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 | ✔ | ✔ | |