RCPT 222: Introduction to Esports

Credit Hours: (3)

Instructional Method:  Lecture

Note(s):    Applied Learning (L) designation

Introduction to esports including historical overview, competition formats, spectator experience, play and game theories, socio-cultural implications, sponsorship and marketing, support services, ethical issues, and/or potential careers. Emphasis given to applied learning through participation in the esports ecosystem.

Content

Generally, esports refers to any type of competitive video gaming. Since the first known competition in 1972 at Stanford University, this recreational activity has grown into a multi-billion-dollar industry. The four major categories of game play are player vs. player (PvP), first person shooter (FPS), real-time strategy (RTS), and multiplayer online battle arena (MOBA). A complex esports ecosystem has developed that extends beyond teams playing video games to leagues/tournaments that are marketed and distributed on platforms to fans. Also involved are game developers and publishers, sponsors and advertisers, investors, and media production. Students will explore professional practice through the application of knowledge, skills, and critical reflection related to esports services.

Major Topics

I.  Introduction to Esports

a.History of Esports

b.  Games, genres, and platforms

c.  Competition Formats

d. Player Experience

e. Spectator Experience

f. Business of Esports

II. Play and Game Theories

a. Play Theories and Limitations

b.  Types of Games and the Role of Competition

c. Game Theory

III. Esports Ecosystem

a. Publishers and Content Creators

b. Players and Teams

c. Events and Facilities

d. Governance and Structure

e. Sponsorship and Marketing

IV.   Social-Cultural Implications

a.  Positive and Negative Aspects of Gaming

b. Accessibility and Diversity

c. Ethical Issues

V. Future of Esports

a. Collegiate and Professional Esports

b. Potential Careers

Detailed Description of Conduct of Course

Course instruction strategies may include, but not be limited to, the following: lectures, student presentations, demonstrations, gaming/simulations, collaborative learning, discussions, and guest speakers. Students will apply acquired knowledge and skills to explore at least one potential career path within the esports ecosystem (e.g., content creators, players and teams, coaches, special event and competition planners, and marketing professionals). This will be accomplished through a career profile assignment. As a collaborative group project, students will plan, organize, and host an esports tournament including writing a program plan and evaluating the event and their peers. As part of the peer review process, students will provide a critical reflection of their role in the event including strengths and weaknesses.

Student Learning Outcomes

Having successfully completed this course, students will be able to:

· apply acquired knowledge and skills to develop professional identity or professional practice within esports services;

· critically reflect on their learning, abilities, experiences, or role within professional contexts of esports services;

· describe the types of games and events that are run across varying levels of esports competitions;

· apply acquired knowledge and skills to explore at least one potential career path within the esports ecosystem;

· critically discuss the esports ecosystem and how each component impacts other parts of the industry; and

·  create, plan, implement, and evaluate an e-sports tournament.

Assessment Measures

Students may be assessed through quizzes/exams, papers, projects, presentations, activities, reflections, and/or peer evaluations.

Other Course Information

Bibliography:

Collis, W. (2020). The book of esports. Rosetta Books.

Li, R. (2017). Good luck and have fun: The rise of esports. Skyhorse Publishing.

Roger, R. (Ed.). (2019). Understanding esports: An introduction to the global phenomenon. Lexington Books.

Scholz, T. M. (2019). Esports is business: Management in the world of competitive gaming. Palgrave Pivot.

Taylor, T. L. (2012). Raising the stakes: E-sports and the professionalization of computer gaming. MIT Press.

Reviewed and approved

June, 2022