During the first five weeks the following topics and learning goals are addressed: |
W1 Introduction to esports
- The student has knowledge about common terminology used within esports.
- The student has knowledge about the general characteristics of the esports domain (games, roles, professions, stakeholders)
- The student is able to differentiate between gamification, gaming, casual gaming, esports.
- Assignment: The student is able to apply knowledge and formulate an opinion about developments in the esports ecosystem.
W2 Esports business and management
- The student has knowledge about specific organisational concepts that are specific for esports organisations.
- The student has knowledge of how esports specific organisational aspects deviate from traditional organisations.
- The student has detailed knowledge of the intertwining of industry-specific stakeholders, including title publishers, event organizers, leagues and sponsors.
- The student has knowledge about the characteristics of (digital) event management for esports.
- Assignment: The student is able to compare stakeholders within the esports industry, looking at differences and similarities in how they operate in varying contexts.
- Assignment: The student is able to apply organisational knowledge within the esports ecosystem.
W3 Performance optimisation in esports: the player
- The student has knowledge about the fundamental topics related to the field of performance psychology such as motivation, goal setting, arousal, flow, concentration and self-confidence.
- The student has knowledge about measuring techniques and theories that are related to player performance and health.
- The student has knowledge about intervention development for player optimization.
- The student has knowledge about healthy and unhealthy gaming routines.
- Assignment: The student is able to apply sport psychological and health aspects in an esports intervention program design and evaluation to foster sustainable performance and health in esports.
W4 Performance optimisation in esports: game data science
- The student has knowledge about what data analysis techniques are used in esports
- The student has knowledge about data visualisation techniques and rapid prototyping.
- Assignment: The student is able to apply the knowledge about esports data analysis and visualisation in a specific esports aimed at performance optimization.
W5 Responsible esports
- The student has knowledge about different standpoints on inclusion and gender equality in esports
- The student has knowledge about possible toxic behaviour within esports.
- Assignment: The student is able to formulate an opinion about ethical issues within esports from the standpoint of different stakeholders.
The first part is aimed to provide the students with an overview of the state of the art and the challenges that are present in the esports domain. Each week will typically consist of an introductory lecture, an expert guest lecture, a selection of literature and a mini-project (assignment) in which the newly acquired knowledge is applied. It provides the theoretical underpinning for Part 2 of the minor (the research project).|
Please contact BIT module support firstname.lastname@example.org if you wish to enroll for this minor.