Module Descriptors
COMPETITIVE GAMING CULTURE
ESPO40012
Key Facts
Digital, Technology, Innovation and Business
Level 4
15 credits
Contact
Leader: David Cumming
Hours of Study
Scheduled Learning and Teaching Activities: 24
Independent Study Hours: 126
Total Learning Hours: 150
Assessment
  • Seminar Journal - 1,600 words weighted at 30%
  • Critical Essay - 1,500 words weighted at 70%
Module Details
Learning Outcomes
1) Demonstrate an understanding of now the phenomenon of esports has evolved
Learning

2) Demonstrate enquiry based learning of the dynamic narrative within esports
Enquiry

3) Analyse the sub cultures of esports
Analysis

4) Reflect on the culture of esports and what influence that has had on audiences
Reflection
Texts
Taylor, T. L. (2015 ) Raising the Stakes: E-Sports and the Professionalization of Computer Gaming
Li R, (2016) Good Luck Have Fun: The Rise of eSports
Jin, D.Y. (2010) Korea's Online Gaming Empire
Resources
University Library
IT
ADDITIONAL ASSESSMENT DETAILS
1. 30%
Seminar journal (1600 words)
Students will maintain a journal throughout the module documenting notes and reflections on academic literature and contemporary case studies.

A2: 70%
Critical essay (1,500 words)
Students will be required to write a critical essay examining one or more of the theories covered by the module, using material from their seminar journals. Essay title to be determined by the tutor.
WEB DESCRIPTOR
You will learn about the rise of competitive computer gaming from the beginnings of esports through to the development of league structures and teams. We will take you on a journey through the darker side of the industry looking at gambling, fraud and competitive doping as well as understanding the psychology behind the elements that have gone into creating the esports culture worldwide.
LEARNING STRATEGIES
The learning strategy for full-time on-campus requires students to commit to 200 learning hours (including assessments). Of this, there will be 24 hours of class/workshop support and 126 hours of independent and self-directed learning for students working alone or as part of a learning group.
INDICATIVE CONTENT
This module introduces the rise of competitive computer gaming and the development of exports from the perspective of the audiences, players and the supporting people and services which create the exports culture worldwide.

History of Esports
Development of League Structures
Rise of esports teams
Rise of the esports Personality
Games and tiers

Audiences
Who are the audience?
Why do they watch?
How do they watch?

Competitive Gaming Cultures
Sub Cultures
Player Pathways
Players and gender
Cheating
Gambling