Module Descriptors
ESPORTS AND COMPETITIVE GAMING
GAME60250
Key Facts
Digital, Technology, Innovation and Business
Level 6
15 credits
Contact
Leader: Ying-Ying Law
Hours of Study
Scheduled Learning and Teaching Activities: 24
Independent Study Hours: 126
Total Learning Hours: 150
Assessment
  • ESSAY weighted at 30%
  • PRESENTATION AND REPORT weighted at 70%
Module Details
ASSESSMENT DETAILS
Assignment 1: Essay 30%
Produce a 2000 word essay analysing a specific area of a recent eSports event with a focus on one of the titles being played.
(This covers LO’s 1 + 2)

Assignment 2: Presentation and Report 70%
Create and organise an eSports event as part of a group project (Other students will be participants). Each member of the group will then submit a 2000 word report going into further detail on the event and their roles.
(This covers LO’s 3 + 4)
INDICATIVE CONTENT
Like the video games that fuel it, the eSports sector is now one of the fastest growing, most popular
and vibrant categories of entertainment in the digitally driven economy. Esports – and in particular live tournament events – offer huge opportunities across the UK in job creation, local economic growth, tourism and new skills development,

This Module will look at a number of aspects involved in understanding the eSports industry, it’s history and future developments. It will focus on both the analysis of the players and competitive elements and have a practical event running elements – giving students key skills to take part in a developing and exciting aspect of the games industry.
• Learn about the history of eSports from its grassroots to the current day.
• Work to understand the national, and international market for eSports, and the cultural aspects that drive it.
• Understand the discussion points around eSports – by examine the evolving media reception
• Discover how eSports titles gained their audiences and what makes a game a good eSport.
• Discuss and study the future of the eSports industry; where are the new markets and what communities can support new games.
• Explore the inner workings of event management, the nuances behind casting events and the mind-sets required to play games at top levels.
• Gain an understanding of how to run and manage eSports events
• Consider the ethical and academic processes behind the field
• Explore the analysis and use of evidence to realise why certain games become eSports titles
• Develop skills in project management and self-employment in the eSports industry
• Develop the capacity to rigorously gather data and evidence on eSports as to improve the field

LEARNING STRATEGIES
1 x 2 hour interactive lecture per week.
RESOURCES
Shannon Webster (2015) Game On: How I Became a Nintendo World Championships Finalist
Paul Chaloner (2015) Talking Esports - A Book on eSports Broadcasting
Christopher Fabiszak (2013) Team Ben: A Year as a Professional Gamer
T.L Taylor (2012) Raising the Stakes: E-Sports and the Professionalization of Computer Gaming
Roger R. Quiles (2015) The Little Legal Handbook for ESports Teams
Dal Yong Jin (2010) Korea's Online Gaming Empire
TEXTS
Recommended texts:
“Fulfilling the Needs of eSports Consumers: A Uses and Gratifications Perspective”
https://domino.fov.uni-mb.si/proceedings.nsf/Proceedings/843B0091BCCFEF5CC12578FA00385774/$File/P41_Weiss.pdf
“Factors Affecting eSports Audience Satisfaction”
http://www.koreascience.or.kr/article/ArticleFullRecord.jsp?cn=KGOHCL_2014_v14n3_35
“What is eSports and why do people watch it?”
https://www.researchgate.net/profile/Juho_Hamari/publication/306286205_What_is_eSports_and_why_do_people_watch_it/links/57b6cb6008ae2fc031fd6ce1.pdf
“On the Scientific Relevance of eSports”
https://www.researchgate.net/profile/Michael_Wagner12/publication/220968200_On_the_Scientific_Relevance_of_eSports/links/00b4952589870231be000000
LEARNING OUTCOMES
1. DEMONSTRATE AN SYSTEMATIC UNDERSTANDING OF THE ESPORTS INDUSTRY
[Knowledge and Understanding]

2. ANALYSE A CURRENT ESPORTS EVENT AND RELATE THAT ANALYSIS TO THE CURRENT ACADEMIC WRITING SURROUNDING COMPETITIVE GAMING
[Analysis]

3. CONVEY CLEAR AND CONCISE GOALS AND OUTCOMES WITH REGARDS TO PLANNING AND EXECUTING EVENTS, GAME-PLANS AND DISCUSSION POINTS
[Communication]

4. DEVELOP AND IDENTIFY A RANGE OF SOLUTIONS TO THE ISSUES PRESENTED IN HOSTING AN ESPORTS EVENT
[Problem Solving]
Web Descriptor
Like the video games that fuel it, the Esports sector is now one of the fastest growing, most popular and vibrant categories of entertainment in the digitally driven economy. Esports – and in particular live tournament events – offer huge opportunities across the UK in job creation, local economic growth, tourism and new skills development.

This Module will look at a number of aspects involved in understanding the Esports industry, it’s history, and future developments. It will focus on both the analysis of the players and competitive elements and have practical event running elements – giving students key skills to take part in a developing and exciting aspect of the games industry.