AA1S44 - Health, Fitness & Wellbeing in Esports 01 Aug 2022 - 31 Aug 2028 | Version 1

Associated Module Information

Module Code: AA1S44
Module Title: Health, Fitness & Wellbeing in Esports
Faculty: Faculty of Business and Creative Industries
Faculty Group: Games and Design
Faculty Sub Group: Games
Module Leader: Charlotte Grose
Module Team: Jenna Thomas, Otilia Pasareti, Emma Marshman
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:
• Exploratory study into contemporary issues in Esports, and also investigates physical, social, nutrition, sleep management, RSI and psychological wellbeing of Esports players. The module aims to:
• Review current debates through exploratory research into the evidence and arguments surrounding Esports e.g. competitive doping, additction to gaming and cheating
• Compare, analyse and evaluate contrasting debates of the contemporary issues
• Identify health, fitness and wellbeing issues facing Esports players today
• Evidence solutions to health, fitness and wellbeing issues for Esports players

Content Summary

This module asks learners to review current debates through exploratory research into the evidence and arguments related to contemporary issues surrounding physical, social, and psychological wellbeing of Esports players and environments e.g.
comparison between electronic and livesports
Influence of mental toughness in Esports
Esports players facing same level of psychological pressures as pro-athletes
Just gamers or athletes
Esports Vs sports
What “counts” (constitutes) as Esports
Cheating and corruption in Esports
Professionalism of Esports symbolic relationship with live streaming

Learners will undertake an investigation into the health, fitness and wellbeing issues facing Esports players to which the results will be compared, analysed, and evaluated to give possible solutions to the issues identified.

The module is intended to take learners out of their comfort zones in areas of research, analyses, evaluation, and problem solving.

Guest speakers including staff from other specialisms (sports, coaching and health care) in the college will be brought in to deliver specific content to enhance the module experience.

Learning and Teaching Methods

Activity Type Hours
Lecture 12
Seminar 13
Tutorial 1
Independent Study 100
Directed Study 64
Active/Simulation Based 10
Total Hours Selected 200

Learning Outcomes

# Learning Outcome
LO1 Identify the contemporary issues in esports in current debates and discourse.
LO2 Explain the contemporary health, fitness, and wellbeing issues in esports to an audience of esports players or professionals.

Module Requisites

N/A

Assessment Criteria

Assessment Category Assessment Type Description Duration Word Count Weight (%) Best of? Pass Mark
Asynchronous Assessment Self Reflective Assessment 1 A visual journal evidencing a review of current debates into the evidence and arguments surrounding contemporary issues in Esports 0 3000 60 No 40
Synchronous Onsite Oral Assessment Presentation (Synchronous Onsite) 1 Creation of a presentation suitable for delivering to Esports players and industry outlining issues related to health, fitness, and wellbeing with possible solutions 15 N/A 40 No 40

Assessment Matrix

Assessment Type Learning Outcomes
LO1 LO2
Self Reflective Assessment 1
Presentation (Synchronous Onsite) 1

Reading List

• https://www.debate.org/opinions/are-e-sports-real-sports
• Kowert, R. and Quandt, T. The video game debate 2. 1st ed. 2020. Published by Routledge
• https://britishEsports.org/advice/8-tips-Esports-players-wellbeing-performance/
• https://Esportshealthcare.com/
• http://www.wales.nhs.uk/healthtopics/lifestyles/physicalactivity