For national applicants, the application process runs through The Norwegian Universities and Colleges Admission Service (“Samordna opptak”), and the entrance requirement is Higher Education Entrance Qualification (“generell studiekompetanse”).
For international applicants, entrance requirements are Higher Education Entrance Qualification for international applicants and certified language requirements in English.
The general basis for admission to universities and university colleges in Norway is called Higher Education Entrance Qualification. You may find what is considered university entrance qualifications from your country in the “GSU” list. This list states the basic requirements for admission to higher education in Norway. Please download the latest version of the 'GSU' list from http://www.nokut.no/en/Facts-and-statistics/Surveys-and-databases/GSU-list/this website.
Studenter som har fullført og bestått halvårsstudiet Akademisk e-sport 1 kan søke direkte til UiA om innpassingsopptak til 2. studieår. Se UiAs nettsider for informasjon om frister og hvordan man søker innpassingsopptak.
The bachelor’s programme in Academic E-sports aims to understand, develop and utilize competences connected through the use of organized gaming, also known as E-sports. An overall objective is to understand the differences between gaming, competitive E-sports and academic E-sports, and be able to broaden the area in which E-sports might be valuable.
The study program focuses on academical, physiological, sociological, and psychological aspects of academic E-sports. Topics such as programming, multimedia content and development, digital security as well as innovation and economics are also included. When finishing the bachelor’s program, the student will have a broad knowledge of the E-sports industry and have chosen to specialize in one of four directions within E-sports based on interest. The specialization will be determined in the preliminary project and in the bachelor thesis. The specializations are as follows:
|1. sem||IDR143-G General Introduction to Exercise 5 sp||MM-109-G Game History 5 sp||MM-111-G E-sports 1 - Practice 10 sp||PS-104-G Psychology and Ethics 5 sp||MM-110-G Video and Audio 5 sp|
|2. sem||MM-115-G E-sports 2 - Practice 10 sp||MM-114-G Game Statistics, Maps and Logistics 5 sp||MM-113-G E-sports in Education and Society 5 sp||MM-112-G Game Design 5 sp||IDR144-G General Introduction to Sports 5 sp|
|3. sem||IDR217-G E-sports 3 - Practice 10 sp||MM-202-G Remote Operated Vechicles 5 sp||MM-201-G Programming 1 – Automation and Gaming 5 sp||IDR216-G Technology in Sports 5 sp||IDR215-G Nutrition, Recovery, and Athletic Performance 5 sp|
|4. sem||MM-205-G E-sports 4 - Practice 10 sp||MM-204-G Entrepeneurship 5 sp||MM-203-G Programming 2 – Useful Technology 5 sp||IDR219-G Teams and Performance Culture 5 sp||IDR218-G Sports Injuries and Ergonomics 5 sp|
|5. sem||IDR303-G E-sports 5 - Practice 10 sp||MM-302-G Digital Security 5 sp||MM-301-G Branding 5 sp||IDR302-G Scientific Methods and Statistics 10 sp|
|6. sem||MM-304-G Economy and Innovation 5 sp||MM-303-G Preliminary Project 5 sp||MM-305-G Bachelor’s Thesis 20 sp|
On successful completion of the program, the candidate should be able to:
Academic E-sports is a relatively new field in higher education, which also indicates that the methods used when teaching are new. Over the last few years, it has become more established in secondary education in the USA and called scholastic e-sports (https://www.nasef.org/).
The main focus is on variation and balance between theory and practice. Through the use of a practice course every semester, it is possible to experiment and enable the students to try out new things. The practice course will implement tasks given from all other courses in a semester an provide an arena in which the students can experience the use of the skills they acquire. How these tasks are solved will be determined in close collaboration teachers and students. The study program implements elements of problem-based learning, flipped classroom and other student active approaches to learning. The use of technology and digital applications will be prominent. This includes the use of training apps, media platforms, multimedia tools and different gaming platforms. Lectures, seminars and discussions are also parts of the program. In a rapidly changing environment, it is of the utter importance that the students play an active role in both teaching processes and evaluations.
The study program in academic E-sports is an international bachelor’s program taught in English. The bachelor’s program recruits both Norwegian students and international students from all over the world. Formal cooperation with universities from other parts of the world in both research and exchange programs are being established. International projects will provide a greater understanding of E-sports as a research field as well as create valuable international experiences.
In the 5th semester in the bachelor’s program it is possible to go abroad for student exhchange. The students will receive more information about international partner universities and the possibilities for student exchange when starting the programme.
Faculty of Engineering and Science