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

Reading List

Esports is Business – Management in the world of Competitive Gaming – Tobias M. Sholz (2019)
Understanding Esports: An Introduction to the Global Phenomenon – Rodgers R (2021)
The book of Esports – W Collis (2020)
The Esports education playbook – C Aviles (2020)
Esports in education – P Richards (2020)