Module consists of the study units |
This module consists of several study units, every part has its own learning objectives. The study units are:
Please contact BIT module support modulesupport-bit@utwente.nl if you wish to enroll for this minor.
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Gaming is at the heart of the entertainment business, surpassing the movie and music industry in revenues and sales. The console and mobile market show an annual increase of 12 percent each year (Newzoo, 2019). In this industry new business models are rapidly being developed and adopted and traditional organizations more and more associate themselves with games to reach young people that can not be reached otherwise. Within organizations -given the rapid increase of technological advances- games and gamification are becoming a common method that is applied to create (psychological) interventions to foster knowledge acquisition, acquire skills, or explore and learn from yet-to happen future scenarios. The gaming lexicon is becoming a standard.
In line with this development is the rise of esports (with an Olympic status in 2024). In esports professional gamers compete in global gaming competitions, while being part of (professional) esports organisations. Popular games in which players and teams compete are League of legends, CS:GO, Rocketleague, or more specifically for the Netherlands FIFA. Similar to traditional sports teams, these organisations are composed of athletes, sport psychologists, cognitive scientists, nutritionists, health specialists, and data scientists that are all aiming to optimize the performance of the esporters. Other key stakeholders in the esports ecosystem are the publishers (owners of the games in which is being competed), the event organisers (and broadcasters) and the spectators \cite{lehnert2020booming}. What sets esports organisations apart from traditional sports organisations is that they are highly digital by nature, per definition are multidisciplinary, often multinational, and operate in a rapidly changing (global) environment that is highly influenced by internet and gaming culture.
As a discipline that is maturing as a sport a vast amount of effort is put into analysing the player, the game and the context in which both operate. What player attributes determine player performance? How can we extract and interpret performance-related variables from the game? How can we prepare players for the adrenaline-filled matches (performing under stress)? How should an esports organisation operate in the multidisciplinary, multinational, culturally diverse and digital environment? How can we create novel insights for the player, the coach, the audience, but also for the growing number of casual gamers and society. The latter, society, refers to the fact that esports organisations can be seen as highly dynamic digital organisations from which lessons learned can be transferred to 'traditional' organisations (i.e. remote work, team collaboration, -event- logistics, ict infrastructure, performance dashboards), other domains (i.e. health, data science, nutrition, sensoring) or which can be applied within a specific domain for a specific purpose (i.e. youth care, recruitment, inclusion).
In the current minor students will learn about the challenges in esports as well as the opportunities that esports provides for other domains. During the minor students will also be provided with the opportunity to gain experience in tackling these challenges first hand by applying state of the art measurement techniques, scientific and practical knowledge from literature and (guest) lecturers.
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