The courses Research Methods and Statistics, Branding and Digital Security, must be taken in parallel with or before E-sports 5.
Learning outcomes
On successful completion of the course, the students should be able to:
Gameplay one game at a higher level and logging no less than 100 hours of play.
Understand basic research methods and use them for collecting data on a game.
Create their own brand and promote it.
Understand the laws and regulations connected to online gaming and show examples of how they are implemented.
Course contents
This is the last of the practice courses. As with the previous courses, the main focus is on creating practical approaches to the courses in the semester. However, this course also focuses on a more intense gameplay.
This course has a stronger focus on the different processes involved when playing and trying to set them in a more academic perspective through the use of research methodology. In addition, the students will work on creating their own brand and understand the need for digital security.
Teaching methods
The course will be divided into different modules. What they all have in common is a practical approach. Tasks will be practical in nature and the course will also include training sessions and tutoring sessions in different games. Expected workload for the average student is 270 hours.
Assessment methods and criteria
Portfolio assessment with mandatory assignments. Graded pass/fail.
Evaluation
The study program manager, in consultation with the student representative, decides the method of evaluation and whether the courses will have a midterm- or end of term evaluation, see also the Quality System, section 4.1. Information about evaluation method for the course will be posted on Canvas.