A4 Article in conference proceedings
Foundations for Esports Curricula in Higher Education (2021)
Scott, M. J., Summerley, R., Besombes, N., Connolly, C., Gawrysiak, J., Halevi, T., Jenny, S. E., Miljanovic, M., Stange, M., Taipalus, T., & Williams, J. P. (2021). Foundations for Esports Curricula in Higher Education. In C. Schulte, & B. A. Becker (Eds.), ITiCSE-WGR '21 : Proceedings of the 2021 Working Group Reports on Innovation and Technology in Computer Science Education (pp. 27-55). Association for Computing Machinery. Annual Conference on Innovation & Technology in Computer Science Education. https://doi.org/10.1145/3502870.3506566
JYU authors or editors
Publication details
All authors or editors: Scott, Michael James; Summerley, Rory; Besombes, Nicolas; Connolly, Cornelia; Gawrysiak, Joey; Halevi, Tzipora; Jenny, Seth E.; Miljanovic, Michael; Stange, Melissa; Taipalus, Toni; et al.
Parent publication: ITiCSE-WGR '21 : Proceedings of the 2021 Working Group Reports on Innovation and Technology in Computer Science Education
Parent publication editors: Schulte, Carsten; Becker, Brett A.
Place and date of conference: Virtual, 26.6.2021- 1.7.2021
ISBN: 978-1-4503-9202-0
Journal or series: Annual Conference on Innovation & Technology in Computer Science Education
ISSN: 1942-647X
Publication year: 2021
Pages range: 27-55
Publisher: Association for Computing Machinery
Place of Publication: New York
Publication country: United States
Publication language: English
DOI: https://doi.org/10.1145/3502870.3506566
Publication open access: Not open
Publication channel open access:
Publication is parallel published (JYX): https://jyx.jyu.fi/handle/123456789/79255
Publication is parallel published: https://repository.falmouth.ac.uk/4462/
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.
Keywords: electronic sports; teaching and instruction; tertiary education; curricula; training programmes; development (active); universities; institutions of higher education
Free keywords: esports; curriculum; course design; higher education
Contributing organizations
Ministry reporting: Yes
Reporting Year: 2021
JUFO rating: 1