Module Descriptors
ESPORTS BROADCASTING
ESPO40007
Key Facts
Digital, Technology, Innovation and Business
Level 4
30 credits
Contact
Leader: Ross Wilson
Hours of Study
Scheduled Learning and Teaching Activities: 48
Independent Study Hours: 252
Total Learning Hours: 300
Assessment
  • Media Profile Creation weighted at 50%
  • Practical Simulation weighted at 50%
Module Details
Module Indicative Content

This module explores the environment surrounding Live Esports Broadcast Production, its importance in relation to practical implementation throughout Pre-Production, Production and Post-Production stages alongside the roles that exist within this sector.

Esports Broadcasting Production & Streaming
• Live & Remote Broadcast Production
• Broadcast Software & Equipment
• Creativity & Assets
• Streaming Platforms
• NDI

Technical Setup
• Computer Networking
• Cable Routing
• Cameras
• Audio & Lighting

Roles & Responsibilities
• Directors, Technical Directors & Cameras
• Producer
• Video & Graphics
• Observers
On-Air Talent
Module Learning Strategies
The learning strategy for the module requires you to commit 300 learning hours (including assessment). Of this there will be 48 hours of interactive classroom support and 252 hours of independent and self-directed study.

During the academic year, you will review and analyse an array of major esports broadcasts and will be encouraged to participate in organising and broadcasting your own esport events. To supplement your learning, this module will be taught on a more hands-on approach, taking advantage of the practical skills that are required to succeed in the world of live broadcast production. You will have the opportunity to utilise our dedicated Esports Hub and the industry standard equipment and software that can be found within.
Module Texts
Pizzi, S. & Jones, G. (2014) A Broadcast Engineering Tutorial for Non-Engineers. Taylor & Francis Group.

Bing, B. (2015) Next-Generation Video Coding and Streaming. Wiley-Blackwell

Ciccarelli, P. (2013) Networking Basics 2. John Wiley & Sons.

Dunham, R. (2015) Stage Lighting: Fundamentals and Applications. Abingdon: Routledge.

Izhaki, R. (2018) Mixing Audio: Concepts, Practices and Tools. Abingdon: Routledge.

Winer, E. (2018) The Audio Expert: Everything you need to know about audio. Abingdon: Routledge.

Readman, M. (2003) Teaching Scriptwriting, Screenplay and storyboards for film and TV Production. Bfi Education.

Block, B. (2008) The Visual Story: Creating the visual structure of film, TV and Digital Media. Focal.

Harrison, M (2013) SketchUp Pro for set design: A conversation with Andy Walmsley. Available at: https://blog.sketchup.com/sketchupdate/sketchup-pro-set-design-conversation-andy-walmsley

Performance Lighting Design: How to Light for the Stage, Concerts, and Live Events 2007

Sell, J. (2015) E-Sports Broadcasting.

Miller, G. & Owens, J. (2008) Video Production Handbook. 4th edn. Amsterdam: Elsevier.
Module Resources
Blackboard Virtual Learning Environment
Specialist Esports Hub
Microsoft Teams
Digital IT Services
Henrion Media Centre
Module Web Descriptor
This module explores the environment surrounding Live Esports Broadcast Production, its importance in relation to practical implementation and the roles that exist within this sector. The module looks at the different aspects of live esports broadcast production, the technical implementations involved and the multitude of roles available alongside their responsibilities.
ADDITIONAL ASSESSMENT DETAILS
A1. 30%
Practical
In groups students will produce a live esports production of between 10 and 12 minutes. They will be allocated a role of responsibility by the tutor. The production must be accompanied by a detailed run down.

A2. 70%
Evaluation of role (1,500 words)
Students will evaluate their performance in the production of the live esports stream demonstrating knowledge of industry standards for broadcasting and an understanding of specific skills required for an esports production.
LEARNING OUTCOMES
LO1. On completion of this module, you will be able to understand and analyse the planning process and workflow, alongside the limitations for running an Esports Broadcast Production
Problem Solving

LO2. On completion of this module, you will be able to demonstrate knowledge and understanding of the roles and operations behind an Esports Broadcast Production
Knowledge and Understanding

LO3. On completion of this module, you will be able to demonstrate the ability to operate and produce a Live Esports Broadcast Production
Application
Communication

LO4. On completion of this module, you will be able to reflect on knowledge and understanding of standard technical setups and layouts
Reflection
ADDITIONAL ASSESSMENT DETAILS
A1. 50% Media Profile Creation and Analysis (LO1, LO2)
Students are tasked with creating a profile of the current esports broadcasting market for their desired game and competition level. They must then assess the quality of the piece and conclude positive traits that could inspire their own broadcast, and/or negative traits to avoid.

A2. 50% Practical Simulation (LO3)
Students are tasked with creating a broadcast that meets a minimum criterion with higher marks awarded for hitting additional criteria based on extra detail or quality.