
LinkedIn engagement
254
comments + reposts
Avg engagement/post
5.1
LinkedIn
Instagram posts
48
@logitech
Education content
4%
2 of 48 posts
Instagram likes
34.6K
total
Avg engagement/post
741
Instagram
Platform comparison
LinkedIn — Logitech Education
linkedin.com/showcase/logitech-education
Followers3,228
Total engagement254
Education content share68% leading
Esports-specific posts0
Avg engagement/post5.1
Instagram — @logitech
instagram.com/logitech
Followers862,000
Total engagement35,593
Education content share4% gap
Esports-specific posts0
Avg engagement/post741.5
Engagement visualisation
LinkedIn
Engagement per post (comments + reposts)
GeneralEducation-related
LinkedIn engagement data
Instagram
Likes per post
Product/lifestyleEducation-related
Instagram likes data
LinkedIn — content type
Education vs. other content breakdown
Education 68%Other 32%
Education 68%, Other 32%
Instagram — content type
Education vs. product/lifestyle content breakdown
Product 96%Education 4%
Product 96%, Education 4%
Post detail — all 98 posts
# Platform Post summary Likes / Imp. Comments Reposts Type
Section 02 · Secondary Research
Esports, Youth Participation
& the Legitimacy Gap
Sources
Ygam & Mumsnet · Kakihara · Esports: Transforming Education · Gutierrez et al.
Method
Literature synthesis · desk research
01 · Participation
Youth play games
85%
Gottfried & Sidoti, 2024
Play daily
55%
parent-reported
Avg hrs/week
20.4
Ygam & Mumsnet, 2025
Play with others
89%
social by nature
Built friendships
47%
via gaming
02 · Parental attitudes — a paradox
Q — do parents see value?
Parents recognising ≥1 benefit of gaming
Ygam & Mumsnet, 2025
Recognise ≥1 benefit — 96%Do not — 4%
96% yes, 4% no
Q — what do they worry about?
Top parental concerns about gaming
Ygam & Mumsnet, 2025 · WHO
Screen time 79%, addiction 67%, risk 12%
03 · Educational outcomes in structured programmes
Student outcomes
Outcomes in school esports programmes
Esports: Transforming Education, 2025
56% belonging, 52% career, 48% interest, 16% attendance
Parent expectations
Skills parents expect esports to develop
Kakihara, 2025
Creativity 25.3%, focus 23%, communication 19.9%
04 · Institutional integration gap
Teacher belief vs. classroom use — Australian secondary schools
The knowing–doing gap
Gutierrez et al., 2023
Believe gaming has educational value — 60%Actually use in teaching — 15%
60% believe, 15% use
91%
of parents expect schools to provide esports education
Ygam & Mumsnet, 2025
40%
of students who actually received it — a 51-point supply gap
Ygam & Mumsnet, 2025
05 · Knowledge & engagement gap
How well do parents know esports?
Depth of parental esports knowledge
Kakihara, 2025
Generally aware — 91.8%Deeply informed — 6.2%Neutral attitude — 44.5%
91.8% aware, 6.2% informed
Does engagement style matter?
Effect of parental engagement style on esports educational perception
Kakihara, 2025 — OLS regression (β coefficients)
Active +0.66, restrictive −0.56
"Esports' core challenge in education is a legitimacy gap, shaped by cognitive bias, institutional inertia, and insufficient evidence-based communication — directly informing the proposed campaign's goals and messaging strategy."
Section 03 · Primary Survey
Audience Perceptions of
Esports in Education
Sample
n = 17 valid responses
Platform
Qualtrics — anonymous, voluntary
Collection
22–29 April 2026
Respondents
8 uni students · 3 teachers · 2 admins · 1 parent · 3 other
Total responses
17
valid submissions
Positive perception (Q1)
76%
very/somewhat positive
Agree on skill dev. (Q2)
88%
agree or strongly agree
Support school programs (Q4)
47%
yes · 24% no · 29% unsure
No edu. range awareness (Q7)
94%
59% unaware + 35% brand only
Section A — General perceptions
Q1
Overall perception of esports
Very positive 41%Somewhat 35%Neutral 12%Negative 12%
7 very positive, 6 somewhat, 2 neutral, 2 negative
Q2
Esports develops skills (teamwork, leadership, strategic thinking)
Strongly agree 12%Agree 76%Neutral 12%
2 strongly, 13 agree, 2 neutral
Q3
Esports supports mental health & social connection
Strongly agree 18%Agree 41%Neutral 41%
3 strongly, 7 agree, 7 neutral
Section B — Esports in schools
Q4
Support for structured esports programs in secondary schools
Yes 47%No 24%Unsure 29%
8 yes, 4 no, 5 unsure
Q5
Biggest barriers to esports acceptance in schools (multi-select)
Parental 14, stigma 8, staff 6, safety 6, academic 5, funding 4
Q6
Skills respondents believe students could develop through structured esports (multi-select)
Teamwork 14, strategic 11, communication 8, digital 7, leadership 7, resilience 3
Section C — Brand awareness & channels
Q7
Awareness of Logitech education products & programs
Not aware 59%Brand only 35%Familiar 6%
10 not aware, 6 brand only, 1 familiar
Q8
Channels for learning about edtech initiatives (multi-select)
Social 8, school 6, news 6, WOM 3, other 1
Q9
Most convincing content type for esports educational value (multi-select)
Research 12, career 8, demos 6, stories 6, endorsements 4
Perception gap
76% hold positive views of esports, yet only 47% support school programmes — a persuasion gap the campaign must bridge through evidence-based messaging.
Top barrier strengthened
82% cite parental screen time concerns as the single biggest barrier — the highest of any option and the clearest campaign messaging priority.
Brand awareness crisis
94% are unaware of Logitech's education range. The campaign starts from near-zero recognition among its target audiences.
Content strategy signal
71% cite research data as the most convincing content — consistent with LinkedIn engagement data. Evidence-based content is the highest-leverage format.