Module Descriptors
CONTEMPORARY ISSUES IN ESPORTS
ESPO30000
Key Facts
Digital, Technology, Innovation and Business
Level 3
30 credits
Contact
Leader: Madeleine Daniels
Hours of Study
Scheduled Learning and Teaching Activities: 72
Independent Study Hours: 228
Total Learning Hours: 300
Assessment
  • Coursework - Project weighted at 100%
Module Details
Learning Outcomes
1) DEMONSTRATE KNOWLEDGE AND CRITICAL UNDERSTANDING OF THE CONCEPTS, PRINCIPLES AND THEIR DEVELOPMENT IN RELATION TO NEW DEVELOPMENTS IN ESPORTS
[Knowledge and Understanding]

2) DEMONSTRATE KNOWLEDGE OF THE MAIN METHODS OF ENQUIRY IN FORECASTING DEVELOPMENTS IN ESPORTS
[Enquiry]

3) USE A RANGE OF ESTABLISHED TECHNIQUES TO INITIATE AND UNDERTAKE CRITICAL ANALYSIS OF ANY INFORMATION PERTAINING TO PROPOSED NEW DEVELOPMENTS
[Analysis]

4) COMMUNICATE EFFECTIVELY INFORMATION AND ARGUMENTS IN A VARIETY OF FORMS [Communication]
Indicative Content
This module will look at new developments in esports, from a variety of perspectives, including technology advances, market developments, gameplay evolutions and the impact of cultural advancements on the Industry.

You will explore and analyse current issues in esports. Contemporary in nature, the issues covered will naturally change as the course progresses but are likely to include key areas such as regulatory structure and player contracts, professionalisation and rise of player agents, the 'spectacle' of esports, subversive practices, sexism in the video games industry and gender orientation in esports games culture.
Assessment Details
New Developments in Esports Project 100%

Learning Outcomes 1-4
Learning Strategies
1 x 2hrs / week interactive Lecture Tutorials
Students will explore current issues in Esports, adopting a case study approach. Role play and active gameplay observation will identify and analyse the extent of current issues. Industry guest lecturers, including Esports event organisers, representatives from professional bodies and professional players, will provide real life examples of contemporary issues and the extent of their impact on the Esports industry.
Texts
Steven Johnson (2006). Everything Bad is Good for You: How Popular Culture is Making Us Smarter. Penguin

Kerr, Aphra. (2006). The business and culture of digital games : gamework/gameplay. London,Sage

David D. Friedman (2011). Future Imperfect: Technology and Freedom in an Uncertain World. Cambridge University Press.

Lawrence R. Samuel (2010). Future: A Recent History. University of Texas Press.
Resources
Projector
Web Descriptor
You will explore and analyse current issues in esports. Contemporary in nature, the issues covered will naturally change as the course progresses, but are likely to include key areas such as regulatory structure and player contracts, professionalisation and rise of player agents, the 'spectacle' of esports, subversive practices, sexism in the video games industry and gender orientation in esports games culture.