AA1S42 - Theory, Culture and History of Esports 01 Aug 2022 - 31 Aug 2028 | Version 1
Associated Module Information
| Module Code: | AA1S42 | ||
|---|---|---|---|
| Module Title: | Theory, Culture and History of Esports | ||
| Faculty: | Faculty of Business and Creative Industries | ||
| Faculty Group: | Games and Design | ||
| Faculty Sub Group: | Games | ||
| Module Leader: | |||
| Module Team: | Gareth Morgan, Jenna Thomas, Anna Williams, Daniel Davies, Kiran Jones, Clive Prosser, Daniel Webb, Neil Griffiths, Paul John | ||
| First Intended Intake: | SEP 2022 | Final Year of Intake: | 2027 |
| Date Closed: | |||
| Credit Value: | 20 | Credit Level: | 4 |
| Language: | English | ||
| Percentage of Module Taught in Welsh: | 0 | ||
| Equivalent Module: | |||
| HECOS codes: | 101267 - computer games | ||
| HECOS Code Weighting: | 100 | ||
Document Version Information
| Version | 1 |
|---|---|
| Valid From | 01 Aug 2022 |
| Valid To | 31 Aug 2028 |
Module Aims
This module covers:
• An introduction into games culture, the evolution, and the development of the Esports industry.
• Develop understanding of the cultural and societal influence of multiplayer games and Esports.
• Facilitate analysis of the prominence of Esports in modern society and how the industry influences them.
• Provoke discussion into future developments and direction of the Esports industry.
Content Summary
This module will introduce the key academic discussions and debates surrounding Esports and their influence on/how they are influenced by culture and society.
This module aims to explore the history of Esports and competitive multiplayer gaming, provoking discussion and analysis of the Economic, Cultural and Societal prominence of the industry.
Following appropriate research from a range of sources and extensive analysis, participants will explore ideas surrounding the direction of the Esports industry.
Through demonstration of appropriate research, referencing and report writing techniques, the above should be presented in a report format
This module includes a six-week immersive learning element.
Learning and Teaching Methods
| Activity Type | Hours |
|---|---|
| Lecture | 12 |
| Seminar | 13 |
| Tutorial | 1 |
| Independent Study | 100 |
| Directed Study | 64 |
| Problem / challenge based learning | 10 |
| Total Hours Selected | 200 |
Learning Outcomes
| # | Learning Outcome |
|---|---|
| LO1 | Explain research skills and techniques that can be used to investigate critical issues surrounding esports. E.g. competitive gaming. |
| LO2 | Discuss the potential future developments and the direction of esports industry in the fast moving technological and media landscape. E.g hardware, genres and streaming. |
Module Requisites
N/A
Assessment Criteria
| Assessment Category | Assessment Type | Description | Duration | Word Count | Weight (%) | Best of? | Pass Mark |
|---|---|---|---|---|---|---|---|
| Asynchronous Assessment | Report 1 | Written report, combining research, referencing and evaluation of information, drawing conclusions relating to the future of the Esports field. | 0 | 4000 | 100 | No | 40 |
Assessment Matrix
| Assessment Type | Learning Outcomes | ||
|---|---|---|---|
| LO1 | LO2 | ||
| Report 1 | ✔ | ✔ | |