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 editorsScott, Michael James; Summerley, Rory; Besombes, Nicolas; Connolly, Cornelia; Gawrysiak, Joey; Halevi, Tzipora; Jenny, Seth E.; Miljanovic, Michael; Stange, Melissa; Taipalus, Toni; et al.

Parent publicationITiCSE-WGR '21 : Proceedings of the 2021 Working Group Reports on Innovation and Technology in Computer Science Education

Parent publication editorsSchulte, Carsten; Becker, Brett A.

Place and date of conferenceVirtual26.6.2021- 1.7.2021

ISBN978-1-4503-9202-0

Journal or seriesAnnual Conference on Innovation & Technology in Computer Science Education

ISSN1942-647X

Publication year2021

Pages range27-55

PublisherAssociation for Computing Machinery

Place of PublicationNew York

Publication countryUnited States

Publication languageEnglish

DOIhttps://doi.org/10.1145/3502870.3506566

Publication open accessNot open

Publication channel open access

Publication is parallel published (JYX)https://jyx.jyu.fi/handle/123456789/79255

Publication is parallel publishedhttps://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.


Keywordselectronic sportsteaching and instructiontertiary educationcurriculatraining programmesdevelopment (active)universitiesinstitutions of higher education

Free keywordsesports; curriculum; course design; higher education


Contributing organizations


Ministry reportingYes

Reporting Year2021

JUFO rating1


Last updated on 2024-03-04 at 19:45