ASSESSMENT DETAILS
A 4,000 word research report 100% weighting which aims to test LO's 1,2 3 and 4:
The first section of the report to be based on a problem, practice-based learning topic enabling students to analyse, reflect on and make recommendations about problem of the student’s choosing. This section of the submission should be c.3,000 words. The second section of the report to be a critical evaluation which aims to test LO4 the challenges of Esports legislation and its impact on policy development. This part of the submission should be c.1000 words.
INDICATIVE CONTENT
The growth in competitive video gaming (esports) has led to many debates about the role of the industry in the general sports and gaming arena. This module focuses on the legal definition of esports and examines its relationship to traditional sports. The future agenda for the legislation around this industry will be examined and case studies examined from across the world that have so far shaped the policy as well as those that are most likely to affect the future developments of the industry.
Using current research around the illegal gambling, economic impact and ethical dilemmas around age, gender and equality of popular games like League of Legends students will explore the challenges the industry needs to address and learn about the wide implications of the decision makers.
Topics will include:
The nature of legislative frameworks
The globalisation of esports
Economic impact assessment reports
Social and demographic characteristics of the industry
The political climate in esports
Internationalisation and harmony of practice
The overall aim of the course is to understand the economic, legislative, ethical and policies that have impacted the development of esports and how future decision making will affect this complex industry.
LEARNING OUTCOMES
1. Establish conceptual understanding of relevant concepts and critical awareness of the legislation around Esports
Analysis
Enquiry
Application
2. Critically evaluate the International development of Esport Policy
Analysis
Knowledge and Understanding
3. Systematically and critically evaluate current theories and practice of ethical issues and debates in practice of Esport
Analysis
Problem Solving
Knowledge and Understanding
4. Critically evaluate the main issues regarding the challenges of esports legislation and policy development
Analysis
Enquiry
Problem-solving
Application
LEARNING STRATEGIES
The learning strategy for full-time/part-time on-campus and other delivery modes requires students to commit to 300 learning hours (including assessments). Of this, there will be 72 hours of class/workshop support and 228 hours of independent and self-directed learning for students working alone or as part of a learning group.
Teaching methods will include:
Selected videos and interviews
Analysis of case studies and other problem-solving exercises
Interactive discussions on discussion board or private social media
Webinars and on-line discussions
The development of independent critical thinking is a core objective and students will be encouraged to develop their own questions, inquiries and challenges
RESOURCES
VLE learning support material to be provided for independent /self-directed learning.
Module handbooks
Open Textbook Library
Selected contemporary problem/practice-based case examples
TEXTS
Holden, J and Kuburakis, A and Rodenberg, R (2017) The Future is Now: Esports Policy Considerations and Potential Litigation, Journal of Legal Aspects of Sport.
Llorens, M.R. (2017) eSport Gaming: The Rise of a New Sports Practice, Journal of Sport, Ethics and Philosophy
Greenhill, A and Houghton, R (2017) esports and Streaming in the UK, White paper
Jackson, V (2016) IX and higher education policy: Guiding principles for diversity and inclusion in collegiate esports, Ph.D., Arizona State University
Holden, J, Rodenberg, R and Kuburakis, A (2017) Esports Corruption: Gambling, Doping and Global Governance, Marlyand Journal of International Law, Vol 32 Issue 1