Learning Outcomes
1. Conceptualise a systematic understanding and critical awareness of the structure of the esports ecosystem.
Knowledge and Understanding
2. Critically analyse the current research in esports to find patterns and trends.
Analysis
Problem Solving
3. Conceptualise a critical and practical understanding of the relationship between player, tournaments and business models.
Learning
Enquiry
4. Use written communication to elicit information, to explain debate and research and present complex and related arguments, relevant to the area of chosen study in a clear and consistent format.¿
Communication
Indicative Content
This module introduces the ecosystem of esports, investigating who the major players are in the industry and how the money flows in the business of esports. It looks at the following aspects:
The Evolving Exports Ecosystem
CurrentFactors
CurrentEsportsStructure
Comparing exports to Traditional Sports
Potential Change & Growth Drivers
CurrentEsportsResearch:
MarketSizes
Estimates & Forecasts
Business models
Streaming and revenues
Players and Teams
Sponsorship
Pro Teams
Sports marketing
Sports management
Merchandising
National and International Tournaments and Leagues
Event organisers
Arenas
Industry bodies and Association
Betting
Metrics
Brand and player metrics
Game analytics
Assessment Details
100% coursework (Learning outcomes 1-4)¿
Component 1: 2000 word report (worth 50%)
Component 2: 2000 word critical evaluation (worth 50%)
PLEASE NOTE ALTERNATIVE ASSESSMENTS FOR Semester 1 2020/21 DUE TO COVID-19 AS FOLLOWS: 4000 word Report (100%)
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.
Texts
Julian Heinz Anton Ströh (2017) The eSports Market and eSports Sponsoring, Tectum Verlag.
T.L. Taylor (2012) Raising the Stakes: E-Sports and the Professionalization of Computer Gaming. Cambridge, MIT Press.
Dal Yong Jin (2010) Korea’s Online Gaming Empire. Cambridge. MIT Press.
Resources
VLE learning support material to be provided for independent /self-directed learning.
Module handbooks
Open Textbook Library