Foundations for Esports Curricula in Higher Education

  • Michael James Scott
  • , Rory Summerley
  • , Nicolas Besombes
  • , Cornelia Connolly
  • , Joey Gawrysiak
  • , Tzipora Halevi
  • , Seth E. Jenny
  • , Michael Miljanovic
  • , Melissa Stange
  • , Toni Taipalus
  • , J. Patrick Williams

Research output: Chapter in Book or Conference Publication/ProceedingConference Publicationpeer-review

22 Citations (Scopus)

Abstract

Esports has generated an industry of increasing economic and cultural importance. In recent years, universities and other higher education institutions have responded to its growth by establishing programmes of study which aim to satisfy the needs of innovators operating in the area. However, there is not yet consensus on what an esports curriculum should include. Despite being a technology-driven sector with ethical and professional dimensions that intersect computing, current ACM and IEEE curricula do not mention esports. Furthermore, existing courses tend to provide teaching and training on a wide variety of topics aside from those traditionally in computer science. These include: live events management; psychological research; sports science; marketing; public relations; video (livestream) production; and community management; in addition to coaching and communication. This working group examined the requirements for developing esports studies at universities with a focus on understanding career prospects in esports and on the challenges presented by its interdisciplinary complexity. Thereby, paving the way for a framework to support the design of esports curricula in higher education.

Original languageEnglish
Title of host publicationITiCSE-WGR 2021 - Proceedings of the 2021 Working Group Reports on Innovation and Technology in Computer Science Education
Publisher Association for Computing Machinery
Pages27-55
Number of pages29
ISBN (Electronic)9781450392020
DOIs
Publication statusPublished - 28 Dec 2021
Externally publishedYes
Event2021 Working Group Reports on Innovation and Technology in Computer Science Education, ITiCSE-WGR 2021 - Virtual, Online, Germany
Duration: 26 Jun 20211 Jul 2021

Publication series

NameAnnual Conference on Innovation and Technology in Computer Science Education, ITiCSE
ISSN (Print)1942-647X

Conference

Conference2021 Working Group Reports on Innovation and Technology in Computer Science Education, ITiCSE-WGR 2021
Country/TerritoryGermany
CityVirtual, Online
Period26/06/211/07/21

Keywords

  • course design
  • curriculum
  • esports
  • higher education

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