Module Descriptors
ADVANCED STRATEGIES IN ESPORTS COACHING AND MANAGEMENT
ESPO50018
Key Facts
Digital, Technology, Innovation and Business
Level 5
20 credits
Contact
Leader: Cameron Vanloo
Hours of Study
Scheduled Learning and Teaching Activities: 36
Independent Study Hours: 164
Total Learning Hours: 200
Pattern of Delivery
  • Occurrence B, Stoke Campus, UG Semester 2
Sites
  • Stoke Campus
Assessment
  • TRAINING LOG HIGHLIGHTING KEY PLAYER AND SKILL DEVELOPMENTS MADE BY THE STUDENT weighted at 100%
Module Details
INDICATIVE CONTENT
Advanced game analysis strategy development

Player development techniques

Communication and team dynamics

Performance optimization

Strategic coaching and analysis tool integration

Leadership and management approaches

Coaching ethics and social responsibility

International cross-cultural dynamics

Practical application and research delivery
ASSESSMENT DETAILS
Assessment – Training Log (Learning Outcomes 1 to 3)

Six week training log highlighting key player and skill developments made by the student (3000 words).

Students will show through game machines and bio-mechanics their understanding and will highlight this with a training plan.

Students will develop a log within the assignment allowing them to provide a growth mindset and reflective report of learning progression.

Students will need to demonstrate leadership and taking the position of the coach within the assignment, and as such they will demonstrate leadership and management they are developing.



Students will need to show continuous development through a documented time plan approach to capture problems faced and their evolving development in resolving them.

Formative Assessment

There will be a one week training plan formative assessment, being a week plan of activities and measurements for success. (600 words).
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 centred learning

Participation in group activities, including presentations and discussion panels

Directed reading

Self-directed/independent research
LEARNING OUTCOMES

LO1 - Comprehensive Understanding: Demonstrate an advanced understanding of the intricate game mechanics, evolving metagame strategies, and the dynamics of multiple Esports titles.

Knowledge and Understanding

LO2 - Adaptability and Continuous Learning: Embrace a growth mindset, adapt to evolving industry trends, and engage in continuous learning to stay updated with the rapidly changing Esports landscape.

Learning / Enquiry

LO3 - Leadership and Management Acumen: Develop strategic leadership skills to manage Esports organizations, handle contracts, negotiations, talent scouting, and financial aspects effectively.

Analysis / Problem Solving

RESOURCES
Esports Arena and equipment

University Library

IT access (Specialised Teaching Labs)

Blackboard VLE learning support material to be provided for independent /self-directed learning

Open Textbook Library
TEXTS
Bubna, K. et al. (2023) ‘Coaching and talent development in Esports: a theoretical framework and suggestions for future research’, Frontiers in psychology, 14, pp. 1191801–1191801. Available at: https://doi.org/10.3389/fpsyg.2023.1191801.

Bannon PJ, Czyz A, Czyz T (2023) The Comprehensive Guide to Esports Fundamentals: For Coaches and Players, Independently published

Johnson T, DiFrancisco-Donoghue J, Balentine J (2024), Conditioning for Esports: A Guide to Training and Performance, Human Kinetics; 1st edition

McNulty C, Polman R, et al. (2023) The Science of Esports, Routledge; 1st edition

Bush, A. et al. (2013) Sports coaching research context, consequences, and consciousness. New York: Routledge.

Hardman, A. and Jones, C. (2011) The ethics of sports coaching. London: Routledge.

Juntunen, T., 2022. The Challenges of European Esports Coaching from the Coach's Perspective.

Lyle, J. and Cushion, C. (2010) Sports coaching¿: professionalisation and practice. Edinburgh: Churchill Livingstone Elsevier.

Potrac, P. (2014) Routledge handbook of sports coaching. London: Routledge

Railsback, D. and Caporusso, N., 2019. Investigating the human factors in eSports performance. In Advances in Human Factors in Wearable Technologies and Game Design: Proceedings of the AHFE 2018 International Conferences on Human Factors and Wearable Technologies, and Human Factors in Game Design and Virtual Environments, Held on July 21–25, 2018, in Loews Sapphire Falls Resort at Universal Studios, Orlando, Florida, USA 9 (pp. 325-334). Springer International Publishing.

Sabtan, B., Cao, S. and Paul, N., 2022. Current practice and challenges in coaching Esports players: An interview study with league of legends professional team coaches. Entertainment Computing, 42, p.100481.

Watson, M. et al. (2022) ‘Introducing esports coaching to sport coaching (not as sport coaching)’, Sports coaching review, ahead-of-print(ahead-of-print), pp. 1–20. Available at: https://doi.org/10.1080/21640629.2022.2123960.
WEB DESCRIPTOR
The "Advanced Strategies in Esports Coaching and Management" module offers an in-depth exploration of the intricate and dynamic world of coaching professional Esports teams. This module goes beyond foundational coaching techniques, delving into sophisticated strategies, advanced analytics, and holistic team management within the competitive gaming industry.

Students will gain a comprehensive understanding of evolving game dynamics across various Esports titles, enabling them to analyse complex gameplay elements, devise innovative strategies, and make real-time decisions in high-pressure competitive scenarios.