IKT634 Esportification: Esports as a Future Lab for the Digital Society and Working World (Spring 2026)
- ECTS Credits:
- 5
- Responsible department:
- Faculty of Engineering and Science
- Course Leader:
- Tobias Michael Scholz
- Lecture Semester:
- Spring
- Teaching language:
- English
- Duration:
- ½ year
Table of contents
The course is connected to the following study programs
Teaching language
Learning outcomes
Upon completion of the course, students will be able to:
1. Critically analyze the application of Esportification strategies within variousprofessional and organizational contexts.
2. Design and implement innovative Esportification strategies tailored to enhance digitalengagement and productivity.
3. Evaluate the effectiveness and ethical implications of Esportification practices indigital and organizational settings.
Contents
The course covers five modules:
1. Theoretical Underpinnings of Esportification: Exploration of core concepts, historicalevolution, and foundational theories.
2. Application of Esportification in Digital Societies: This section examines digital culture,community dynamics, and educational settings.
3. Implementing Esportification in Organizational Contexts: Strategies for enhancingworkplace design, team dynamics, and leadership through Esportification.
4. MethodologicalApproaches to Esportification Research: Quantitative and qualitativeresearch methods tailored to the study of Esportification.
5. Ethical Considerations and Future Directions in Esportification: Critical analysis of thesocietal impacts and ethical challenges associated with Esportification
Teaching and learning methods
Examination requirements
Examinations
The course assessment is graded on a Pass/Fail basis, based on:
- Presentation: Evaluation based on the depth of analysis, application oftheoretical concepts, and innovative approach to Esportification.
- Project Report:Assessed for its rigor, analytical depth, and originality, reflecting thecandidate's ability to synthesize and apply course concepts effectively.