Module Descriptors
INTRODUCTION TO ESPORTS MEDIA
ESPO30008
Key Facts
Digital, Technology, Innovation and Business
Level 3
20 credits
Contact
Leader: George Williams
Hours of Study
Scheduled Learning and Teaching Activities: 36
Independent Study Hours: 164
Total Learning Hours: 200
Pattern of Delivery
  • Occurrence A, Stoke Campus, UG Semester 1
Sites
  • Stoke Campus
Assessment
  • Portfolio weighted at 30%
  • Livestream recording weighted at 70%
Module Details
MODULE LEARNING OUTCOMES
LO1 - Demonstrate knowledge and understanding of the concepts and principles of livestreamed media, and their development in relation to esports.
LO2 - Evaluate current approaches to livestreamed content, to obtain a well examined use of practical principles.
LO3 - Practically apply developed skills in relation to video game livestreaming to produce content.
MODULE ADDITIONAL ASSESSMENT DETAILS
Assessment 1 – Portfolio
Students will be required to make a digital portfolio of their profile and composition of assets within a chosen streaming software. This will require screenshot evidence of the software and composition of assets, with annotated descriptions to what each screenshot shows and the reasoning behind setup choices.
LO1

Assessment 2 – Livestream recording
Students will record a short 10-minute video explaining how they would run a personal livestream utilising the profile created for assignment 1. The video will need to showcase all the typical aspects expected within a livestream, according to a provided set of criteria.
LO2, LO3.
MODULE INDICATIVE CONTENT
During this module, students will learn about the use of online media within the esports industry. They will examine the details behind livestreaming platforms and understand the practical use of social and streaming media in relation to gaming and esports.
- Livestreaming
- Content Creators
- Stylistic choices of stream profiles
- Livestreaming programs
- Workflows
- Remote broadcasting software (OBS, Xsplit, SLOBS)
WEB DESCRIPTOR
Livestreaming is an integral aspect of the esports sector, and the personalities involved make the industry what it is. In this module, students will examine different livestreaming approaches and build their own profile in order to better understand the process and develop skills related to, and transferable from, livestreaming.
MODULE LEARNING STRATEGIES
1 hour lecture, 2 hour seminar.
Students will be expected to engage in a variety of learning strategies, including but not limited to:
- Tutor led formal presentations
- Workshops and group-based tutorials
- Discussion/debate cantered learning
- Participation in group activities, including presentations and discussion panels
- Directed reading
- Self-directed/independent research
MODULE TEXTS
¿Ruberg, B. ‘Bo’ and Lark, D. (2020). Livestreaming from the bedroom: Performing intimacy through domestic space on Twitch. Convergence: The International Journal of Research into New Media Technologies, 27(3), p.679-695

Taylor, T.L. (2018). Watch me play twitch and the rise of game live streaming. Princeton Oxford Princeton University Press.

Torres-Toukoumidis, A. (2022). Esports and the Media. London: Routledge.
MODULE RESOURCES
University Library
IT
Blackboard
Reading list
OBS
Henrion Media Stores