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.
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.
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.
All mandatory assignments must be completed and approved.
Assessment methods and criteria
Video presentation based on a case study, performed in groups or individually. Graded assessment.
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.