Learning Outcomes
1. Demonstrate an understanding of the e-sport environment and the psychological factors involved in this area.
Knowledge and Understanding
Enquiry
Learning
2. Critically examine how the field of sport and exercise psychology can influence esports
Knowledge and Understanding
Analysis
Learning
Application
Enquiry
3. Demonstrate knowledge of selected psychological skills and techniques and be able to
critically evaluate their efficacy in an e-sport setting.
Application
Knowledge and Understanding
Learning
Assessment Details
1. A 60 - minute open book online exam to assess knowledge of individual difference topics. (LO 1)
. 50% 60 mins.
2. To present a virtual video presentation on the development of a psychometric resource that assesses an identified psychological construct relevant to sport or exercise participants (LO's 2 & 3) 50% 1000 words
Indicative Content
• This module will require learners to develop their knowledge in the area of psychology and e-sports.
• This module will develop students conceptual and historical appreciation of both cognitive and biological issues in the context of e-sport psychology.
• Students will learn about the motivations and psychological demands of being involved in e-sports as well as exploring the mental skills that can be used to aid coping in this environment.
• By applying the latest research from sport and exercise psychology this module will examine the exciting new area of competitive gaming.
Learning Strategies
Students will learn through a combination of video lectures, independent activities, formative feedback tasks, peer to peer discussions, and 1-2-1 tutor support.
Contact Hours:
1-2-1 tutor – module support meeting.
Independent Study hours:
13 x 1 hours of video lectures will provide a general overview of themes and topics covered in the module.
13 x 8 hours of engagement with weekly tasks and activities (e.g., consolidating video lectures, reading and engaging with resources/links, inquiry-based learning, discussion boards, formative assessments).
30.5 hours of assignment preparation and completion.
Texts
Bányai, F., Griffiths, M. D., Király, O., & Demetrovics, Z. (2018). The psychology of esports: A systematic literature review. Journal of gambling studies, 1-15.
Hallmann, K., & Giel, T. (2018). eSports–Competitive sports or recreational activity?. Sport management review, 21(1), 14-20.
Jenny, S. E., Manning, R. D., Keiper, M. C., & Olrich, T. W. (2017). Virtual (ly) athletes: Where eSports fit within the definition of “sport”. Quest, 69(1), 1-18.
Resources
Appropriately and adequately equipped computer software (i.e., Blackboard and Microsoft teams).
Appropriately and adequately stocked library facilities
Internet access sufficient to access blackboard and Microsoft Teams.
Web Descriptor
On this module you will develop your knowledge of psychology and e-sports.
This module will develop your conceptual and historical appreciation of both cognitive and biological issues in the context of e-sport psychology.
You will learn about the motivations and psychological demands of being involved in e-sports as well as exploring the mental skills that can be used to aid coping in this environment.
By applying the latest research from sport and exercise psychology this module will examine the exciting new area of competitive gaming.