Table of contents

The course is connected to the following study programs

Teaching language

English

Recommended previous knowledge

The courses General Introduction to Sports, Game Design, E-sports in Education and Society and Game Statistics, Maps and Logistics, must be taken in parallel with or before E-sports 2

Learning outcomes

On successful completion of the course, the students should be able to:

  • Identify skills and competencies that make esports an important part of society.
  • Understand the basic mechanics of game play and how these skills transfer into other aspects of learning.
  • Have knowledge of other elements related to esports outside of playing and how they can help develop transferable skills.
  • Have an understanding of professional project management, including methods, tools, systems and formalities.
  • Understand how to plan and run events in smaller, more focused teams, from concept through to execution.
  • Understand opponent analysis and different ways to use data, game knowledge, psychology and empathy to enhance gaming ability.
  • Practice techniques for managing stress and enhancing focus.
  • Evaluate and understand the differences and similarities between face-to-face (in person) gaming and digital gaming.
  • Experience the differences and similarities with group communication and outcomes when comparing PvP games to Co-op games.
  • Experience how communication is affected by different scenarios and game situations, and how effective communication skills can transfer to other non-gaming areas of life.

Contents

This course is a continuation of E-sports Practice 1 and gives further insight into the gaming world and how to dive deeper into opponent analysis, with applied use of psychology and metagame knowledge through data analysis. This course aims to break down communication and analysis within games to its fundamental core components, starting with face to face gameplay before adding more complexity as players move back into a digital game-space. Students are challenged to explore how communication and analysis changes as various elements and mechanics change across games and mediums, and will learn how approaches and methods need to be adapted to fit the context of different game or work situations. Additionally, students will learn how to use project management and event management skills to plan and run events in smaller, more focused teams, from concept through to completion.

Teaching and learning methods

The course will be divided into different modules, most with a practical approach. Tasks will often 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.

Examination requirements

All tasks have to be approved. An overwiev of tasks will be presented in Canvas.

Examinations

Individual home exam. Pass/fail.

Student 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.

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-911 – E-sports 2 - Practice. 10
Last updated from FS (Felles studentsystem) Oct. 15, 2026 9:05:15 AM