Module Texts
Cotterill, S (2017) Performance Psychology: Theory and Practice, Routledge
Nobel, B. (2012) Building Winning Teams: Leadership Tips from the Changing Room to the Board Room, Acorn Independent Press
H3CZ,NaDeSHot,Scump,¿ BigTymer,¿ Midnite, OpTic J,Fwiz (2016) OpTic Gaming: The Making of eSports Champions, Dey Street Books
Module Resources
Students will benefit from the use of Esports-specific facilities, in which they can simulate real team development activities:
Specialist Esports lab
Specialist network facility
Spaces to Adapt
IT – script recording and editing software.
LEARNING OUTCOMES
LO1 Demonstrate knowledge and understanding of key planning and research tools sufficient to support the effective organisation of a multiplayer esports event
Knowledge and Understanding
Enquiry
LO2. Develop specific transferable skills of collaborative planning, interpersonal skills, goal setting, self-management and group work
Communication
Learning
LO3. Operate and communicate effectively through the appropriate use of written, presentational and technical methods within a collaborative group project
Reflection
ADDITIONAL ASSESSMENT DETAILS
Essay assignment looking into a key topic in the development and building of teams and organisations LO1,LO2,LO3
INDICATIVE CONTENT
In this module students will be identifying key issues and trends within the development and organisation of teams students will be tasked with evaluated, critically analysing, and developing team based strategies in relation to esports and the surrounding sectors. Topics cover may include some of the following: Team dynamics, Holistic coaching, Motivation theory, Feedback and team communication, Team culture, Culture and demographic inclusion, Isolation and delivery process, digital team building.
WEB DESCRIPTOR
Using the experience you gained in your first year, you will start looking and the building and adoption of teams and organisation taking key elements of team building form both within esports and external. Alongside this you will look in to potential topic such as Explore the anatomy of an Esports team, from drafting to coaching, brand building to brand content creation. Student will analyse past and present teams, learning about what goes into making a successful team and creating a popular team brand
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 36 hours of class/workshop support and 164 hours of independent and self-directed learning for students working alone or as part of a learning group.