Towards a Framework to Support the Design of Esports Curricula in Higher Education

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

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

6 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 undergraduate courses 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. This working group seeks to examine the requirements for developing esports studies at universities with a focus on understanding career prospects in esports and on the challenges presented by its disciplinary complexity. The group will identify key learning outcomes and assess how they align with industry needs, paving the way for a framework to support the design of esports curricula in higher education.

Original languageEnglish
Title of host publicationITiCSE 2021 - Proceedings of the 26th ACM Conference on Innovation and Technology in Computer Science Education
Publisher Association for Computing Machinery
Pages599-600
Number of pages2
ISBN (Electronic)9781450383974
DOIs
Publication statusPublished - 26 Jun 2021
Event26th ACM Conference on Innovation and Technology in Computer Science Education, ITiCSE 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

Conference26th ACM Conference on Innovation and Technology in Computer Science Education, ITiCSE 2021
Country/TerritoryGermany
CityVirtual, Online
Period26/06/211/07/21

Keywords

  • course design
  • curriculum
  • cybersports
  • e-games
  • e-gaming
  • e-sports
  • egames
  • electronic sports
  • esports
  • higher education
  • professional gaming
  • v-sports
  • virtual sports
  • vsports

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