6533b835fe1ef96bd129ffac

RESEARCH PRODUCT

Foundations for Esports Curricula in Higher Education

Michael James ScottRory SummerleyNicolas BesombesCornelia ConnollyJoey GawrysiakTzipora HaleviSeth E. JennyMichael MiljanovicMelissa StangeToni TaipalusJ. Patrick Williams

subject

elektroninen urheilueducurriculumdigital_gameskehittäminencourse designkoulutusohjelmatopetushigher educationkorkea-asteen koulutusesportskorkeakoulutyliopistotopetussuunnitelmat

description

Esports has generated an industry of increasing economic and cultural importance. In recent years, universities and other higher education institutions have responded to its growth by establishing programmes of study which aim to satisfy the needs of innovators operating in the area. However, there is not yet consensus on what an esports curriculum should include. Despite being a technology-driven sector with ethical and professional dimensions that intersect computing, current ACM and IEEE curricula do not mention esports. Furthermore, existing courses tend to provide teaching and training on a wide variety of topics aside from those traditionally in computer science. These include: live events management; psychological research; sports science; marketing; public relations; video (livestream) production; and community management; in addition to coaching and communication. This working group examined the requirements for developing esports studies at universities with a focus on understanding career prospects in esports and on the challenges presented by its interdisciplinary complexity. In doing so, identifying key competencies and learning domains, whilst also assessing how they align with industry needs, paving the way for a framework to support the design of esports curricula in higher education.

http://urn.fi/URN:NBN:fi:jyu-202201101034