Module Descriptors
TOURNAMENT PRODUCTION
ESPO40019
Key Facts
Digital, Technology, Innovation and Business
Level 4
20 credits
Contact
Leader: Cameron Vanloo
Hours of Study
Scheduled Learning and Teaching Activities: 36
Independent Study Hours: 164
Total Learning Hours: 200
Assessment
  • PRODUCTION DIARY weighted at 70%
  • PRODUCTION REFLECTION weighted at 30%
Module Details
Additional Assessment Details
Formative: Group Contract

Students will create group contracts establishing individual roles and responsibilities towards their livestreamed esports event or tournament. The event will be created in response to an industry live brief. It is expected that the college partner will establish an industry link to make this possible.

Assessment 1: Production Diary

Individually create a production diary charting the progress through the module regarding broadcasting equipment, technical skills, media theories and evidencing output. Students should include how each portion was utilised in the final production (livestreamed esports event or tournament), annotate any evidence provided regarding the tournament and production.
LO1, LO2, LO3

Assessment 2: Production Reflection

Individually reflect on learning and personal contribution to the effective running of the tournament and production – include a link to the final production (livestreamed esports event or tournament). This reflection should include considerations for your future professional development based on insights gained from the event or tournament and feedback received.

LO4
Indicative Content
In this module, students will be tasked with working as part of a production team to create a livestreamed esports tournament hosted at your campus, to the standard of grassroots esports tournaments in the esports industry. Through exploration of media theory and concepts relating to live broadcasting, including camera operations and critical use, audio capture and integration, content types and production to create an engaging broadcast using the equipment on hand, showing a key understanding of the possibilities and limitations of different types of technology, and how to best apply those skills to enhance a tournament viewership experience.

Esports Production and Streaming

Live & Remote Broadcast Production

Broadcast Software & Equipment

Asset Design Philosophy

Streaming/Content Platforms

Technical Setup & Teamwork

Cable Routing

Broadcasting Roles & Responsibilities (Camera Operation, Audio & Lighting Operation & Design, Directing, Floor Management, Observing & Camera Operating, Video Mixing & Replay Operations

Tournament Formats and structures

Tournament Integrity

Web Descriptor
Tournaments are a key part of the esports industry, but creating an engaging way of viewing these tournaments is arguably even more important in today’s digital society. Through the Tournament Production module, students will explore and experiment with broadcasting technology, research media theories and techniques and evaluate tournament formats to understand how different types of tournaments can be enhanced by providing an engaging, effective and entertaining livestreamed tournament experience and broadcasting that to the world!
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
Self-lead production meetings & rehearsals
Technology supported activities (e.g., use of broadcasting technology and online platforms)
Blackboard VLE
Text
Bing,¿B.¿(2015).¿Next-Generation Video Coding and Streaming. Wiley: Germany.

Block, B. (2020). The Visual Story: Creating the Visual Structure of Film, TV, and Digital Media (3rd ed.). Routledge. https://doi.org/10.4324/9781315794839

Ciccarelli,¿P.,¿Faulkner,¿C.,¿FitzGerald,¿J.,¿Dennis,¿A.,¿Groth,¿D.,¿Skandier,¿T.¿(2012).¿Introduction to Networking Basics.¿(2nd ed). United Kingdom:¿Wiley.

Izhaki, R. (2023). Mixing Audio: Concepts, Practices, and Tools (4th ed.). Focal Press. https://doi.org/10.4324/9781003303077

Kuschel, T. (2022). The Live Event Video Technician (1st ed.). Focal Press. https://doi.org/10.4324/9781003247036

Law, Y-Y. and Jarrett, J. (2019) ‘More Than a Tournament: Grassroots Play and Participation at Esports Events’. UCI Esports Conference 2019

Moody, J.L., & Ravitz, J. (2021). Lighting for Televised Live Events: Making Your Live Production Look Great for the Eye and the Camera (1st ed.). Routledge. https://doi.org/10.4324/9780429288982

Neiburger,¿E.¿(2007).¿Gamers-- in the library?! : the why, what, and how of videogame tournaments for all ages.¿Chicago:¿American Library Association.

Owens, J. (2023). Video Production Handbook (7th ed.). Routledge. https://doi.org/10.4324/9781003251323

Pizzi, S., & Jones, G. (2014). A Broadcast Engineering Tutorial for Non-Engineers (4th ed.). Routledge. https://doi.org/10.4324/9781315848426
Resources
Library
IT
Blackboard
Reading list
VLE learning support material to be provided for independent /self-directed learning.
Module handbooks
Open Textbook Library
Broadcast Equipment
Learning Objectives
Demonstrate understanding and replicate how a broadcast team workflow operates to create an engaging and entertaining broadcast production targeted at a specific audience.

Knowledge and understanding, Learning, Communication

Showcase the technical skills required to craft an engaging broadcast suitable for a defined audience.

Enquiry, Application

Demonstrate an understanding of scheduling, rulebooks and tournament operations to design a feasible livestreamed tournament.

Problem Solving, Application

Reflect upon learning and personal contribution to the effective running of the tournament

Analysis, Reflection