MODULE LEARNING OUTCOMES
LO1 – Demonstrate understanding of how the phenomenon of esports has evolved.
LO2 - Demonstrate enquiry-based learning of the dynamic narrative within esports.
LO3 - Analyse theories surrounding the growth, diversification, and global presence of esports.
LO4 - Assess the culture of esports and what influence that has had on audiences.
MODULE ADDITIONAL ASSESSMENT DETAILS
Formative assessment
Students will be required to provide a close reading of one piece of relevant esports literature and present it in poster form. Group sizes should not exceed four and every student should contribute 250 words to an A3 poster.
Assessment 1.
Individual Essay
Students will be required to evaluate a key case study which is covered within the module highlighting esports issues, engagement with relevant academic literature and findings.
LO1, LO2. 50%
Assessment 2.
Individual Report
Students are required to provide a detailed esports ecosystem for diagram for one title. The diagram should indicate the variety of stakeholders involved in an esports ecosystem and correctly reference relevant figures. The diagram will be accompanied by a 1,500-word piece of academic writing highlighting the issues facing one of the key stakeholders identified in the diagram.
LO3, LO4, 50%
MODULE INDICATIVE CONTENT
Students will develop an introductory understanding of esports in relation to its history, key concepts and ideas, its culture, and current pressing topics/issues. From here, students will begin to speculate on esports’ future. The module will also begin the process of teaching students about academic writing and academic research.
- Definition of Esports
- History of Esports
- Esports Audiences
- Competitive Gaming Cultures
- Contemporary Issues in Esports
- Introduction to academic writing
- Harvard referencing
- Introduction to academic research skills
- Future of the Industry
- The Competitive Scene
- Esports Grassroots
- Limitations in Esports
WEB DESCRIPTOR
What is esports and why is it important? On this module, students will develop an introductory understanding of esports in relation to its history, key concepts and ideas, its culture, and current pressing topics/issues. From here, students will begin to speculate on esports’ future to consider where the next big development could come from to further revolutionise the industry. Students will also be introduced to the discipline of academic writing, including an introduction to research and Harvard referencing.
MODULE LEARNING STRATEGIES
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
Chaloner, P. (2020). This is Esports (And How To Spell It). Bloomsbury Publishing.
Collis, W. (2020). The Book of Esports: The Official History of Esports. New York: Rosetta Books.
Hamari, J. and Sjöblom, M. (2017). ‘What is eSports and why do people watch it?’, Internet research, 27(2), pp. 211–232. doi:10.1108/IntR-04-2016-0085.
Jin, D.Y. (2010). Korea's Online Gaming Empire. Cambridge: The MIT Press.
Rogers, R. (2019). Understanding eSports an introduction to the global phenomenon. Lexington Books.
Taylor, T. L. (2012). Raising the Stakes: E-sports and the Professionalization of Computer Gaming. MIT Press.
Taylor, T.L. (2018) Watch Me Play¿: Twitch and the Rise of Game Live Streaming. Princeton, NJ: Princeton University Press,. doi:10.1515/9780691184975.
Torres-Toukomidis, A. (2022). Esports and the Media: Challenges and Expectations in a Multi-Screen Society. London: Routledge.
MODULE RESOURCES
University Library
IT
Blackboard
Reading list
VLE learning support material to be provided for independent /self-directed learning.
Module handbooks
Open Textbook Library