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/


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

Preliminary JUFO rating: 1

Last updated on 2022-17-06 at 10:27