MM-113 E-sports in Education and Society (Spring 2026)
- ECTS Credits:
- 5
- Responsible department:
- Faculty of Engineering and Science
- Course Leader:
- Rune Andersen
- 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
On successful completion of the course, the students should be able to:
- Understand the role of E-sports in education and society and the significance it has both formally and informally.
- Understand the differences between commercial E-sports and academic E-sports.
- Discuss advantages and challenges that occur related to E-sports.
- Use E-sports in a didactic way and understand how it might be an important educational tool.
Contents
There is a lot of uncertainty connected to which role gaming and E-sports should play in our society. One of the major concerns is how E-sports can be used as a tool for learning and progress instead of being viewed as a disruption. With the increasing numbers of active players around the world, the need for knowledge is considerable.
This course provides insight into the business of E-sports both from a commercial and an educational point of view. Students will encounter issues concerning the use of E-sports as a powerful educational tool as well as problems related to overuse and misunderstandings. In particular, the students will look at the use of games in general and E-sports in particular in the school system.
Teaching and learning methods
The course is taught as a combination of lectures, flipped classroom, discussions, and mandatory assignments. The students will also be presented with many cases that will be discussed.
Expected workload for the average student is 135 hours.
Examination requirements
Examinations
Student evaluation
Reduction of Credits
This course’s contents overlap with the following courses. A reduction of credits will occur if one of these courses is taken in addition:
| Course | Reduction of Credits |
|---|---|
| MM-909 – E-sports in Education and Society. | 5 |